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	<updated>2026-09-18T15:20:49Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnature&amp;diff=31108</id>
		<title>Gamehelpnature</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnature&amp;diff=31108"/>
		<updated>2026-08-17T21:24:20Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: fixed headings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &#039;&#039;&#039;Overview&#039;&#039;&#039; ===&lt;br /&gt;
Nature is a card-driven tableau-builder played over four rounds. You score points by feeding your species and keeping them alive. &lt;br /&gt;
&lt;br /&gt;
Each round has four phases.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;1. Preparation Phase&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* Add plant food to the watering hole based on the player count and the top card of the deck.&lt;br /&gt;
* Gain a new species starting at size 1 and population 1. Add any population or size lost during the previous round to this new species.&lt;br /&gt;
* Draw 5 cards. There is no hand limit.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;2. Adapting Phase&#039;&#039;&#039; ====&lt;br /&gt;
Players take one turn to modify their species. You can perform these actions as many times as you want:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Increase Population:&#039;&#039;&#039; Discard a card to add 1 population to a species.&lt;br /&gt;
* &#039;&#039;&#039;Increase Size:&#039;&#039;&#039; Discard a card to increase a species&#039; size by 1 (maximum size is 4).&lt;br /&gt;
* &#039;&#039;&#039;Play a Trait:&#039;&#039;&#039; Play a card face-down near a species to grant it an ability (maximum 3 traits per species, including Hunter).&lt;br /&gt;
* &#039;&#039;&#039;Free Actions:&#039;&#039;&#039; Add a Hunter card from the supply to turn a species into a carnivore, remove existing traits, or save cards for later.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;3. Feeding Phase&#039;&#039;&#039; ====&lt;br /&gt;
Players take turns feeding one hungry species at a time until all population is fed or dead&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forage:&#039;&#039;&#039; Foragers eat plants from the watering hole equal to their size.&lt;br /&gt;
* &#039;&#039;&#039;Hunt:&#039;&#039;&#039; Hunters eat meat from the supply equal to their prey&#039;s size. A hunter&#039;s hunt value must be equal to or greater than the prey&#039;s defense value. The hunted species loses 1 population.&lt;br /&gt;
* &#039;&#039;&#039;Starve:&#039;&#039;&#039; If a species cannot forage or hunt, it must starve and lose 1 population.&lt;br /&gt;
* &#039;&#039;Free Action:&#039;&#039; Discard cards from your hand before a feeding action to add their food value in plants to the watering hole.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;4. Scoring&#039;&#039;&#039; ====&lt;br /&gt;
* At the end of each round, move all eaten food behind your screen.&lt;br /&gt;
* After four rounds, you score 1 point for every food token eaten and 2 bonus points for each surviving species. &lt;br /&gt;
* The player with the most points wins. If there&#039;s a tie, the player with the most cards played as Traits wins.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnature&amp;diff=31107</id>
		<title>Gamehelpnature</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnature&amp;diff=31107"/>
		<updated>2026-08-17T21:23:52Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: added more detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &#039;&#039;&#039;Overview&#039;&#039;&#039; ===&lt;br /&gt;
Nature is a card-driven tableau-builder played over four rounds. You score points by feeding your species and keeping them alive. &lt;br /&gt;
&lt;br /&gt;
Each round has four phases.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;1. Preparation Phase&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* Add plant food to the watering hole based on the player count and the top card of the deck.&lt;br /&gt;
* Gain a new species starting at size 1 and population 1. Add any population or size lost during the previous round to this new species.&lt;br /&gt;
* Draw 5 cards. There is no hand limit.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;2. Adapting Phase&#039;&#039;&#039; ====&lt;br /&gt;
Players take one turn to modify their species. You can perform these actions as many times as you want:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Increase Population:&#039;&#039;&#039; Discard a card to add 1 population to a species.&lt;br /&gt;
* &#039;&#039;&#039;Increase Size:&#039;&#039;&#039; Discard a card to increase a species&#039; size by 1 (maximum size is 4).&lt;br /&gt;
* &#039;&#039;&#039;Play a Trait:&#039;&#039;&#039; Play a card face-down near a species to grant it an ability (maximum 3 traits per species, including Hunter).&lt;br /&gt;
* &#039;&#039;&#039;Free Actions:&#039;&#039;&#039; Add a Hunter card from the supply to turn a species into a carnivore, remove existing traits, or save cards for later.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;3. Feeding Phase&#039;&#039;&#039; =====&lt;br /&gt;
Players take turns feeding one hungry species at a time until all population is fed or dead&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forage:&#039;&#039;&#039; Foragers eat plants from the watering hole equal to their size.&lt;br /&gt;
* &#039;&#039;&#039;Hunt:&#039;&#039;&#039; Hunters eat meat from the supply equal to their prey&#039;s size. A hunter&#039;s hunt value must be equal to or greater than the prey&#039;s defense value. The hunted species loses 1 population.&lt;br /&gt;
* &#039;&#039;&#039;Starve:&#039;&#039;&#039; If a species cannot forage or hunt, it must starve and lose 1 population.&lt;br /&gt;
* &#039;&#039;Free Action:&#039;&#039; Discard cards from your hand before a feeding action to add their food value in plants to the watering hole.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;4. Scoring&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
* At the end of each round, move all eaten food behind your screen.&lt;br /&gt;
* After four rounds, you score 1 point for every food token eaten and 2 bonus points for each surviving species. &lt;br /&gt;
* The player with the most points wins. If there&#039;s a tie, the player with the most cards played as Traits wins.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=20207</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=20207"/>
		<updated>2024-02-24T17:15:29Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In &#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039;, 1 to 4 players compete for interstellar domination by e&#039;&#039;&#039;X&#039;&#039;&#039;ploring, e&#039;&#039;&#039;X&#039;&#039;&#039;panding, e&#039;&#039;&#039;X&#039;&#039;&#039;ploiting, and e&#039;&#039;&#039;X&#039;&#039;&#039;terminating. Several different scenarios are available. In most scenarios, players win by destroying their opponents’ Homeworlds. The play area is made up of hexes representing regions of space, and game pieces are represented by square or hexagonal tokens. A 10-sided die roll is used to resolve combat and other checks. A roll of 1 is always a hit, and the ‘0’ face represents a 10. If you’re new to the game, it&#039;s recommended to use the Basic Rules until you become familiar with the game.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
First, each player chooses a Homeworld location in their Home System (a group of space matching eash player&#039;s color). Next, all playable spaces (hexes) are populated with tokens (system markers) that represent the contents of each space. Each player&#039;s Homeworld is placed face-up, while all other tokens are placed face-down (they are unexplored). System markers in each player&#039;s Home System have a border matching their player color, while system markers in &#039;Deep Space&#039; have a white border.&lt;br /&gt;
Finally, each player’s starting units appear at their Homeworld:&lt;br /&gt;
* One group of 4 Shipyards&lt;br /&gt;
* 3 Scout ships&lt;br /&gt;
* 3 Colony ships&lt;br /&gt;
* 1 Miner ship&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Play proceeds in a sequence of rounds consisting of 3 Turns and 1 Economic Phase. At the start of the game, the first player (Player 1) is determined randomly. Subsequently, during each Economic Phase, players may bid to determine player order. During each Turn in a round, Player 1 performs Movement, then Combat (if applicable), then Exploration. Then Player 2 does the same, then Player 3, then Player 4. Turns 2 and 3 follow the same sequence as Turn 1. After Turn 3, all players simultaneously perform the Economic Phase. After the Economic Phase, a new round of three turns begins.&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
## Player 1: Movement, Combat, Exploration&lt;br /&gt;
## Player 2: Movement, Combat, Exploration&lt;br /&gt;
## Player 3: Same&lt;br /&gt;
## Player 4: Same&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players, simultaneously&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase, you may move some, all, or none of your units that are capable of movement. You can move each unit 1 space at a time up to the limit determined by your Movement technology level (which starts at 1 space per Turn). You must complete one unit&#039;s movement before moving another unit. You can increase your movement speed by increasing your Movement technology level (see below) then upgrading your units.&lt;br /&gt;
&lt;br /&gt;
* Movement technology level 1 (starting level): Move 1 space each Turn&lt;br /&gt;
* Level 2: Move 1 space in Turns 1 and 2, and up to 2 spaces in Turn 3&lt;br /&gt;
* Level 3: Move 1 space in Turn 1, and up to 2 spaces in Turns 2 and 3&lt;br /&gt;
* Level 4: Move up to 2 spaces each Turn&lt;br /&gt;
* Level 5: Move up to 2 spaces in Turns 1 and 2, and up to 3 spaces in Turn 3&lt;br /&gt;
* Level 6: Move up to 2 spaces in Turn 1, and up to 3 spaces in Turns 2 and 3&lt;br /&gt;
* Level 7: Move up to 3 spaces each Turn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exceptions:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Miners, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
* Shipyards and Bases cannot move. &lt;br /&gt;
* Fighters cannot move unless accompanied by a Carrier.&lt;br /&gt;
&lt;br /&gt;
==== Movement Restrictions ====&lt;br /&gt;
A unit that has an Attack Strength (a &#039;combat-capable&#039; unit) may not enter a space containing a face-down system marker (i.e., an unexplored space), a Nebula, or Asteroids, unless the unit begins its turn adjacent to the space and moves into the space as its first move. Entering such a space ends the unit’s movement, regardless of Movement technology level.&lt;br /&gt;
&lt;br /&gt;
A unit without an Attack Strength (a ‘non-combat’ unit such as a Colony Ship, Miner, MS Pipeline, or Decoy) may not enter a space that contains a face-down system marker, enemy unit, or enemy Colony unless a combat-capable ship also enters the space (from the same or a different starting space).&lt;br /&gt;
&lt;br /&gt;
==== Enemy Occupied Hexes ====&lt;br /&gt;
If your unit enters a space occupied by an enemy combat-capable unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop moving and attack during the Combat Phase. If the space is occupied only by enemy non-combat units, those units are immediately destroyed and do not impede your movement. &lt;br /&gt;
&lt;br /&gt;
An enemy Colony is not itself considered a combat-capable unit, so you may choose to stop in, or move through, an enemy Colony space.&lt;br /&gt;
&lt;br /&gt;
==== Planets and Colonization ====&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiating Colonization:&#039;&#039;&#039; Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonizing Barren Planets:&#039;&#039;&#039; Each player&#039;s Home System contains one Barren (monochrome colored) planet, and all planets in Deep Space are Barren. To colonize a Barren planet, you must have Terraforming Technology level 1 or higher. A Colonized Barren planet performs like any other Colony. If a Barren planet&#039;s Colony is destroyed, the planet reverts to its Barren state.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat phase occurs whenever opposing units occupy the same space. The player whose units moved into the space (during their Movement phase) is the attacker. If there is more than one battle, the attacker decides the order in which battles occur. During a battle, opposing units exchange fire in repeated rounds of combat until only one player&#039;s units occupy the space where the battle took place.&lt;br /&gt;
&lt;br /&gt;
==== Combat Procedure ====&lt;br /&gt;
The Combat Phase window contains opposing ships organized horizontally by side and vertically by ship Class (A through E). Any Decoy units are automatically destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Combat Screening:&#039;&#039; At the start of a combat round, if a player has more combat capable ships than their opponent, that player may choose to screen (protect) ships from combat for the current round (up to the difference in ship count). A screened ship may neither fire nor be fired upon during the current round, and screened ships can be changed each combat round. Non-combat ships are screened automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet Size Bonus:&#039;&#039; At the start of a combat round, if a player has at least twice as many combat capable ships as their opponent, that player receives a +1 Attack bonus. Mines do not count towards fleet size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resolve Combat:&#039;&#039; During each combat round, ships fire in Class order, starting with A Class, then B, C, D, and E Class. Each ship can fire once per round. A ship can be targeted more than once during a combat round. After the first combat round, a player may choose to have a unit retreat instead of firing. Bases and Shipyards cannot retreat.&lt;br /&gt;
&lt;br /&gt;
==== Firing Order ====&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
==== Who May Fire ====&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
==== Non-Combat Units ====&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Fire Resolution ====&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
==== Recording Hits ====&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
==== Special Conditions ====&lt;br /&gt;
&#039;&#039;&#039;Asteroids:&#039;&#039;&#039; When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nebula:&#039;&#039;&#039; When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
==== Retreat ====&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
==== Colonies and Combat ====&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
==== Post Combat ====&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for each player&#039;s Homeworld. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
The systems forming a player&#039;s &#039;&#039;&#039;Home System&#039;&#039;&#039; are much tamer than those in Deep Space. Each Home System is composed of the following 25 tokens, randomly placed:&lt;br /&gt;
* 11 Minerals (5 CP)&lt;br /&gt;
* 8 Planets&lt;br /&gt;
* 2 Nebulas&lt;br /&gt;
* 2 Asteroids&lt;br /&gt;
* 1 Barren Planet&lt;br /&gt;
* 1 Black Hole&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Space&#039;&#039;&#039; is instead populated from the following set of 102 tokens:&lt;br /&gt;
* 26 Danger&lt;br /&gt;
* 14 Minerals (10 CP)&lt;br /&gt;
* 12 Barren Planets&lt;br /&gt;
* 10 Nebulas&lt;br /&gt;
* 10 Asteroids&lt;br /&gt;
* 10 Black Holes&lt;br /&gt;
* 5 Lost in Space&lt;br /&gt;
* 3 Supernovas&lt;br /&gt;
* 3 Space Wrecks&lt;br /&gt;
* 6 Warp Points (3x1, 3x2)&lt;br /&gt;
* 3 Doomsday Machines (1-3)&lt;br /&gt;
(In the Basic Rules, Warp Points and Doomsday Machines are treated as empty space.)&lt;br /&gt;
&lt;br /&gt;
==== Planets, Nebulae, Asteroids ====&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
==== Minerals ==== &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Black Holes ====&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Danger! ====&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
==== Super Nova ====&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Lost in Space ====&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
==== Space Wreck ====&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. During the Economic Phase, a Space Wreck upgrades a random technology to its next level (according to a d10 roll):&lt;br /&gt;
* 1-2: Ship Size tech&lt;br /&gt;
* 3-4: Attack tech&lt;br /&gt;
* 5-6: Defense tech&lt;br /&gt;
* 7: Tactics tech&lt;br /&gt;
* 8-9: Movement tech&lt;br /&gt;
* 10: Shipyard tech&lt;br /&gt;
&lt;br /&gt;
If the technology already maxed out, the upgrade is lost.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will be shown the number of CP (Construction Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player chooses the next player order. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or your Homeworld to see which ship units can be built there. Up to 30 unspent CP can be carried forward to the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income. (They can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Maintenance Costs ====&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
==== Purchase Units and Technology ====&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Technology Level:&#039;&#039;&#039; Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades). Ship Yards, Bases, and Decoys are the exception, as they &#039;&#039;will&#039;&#039; automatically receive all later upgrades that apply to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Limits:&#039;&#039;&#039; You may not build ships if all group counters of that ship type are already in play (unless you Scuttle ships to reuse the counter). The counter limits are as follows: &lt;br /&gt;
* Combat ships: 5 Scouts, 4 Destroyers, 4 Cruisers, 4 Battlecruisers, 4 Battleships, 2 Dreadnoughts.&lt;br /&gt;
* Other units: 15 Colony Ships, 4 Shipyards, 2 Bases, 2 Decoys, 2 Miners.&lt;br /&gt;
* Advanced Rules only: 8 Fighters, 4 Raiders, 4 Carriers, 5 Mines, 3 Minesweepers, 20 MS Pipelines.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack and Defense Technology (3 upgrades each):&#039;&#039;&#039;&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics Technology (3 upgrades):&#039;&#039;&#039;&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Size Technology (5 upgrades):&#039;&#039;&#039;&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Technology (6 upgrades):&#039;&#039;&#039;&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Yard Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terraforming Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
Once purchased, your Colony Ships can Colonize Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Shipyards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;&#039;Construction Point (CP):&#039;&#039;&#039; Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* &#039;&#039;&#039;Group:&#039;&#039;&#039; A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Home System:&#039;&#039;&#039; The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* &#039;&#039;&#039;System:&#039;&#039;&#039; A single hex on the board.&lt;br /&gt;
* &#039;&#039;&#039;Unit:&#039;&#039;&#039; A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19756</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19756"/>
		<updated>2024-01-29T19:00:31Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In &#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039;, 1 to 4 players compete for interstellar domination by e&#039;&#039;&#039;X&#039;&#039;&#039;ploring, e&#039;&#039;&#039;X&#039;&#039;&#039;panding, e&#039;&#039;&#039;X&#039;&#039;&#039;ploiting, and e&#039;&#039;&#039;X&#039;&#039;&#039;terminating. Several different scenarios are available. In most scenarios, players win by destroying their opponents’ Homeworlds. The play area is made up of hexes representing regions of space, and game pieces are represented by square or hexagonal tokens. A 10-sided die roll is used to resolve combat and other checks. A roll of 1 is always a hit, and the ‘0’ face represents a 10. If you’re new to the game, it&#039;s recommended to use the Basic Rules until you become familiar with the game.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
First, each player chooses a Homeworld location in their Home System (a player-colored group of spaces). Next, the remaining spaces - referred to as Deep Space - are randomly populated with face-down ‘’system markers’’ representing unexplored regions of space. Home System markers have a border that matches each player’s color, while Deep Space markers have a white border.&lt;br /&gt;
Finally, each player’s starting units appear at their Homeworld:&lt;br /&gt;
* 4 Shipyards (in one group)&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
* 1 Miner&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Play proceeds in a sequence of rounds consisting of 3 Turns and 1 Economic Phase. At the start of the game, the first player (Player 1) is determined randomly. Subsequently, during each Economic Phase, players may bid to determine player order. During each Turn in a round, Player 1 performs Movement, then Combat (if applicable), then Exploration. Then Player 2 does the same, then Player 3, then Player 4. Turns 2 and 3 follow the same sequence as Turn 1. After Turn 3, all players simultaneously perform the Economic Phase. After the Economic Phase, a new round of three turns begins.&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
## Player 1: Movement, Combat, Exploration&lt;br /&gt;
## Player 2: Movement, Combat, Exploration&lt;br /&gt;
## Player 3: Same&lt;br /&gt;
## Player 4: Same&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players, simultaneously&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase, you may move some, all, or none of your units that are capable of movement. You can move each unit 1 space at a time up to the limit determined by your Movement technology level (which starts at 1 space per Turn). You must complete one unit&#039;s movement before moving another unit. You can increase your movement speed by increasing your Movement technology level (see below) then upgrading your units.&lt;br /&gt;
&lt;br /&gt;
* Movement technology level 1 (starting level): Move 1 space each Turn&lt;br /&gt;
* Level 2: Move 1 space in Turns 1 and 2, and up to 2 spaces in Turn 3&lt;br /&gt;
* Level 3: Move 1 space in Turn 1, and up to 2 spaces in Turns 2 and 3&lt;br /&gt;
* Level 4: Move up to 2 spaces each Turn&lt;br /&gt;
* Level 5: Move up to 2 spaces in Turns 1 and 2, and up to 3 spaces in Turn 3&lt;br /&gt;
* Level 6: Move up to 2 spaces in Turn 1, and up to 3 spaces in Turns 2 and 3&lt;br /&gt;
* Level 7: Move up to 3 spaces each Turn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exceptions:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Miners, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
* Shipyards and Bases cannot move. &lt;br /&gt;
* Fighters cannot move unless accompanied by a Carrier.&lt;br /&gt;
&lt;br /&gt;
==== Movement Restrictions ====&lt;br /&gt;
A unit that has an Attack Strength (a &#039;combat-capable&#039; unit) may not enter a space containing a face-down system marker (i.e., an unexplored space), a Nebula, or Asteroids, unless the unit begins its turn adjacent to the space and moves into the space as its first move. Entering such a space ends the unit’s movement, regardless of Movement technology level.&lt;br /&gt;
&lt;br /&gt;
A unit without an Attack Strength (a ‘non-combat’ unit such as a Colony Ship, Miner, MS Pipeline, or Decoy) may not enter a space that contains a face-down system marker, enemy unit, or enemy Colony unless a combat-capable ship also enters the space (from the same or a different starting space).&lt;br /&gt;
&lt;br /&gt;
==== Enemy Occupied Hexes ====&lt;br /&gt;
If your unit enters a space occupied by an enemy combat-capable unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop moving and attack during the Combat Phase. If the space is occupied only by enemy non-combat units, those units are immediately destroyed and do not impede your movement. &lt;br /&gt;
&lt;br /&gt;
An enemy Colony is not itself considered a combat-capable unit, so you may choose to stop in, or move through, an enemy Colony space.&lt;br /&gt;
&lt;br /&gt;
==== Planets and Colonization ====&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiating Colonization:&#039;&#039;&#039; Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonizing Barren Planets:&#039;&#039;&#039; Each player&#039;s Home System contains one Barren (monochrome colored) planet, and all planets in Deep Space are Barren. To colonize a Barren planet, you must have Terraforming Technology level 1 or higher. A Colonized Barren planet performs like any other Colony. If a Barren planet&#039;s Colony is destroyed, the planet reverts to its Barren state.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat phase occurs whenever opposing units occupy the same space. The player whose units moved into the space (during their Movement phase) is the attacker. If there is more than one battle, the attacker decides the order in which battles occur. During a battle, opposing units exchange fire in repeated rounds of combat until only one player&#039;s units occupy the space where the battle took place.&lt;br /&gt;
&lt;br /&gt;
==== Combat Procedure ====&lt;br /&gt;
The Combat Phase window contains opposing ships organized horizontally by side and vertically by ship Class (A through E). Any Decoy units are automatically destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Combat Screening:&#039;&#039; At the start of a combat round, if a player has more combat capable ships than their opponent, that player may choose to screen (protect) ships from combat for the current round (up to the difference in ship count). A screened ship may neither fire nor be fired upon during the current round, and screened ships can be changed each combat round. Non-combat ships are screened automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet Size Bonus:&#039;&#039; At the start of a combat round, if a player has at least twice as many combat capable ships as their opponent, that player receives a +1 Attack bonus. Mines do not count towards fleet size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resolve Combat:&#039;&#039; During each combat round, ships fire in Class order, starting with A Class, then B, C, D, and E Class. Each ship can fire once per round. A ship can be targeted more than once during a combat round. After the first combat round, a player may choose to have a unit retreat instead of firing. Bases and Shipyards cannot retreat.&lt;br /&gt;
&lt;br /&gt;
==== Firing Order ====&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
==== Who May Fire ====&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
==== Non-Combat Units ====&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Fire Resolution ====&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
==== Recording Hits ====&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
==== Special Conditions ====&lt;br /&gt;
&#039;&#039;&#039;Asteroids:&#039;&#039;&#039; When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nebula:&#039;&#039;&#039; When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
==== Retreat ====&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
==== Colonies and Combat ====&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
==== Post Combat ====&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for each player&#039;s Homeworld. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
The systems forming a player&#039;s &#039;&#039;&#039;Home System&#039;&#039;&#039; are much tamer than those in Deep Space. Each Home System is composed of the following 25 tokens, randomly placed:&lt;br /&gt;
* 11 Minerals (5 CP)&lt;br /&gt;
* 8 Planets&lt;br /&gt;
* 2 Nebulas&lt;br /&gt;
* 2 Asteroids&lt;br /&gt;
* 1 Barren Planet&lt;br /&gt;
* 1 Black Hole&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Space&#039;&#039;&#039; is instead populated from the following set of 102 tokens:&lt;br /&gt;
* 26 Danger&lt;br /&gt;
* 14 Minerals (10 CP)&lt;br /&gt;
* 12 Barren Planets&lt;br /&gt;
* 10 Nebulas&lt;br /&gt;
* 10 Asteroids&lt;br /&gt;
* 10 Black Holes&lt;br /&gt;
* 5 Lost in Space&lt;br /&gt;
* 3 Supernovas&lt;br /&gt;
* 3 Space Wrecks&lt;br /&gt;
* 6 Warp Points (3x1, 3x2)&lt;br /&gt;
* 3 Doomsday Machines (1-3)&lt;br /&gt;
(In the Basic Rules, Warp Points and Doomsday Machines are treated as empty space.)&lt;br /&gt;
&lt;br /&gt;
==== Planets, Nebulae, Asteroids ====&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
==== Minerals ==== &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Black Holes ====&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Danger! ====&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
==== Super Nova ====&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Lost in Space ====&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
==== Space Wreck ====&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. During the Economic Phase, a Space Wreck upgrades a random technology to its next level (according to a d10 roll):&lt;br /&gt;
* 1-2: Ship Size tech&lt;br /&gt;
* 3-4: Attack tech&lt;br /&gt;
* 5-6: Defense tech&lt;br /&gt;
* 7: Tactics tech&lt;br /&gt;
* 8-9: Movement tech&lt;br /&gt;
* 10: Shipyard tech&lt;br /&gt;
&lt;br /&gt;
If the technology already maxed out, the upgrade is lost.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will be shown the number of CP (Construction Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player chooses the next player order. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or your Homeworld to see which ship units can be built there. Up to 30 unspent CP can be carried forward to the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income. (They can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Maintenance Costs ====&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
==== Purchase Units and Technology ====&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Technology Level:&#039;&#039;&#039; Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades). Ship Yards, Bases, and Decoys are the exception, as they &#039;&#039;will&#039;&#039; automatically receive all later upgrades that apply to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Limits:&#039;&#039;&#039; You may not build ships if all group counters of that ship type are already in play (unless you Scuttle ships to reuse the counter). The counter limits are as follows: &lt;br /&gt;
* Combat ships: 5 Scouts, 4 Destroyers, 4 Cruisers, 4 Battlecruisers, 4 Battleships, 2 Dreadnoughts.&lt;br /&gt;
* Other units: 15 Colony Ships, 4 Shipyards, 2 Bases, 2 Decoys, 2 Miners.&lt;br /&gt;
* Advanced Rules only: 8 Fighters, 4 Raiders, 4 Carriers, 5 Mines, 3 Minesweepers, 20 MS Pipelines.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack and Defense Technology (3 upgrades each):&#039;&#039;&#039;&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics Technology (3 upgrades):&#039;&#039;&#039;&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Size Technology (5 upgrades):&#039;&#039;&#039;&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Technology (6 upgrades):&#039;&#039;&#039;&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Yard Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terraforming Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
Once purchased, your Colony Ships can Colonize Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Shipyards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;&#039;Construction Point (CP):&#039;&#039;&#039; Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* &#039;&#039;&#039;Group:&#039;&#039;&#039; A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Home System:&#039;&#039;&#039; The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* &#039;&#039;&#039;System:&#039;&#039;&#039; A single hex on the board.&lt;br /&gt;
* &#039;&#039;&#039;Unit:&#039;&#039;&#039; A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19155</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19155"/>
		<updated>2023-12-11T02:23:47Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: changed back to move, combat explore...seems that sometimes BGA has exploration occur simultaneously, and sometimes not?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In &#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039;, 1 to 4 players compete for interstellar domination by e&#039;&#039;&#039;X&#039;&#039;&#039;ploring, e&#039;&#039;&#039;X&#039;&#039;&#039;panding, e&#039;&#039;&#039;X&#039;&#039;&#039;ploiting, and e&#039;&#039;&#039;X&#039;&#039;&#039;terminating. To win, players must destroy their opponents’ Homeworlds. The play area is made up of hexes representing regions of space, and most game pieces are represented by square tokens. A 10-sided die roll is used to resolve combat. A roll of 1 is always a hit, and the ‘0’ face represents a 10. If you’re new to the game, we recommend using the Basic Rules until you become more familiar with the game.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
First, each player chooses a space (hex) for their Homeworld in their Home System (a group of spaces colored to match each player’s color). Next, the remaining playable spaces are randomly filled with face-down ‘’system markers’’ representing unexplored regions of space. Home System markers have a border that matches each player’s color, and Deep Space markers have a white border.&lt;br /&gt;
Finally, each player’s starting units appear at their Homeworld:&lt;br /&gt;
* 4 Shipyards (in a single group)&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
* 1 Miner&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Play proceeds in a sequence of rounds consisting of 3 Turns and 1 Economic Phase. At the start of the game, the first player (Player 1) is determined randomly. Subsequently, during each Economic Phase, players may bid to determine player order. During each Turn in a round, Player 1 performs Movement, then Combat (if applicable), then Exploration. Then Player 2 does the same, then Player 3, then Player 4. Turns 2 and 3 follow the same sequence as Turn 1. After Turn 3, all players simultaneously perform the Economic Phase. After the Economic Phase, a new round of three turns begins.&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
## Player 1: Movement, Combat, Exploration&lt;br /&gt;
## Player 2: Movement, Combat, Exploration&lt;br /&gt;
## Player 3: Same&lt;br /&gt;
## Player 4: Same&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players, simultaneously&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase, you may move some, all, or none of your units that are capable of movement. You can move each unit 1 space at a time up to the limit determined by your Movement technology level (which starts at 1 space per Turn). You must complete one unit&#039;s movement before moving another unit. You can increase your movement speed by increasing your Movement technology level (see below) then upgrading your units.&lt;br /&gt;
&lt;br /&gt;
* Movement technology level 1 (starting level): Move 1 space each Turn&lt;br /&gt;
* Level 2: Move 1 space in Turns 1 and 2, and up to 2 spaces in Turn 3&lt;br /&gt;
* Level 3: Move 1 space in Turn 1, and up to 2 spaces in Turns 2 and 3&lt;br /&gt;
* Level 4: Move up to 2 spaces each Turn&lt;br /&gt;
* Level 5: Move up to 2 spaces in Turns 1 and 2, and up to 3 spaces in Turn 3&lt;br /&gt;
* Level 6: Move up to 2 spaces in Turn 1, and up to 3 spaces in Turns 2 and 3&lt;br /&gt;
* Level 7: Move up to 3 spaces each Turn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exceptions:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Miners, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
* Shipyards and Bases cannot move. &lt;br /&gt;
* Fighters cannot move unless accompanied by a Carrier.&lt;br /&gt;
&lt;br /&gt;
==== Movement Restrictions ====&lt;br /&gt;
A unit that has an Attack Strength (a &#039;combat-capable&#039; unit) may not enter a space containing a face-down system marker (i.e., an unexplored space), a Nebula, or Asteroids, unless the unit begins its turn adjacent to the space and moves into the space as its first move. Entering such a space ends the unit’s movement, regardless of Movement technology level.&lt;br /&gt;
&lt;br /&gt;
A unit without an Attack Strength (a ‘non-combat’ unit such as a Colony Ship, Miner, MS Pipeline, or Decoy) may not enter a space that contains a face-down system marker, enemy unit, or enemy Colony unless a combat-capable ship also enters the space (from the same or a different starting space).&lt;br /&gt;
&lt;br /&gt;
==== Enemy Occupied Hexes ====&lt;br /&gt;
If your unit enters a space occupied by an enemy combat-capable unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop moving and attack during the Combat Phase. If the space is occupied only by enemy non-combat units, those units are immediately destroyed and do not impede your movement. &lt;br /&gt;
&lt;br /&gt;
An enemy Colony is not itself considered a combat-capable unit, so you may choose to stop in, or move through, an enemy Colony space.&lt;br /&gt;
&lt;br /&gt;
==== Planets and Colonization ====&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiating Colonization:&#039;&#039;&#039; Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonizing Barren Planets:&#039;&#039;&#039; Each player&#039;s Home System contains one Barren (monochrome colored) planet, and all planets in Deep Space are Barren. To colonize a Barren planet, you must have Terraforming Technology level 1 or higher. A Colonized Barren planet performs like any other Colony. If a Barren planet&#039;s Colony is destroyed, the planet reverts to its Barren state.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat phase occurs whenever opposing units occupy the same space. The player whose units moved into the space (during their Movement phase) is the attacker. If there is more than one battle, the attacker decides the order in which battles occur. During a battle, opposing units exchange fire in repeated rounds of combat until only one player&#039;s units occupy the space where the battle took place.&lt;br /&gt;
&lt;br /&gt;
==== Combat Procedure ====&lt;br /&gt;
The Combat Phase window contains opposing ships organized horizontally by side and vertically by ship Class (A through E). Any Decoy units are automatically destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Combat Screening:&#039;&#039; At the start of a combat round, if a player has more combat capable ships than their opponent, that player may choose to screen (protect) ships from combat for the current round (up to the difference in ship count). A screened ship may neither fire nor be fired upon during the current round, and screened ships can be changed each combat round. Non-combat ships are screened automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet Size Bonus:&#039;&#039; At the start of a combat round, if a player has at least twice as many combat capable ships as their opponent, that player receives a +1 Attack bonus. Mines do not count towards fleet size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resolve Combat:&#039;&#039; During each combat round, ships fire in Class order, starting with A Class, then B, C, D, and E Class. Each ship can fire once per round. A ship can be targeted more than once during a combat round. After the first combat round, a player may choose to have a unit retreat instead of firing. Bases and Shipyards cannot retreat.&lt;br /&gt;
&lt;br /&gt;
==== Firing Order ====&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
==== Who May Fire ====&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
==== Non-Combat Units ====&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Fire Resolution ====&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
==== Recording Hits ====&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
==== Special Conditions ====&lt;br /&gt;
&#039;&#039;&#039;Asteroids:&#039;&#039;&#039; When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nebula:&#039;&#039;&#039; When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
==== Retreat ====&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
==== Colonies and Combat ====&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
==== Post Combat ====&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for each player&#039;s Homeworld. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
The systems forming a player&#039;s &#039;&#039;&#039;Home System&#039;&#039;&#039; are much tamer than those in Deep Space. Each Home System is composed of the following 25 tokens, randomly placed:&lt;br /&gt;
* 11 Minerals (5 CP)&lt;br /&gt;
* 8 Planets&lt;br /&gt;
* 2 Nebulas&lt;br /&gt;
* 2 Asteroids&lt;br /&gt;
* 1 Barren Planet&lt;br /&gt;
* 1 Black Hole&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Space&#039;&#039;&#039; is instead populated from the following set of 102 tokens:&lt;br /&gt;
* 26 Danger&lt;br /&gt;
* 14 Minerals (10 CP)&lt;br /&gt;
* 12 Barren Planets&lt;br /&gt;
* 10 Nebulas&lt;br /&gt;
* 10 Asteroids&lt;br /&gt;
* 10 Black Holes&lt;br /&gt;
* 5 Lost in Space&lt;br /&gt;
* 3 Supernovas&lt;br /&gt;
* 3 Space Wrecks&lt;br /&gt;
* 6 Warp Points (3x1, 3x2)&lt;br /&gt;
* 3 Doomsday Machines (1-3)&lt;br /&gt;
(In the Basic Rules, Warp Points and Doomsday Machines are treated as empty space.)&lt;br /&gt;
&lt;br /&gt;
==== Planets, Nebulae, Asteroids ====&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
==== Minerals ==== &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Black Holes ====&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Danger! ====&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
==== Super Nova ====&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Lost in Space ====&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
==== Space Wreck ====&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. During the Economic Phase, a Space Wreck upgrades a random technology to its next level (according to a d10 roll):&lt;br /&gt;
* 1-2: Ship Size tech&lt;br /&gt;
* 3-4: Attack tech&lt;br /&gt;
* 5-6: Defense tech&lt;br /&gt;
* 7: Tactics tech&lt;br /&gt;
* 8-9: Movement tech&lt;br /&gt;
* 10: Shipyard tech&lt;br /&gt;
&lt;br /&gt;
If the technology already maxed out, the upgrade is lost.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will be shown the number of CP (Construction Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player chooses the next player order. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or your Homeworld to see which ship units can be built there. Up to 30 unspent CP can be carried forward to the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income. (They can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Maintenance Costs ====&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
==== Purchase Units and Technology ====&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Technology Level:&#039;&#039;&#039; Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades). Ship Yards, Bases, and Decoys are the exception, as they &#039;&#039;will&#039;&#039; automatically receive all later upgrades that apply to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Limits:&#039;&#039;&#039; You may not build ships if all group counters of that ship type are already in play (unless you Scuttle ships to reuse the counter). The counter limits are as follows: &lt;br /&gt;
* Combat ships: 5 Scouts, 4 Destroyers, 4 Cruisers, 4 Battlecruisers, 4 Battleships, 2 Dreadnoughts.&lt;br /&gt;
* Other units: 15 Colony Ships, 4 Shipyards, 2 Bases, 2 Decoys, 2 Miners.&lt;br /&gt;
* Advanced Rules only: 8 Fighters, 4 Raiders, 4 Carriers, 5 Mines, 3 Minesweepers, 20 MS Pipelines.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack and Defense Technology (3 upgrades each):&#039;&#039;&#039;&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics Technology (3 upgrades):&#039;&#039;&#039;&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Size Technology (5 upgrades):&#039;&#039;&#039;&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Technology (6 upgrades):&#039;&#039;&#039;&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Yard Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terraforming Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
Once purchased, your Colony Ships can Colonize Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Shipyards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;&#039;Construction Point (CP):&#039;&#039;&#039; Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* &#039;&#039;&#039;Group:&#039;&#039;&#039; A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Home System:&#039;&#039;&#039; The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* &#039;&#039;&#039;System:&#039;&#039;&#039; A single hex on the board.&lt;br /&gt;
* &#039;&#039;&#039;Unit:&#039;&#039;&#039; A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19154</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19154"/>
		<updated>2023-12-11T02:20:47Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: updated to match BGA implementation in which exploration occurs for all players after all movement &amp;amp; combat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In &#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039;, 1 to 4 players compete for interstellar domination by e&#039;&#039;&#039;X&#039;&#039;&#039;ploring, e&#039;&#039;&#039;X&#039;&#039;&#039;panding, e&#039;&#039;&#039;X&#039;&#039;&#039;ploiting, and e&#039;&#039;&#039;X&#039;&#039;&#039;terminating. To win, players must destroy their opponents’ Homeworlds. The play area is made up of hexes representing regions of space, and most game pieces are represented by square tokens. A 10-sided die roll is used to resolve combat. A roll of 1 is always a hit, and the ‘0’ face represents a 10. If you’re new to the game, we recommend using the Basic Rules until you become more familiar with the game.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
First, each player chooses a space (hex) for their Homeworld in their Home System (a group of spaces colored to match each player’s color). Next, the remaining playable spaces are randomly filled with face-down ‘’system markers’’ representing unexplored regions of space. Home System markers have a border that matches each player’s color, and Deep Space markers have a white border.&lt;br /&gt;
Finally, each player’s starting units appear at their Homeworld:&lt;br /&gt;
* 4 Shipyards (in a single group)&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
* 1 Miner&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Play proceeds in a sequence of rounds consisting of 3 Turns and 1 Economic Phase. At the start of the game, the first player (Player 1) is determined randomly. Subsequently, during each Economic Phase, players may bid to determine player order. During each Turn in a round, Player 1 performs Movement then Combat (if applicable). Then Player 2 does the same, then Player 3, then Player 4. To end the Turn, Exploration occurs simultaneously for all players. Turns 2 and 3 follow the same sequence as Turn 1. After Turn 3, all players simultaneously perform the Economic Phase. After the Economic Phase, a new round of three turns begins.&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
## Player 1: Movement then Combat&lt;br /&gt;
## Player 2: Movement then Combat&lt;br /&gt;
## Player 3: Same&lt;br /&gt;
## Player 4: Same&lt;br /&gt;
## All Players, simultaneously: Exploration&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players, simultaneously&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase, you may move some, all, or none of your units that are capable of movement. You can move each unit 1 space at a time up to the limit determined by your Movement technology level (which starts at 1 space per Turn). You must complete one unit&#039;s movement before moving another unit. You can increase your movement speed by increasing your Movement technology level (see below) then upgrading your units.&lt;br /&gt;
&lt;br /&gt;
* Movement technology level 1 (starting level): Move 1 space each Turn&lt;br /&gt;
* Level 2: Move 1 space in Turns 1 and 2, and up to 2 spaces in Turn 3&lt;br /&gt;
* Level 3: Move 1 space in Turn 1, and up to 2 spaces in Turns 2 and 3&lt;br /&gt;
* Level 4: Move up to 2 spaces each Turn&lt;br /&gt;
* Level 5: Move up to 2 spaces in Turns 1 and 2, and up to 3 spaces in Turn 3&lt;br /&gt;
* Level 6: Move up to 2 spaces in Turn 1, and up to 3 spaces in Turns 2 and 3&lt;br /&gt;
* Level 7: Move up to 3 spaces each Turn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exceptions:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Miners, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
* Shipyards and Bases cannot move. &lt;br /&gt;
* Fighters cannot move unless accompanied by a Carrier.&lt;br /&gt;
&lt;br /&gt;
==== Movement Restrictions ====&lt;br /&gt;
A unit that has an Attack Strength (a &#039;combat-capable&#039; unit) may not enter a space containing a face-down system marker (i.e., an unexplored space), a Nebula, or Asteroids, unless the unit begins its turn adjacent to the space and moves into the space as its first move. Entering such a space ends the unit’s movement, regardless of Movement technology level.&lt;br /&gt;
&lt;br /&gt;
A unit without an Attack Strength (a ‘non-combat’ unit such as a Colony Ship, Miner, MS Pipeline, or Decoy) may not enter a space that contains a face-down system marker, enemy unit, or enemy Colony unless a combat-capable ship also enters the space (from the same or a different starting space).&lt;br /&gt;
&lt;br /&gt;
==== Enemy Occupied Hexes ====&lt;br /&gt;
If your unit enters a space occupied by an enemy combat-capable unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop moving and attack during the Combat Phase. If the space is occupied only by enemy non-combat units, those units are immediately destroyed and do not impede your movement. &lt;br /&gt;
&lt;br /&gt;
An enemy Colony is not itself considered a combat-capable unit, so you may choose to stop in, or move through, an enemy Colony space.&lt;br /&gt;
&lt;br /&gt;
==== Planets and Colonization ====&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiating Colonization:&#039;&#039;&#039; Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonizing Barren Planets:&#039;&#039;&#039; Each player&#039;s Home System contains one Barren (monochrome colored) planet, and all planets in Deep Space are Barren. To colonize a Barren planet, you must have Terraforming Technology level 1 or higher. A Colonized Barren planet performs like any other Colony. If a Barren planet&#039;s Colony is destroyed, the planet reverts to its Barren state.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat phase occurs whenever opposing units occupy the same space. The player whose units moved into the space (during their Movement phase) is the attacker. If there is more than one battle, the attacker decides the order in which battles occur. During a battle, opposing units exchange fire in repeated rounds of combat until only one player&#039;s units occupy the space where the battle took place.&lt;br /&gt;
&lt;br /&gt;
==== Combat Procedure ====&lt;br /&gt;
The Combat Phase window contains opposing ships organized horizontally by side and vertically by ship Class (A through E). Any Decoy units are automatically destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Combat Screening:&#039;&#039; At the start of a combat round, if a player has more combat capable ships than their opponent, that player may choose to screen (protect) ships from combat for the current round (up to the difference in ship count). A screened ship may neither fire nor be fired upon during the current round, and screened ships can be changed each combat round. Non-combat ships are screened automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet Size Bonus:&#039;&#039; At the start of a combat round, if a player has at least twice as many combat capable ships as their opponent, that player receives a +1 Attack bonus. Mines do not count towards fleet size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resolve Combat:&#039;&#039; During each combat round, ships fire in Class order, starting with A Class, then B, C, D, and E Class. Each ship can fire once per round. A ship can be targeted more than once during a combat round. After the first combat round, a player may choose to have a unit retreat instead of firing. Bases and Shipyards cannot retreat.&lt;br /&gt;
&lt;br /&gt;
==== Firing Order ====&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
==== Who May Fire ====&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
==== Non-Combat Units ====&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Fire Resolution ====&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
==== Recording Hits ====&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
==== Special Conditions ====&lt;br /&gt;
&#039;&#039;&#039;Asteroids:&#039;&#039;&#039; When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nebula:&#039;&#039;&#039; When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
==== Retreat ====&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
==== Colonies and Combat ====&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
==== Post Combat ====&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for each player&#039;s Homeworld. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
The systems forming a player&#039;s &#039;&#039;&#039;Home System&#039;&#039;&#039; are much tamer than those in Deep Space. Each Home System is composed of the following 25 tokens, randomly placed:&lt;br /&gt;
* 11 Minerals (5 CP)&lt;br /&gt;
* 8 Planets&lt;br /&gt;
* 2 Nebulas&lt;br /&gt;
* 2 Asteroids&lt;br /&gt;
* 1 Barren Planet&lt;br /&gt;
* 1 Black Hole&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Space&#039;&#039;&#039; is instead populated from the following set of 102 tokens:&lt;br /&gt;
* 26 Danger&lt;br /&gt;
* 14 Minerals (10 CP)&lt;br /&gt;
* 12 Barren Planets&lt;br /&gt;
* 10 Nebulas&lt;br /&gt;
* 10 Asteroids&lt;br /&gt;
* 10 Black Holes&lt;br /&gt;
* 5 Lost in Space&lt;br /&gt;
* 3 Supernovas&lt;br /&gt;
* 3 Space Wrecks&lt;br /&gt;
* 6 Warp Points (3x1, 3x2)&lt;br /&gt;
* 3 Doomsday Machines (1-3)&lt;br /&gt;
(In the Basic Rules, Warp Points and Doomsday Machines are treated as empty space.)&lt;br /&gt;
&lt;br /&gt;
==== Planets, Nebulae, Asteroids ====&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
==== Minerals ==== &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Black Holes ====&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Danger! ====&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
==== Super Nova ====&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Lost in Space ====&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
==== Space Wreck ====&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. During the Economic Phase, a Space Wreck upgrades a random technology to its next level (according to a d10 roll):&lt;br /&gt;
* 1-2: Ship Size tech&lt;br /&gt;
* 3-4: Attack tech&lt;br /&gt;
* 5-6: Defense tech&lt;br /&gt;
* 7: Tactics tech&lt;br /&gt;
* 8-9: Movement tech&lt;br /&gt;
* 10: Shipyard tech&lt;br /&gt;
&lt;br /&gt;
If the technology already maxed out, the upgrade is lost.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will be shown the number of CP (Construction Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player chooses the next player order. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or your Homeworld to see which ship units can be built there. Up to 30 unspent CP can be carried forward to the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income. (They can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Maintenance Costs ====&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
==== Purchase Units and Technology ====&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Technology Level:&#039;&#039;&#039; Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades). Ship Yards, Bases, and Decoys are the exception, as they &#039;&#039;will&#039;&#039; automatically receive all later upgrades that apply to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Limits:&#039;&#039;&#039; You may not build ships if all group counters of that ship type are already in play (unless you Scuttle ships to reuse the counter). The counter limits are as follows: &lt;br /&gt;
* Combat ships: 5 Scouts, 4 Destroyers, 4 Cruisers, 4 Battlecruisers, 4 Battleships, 2 Dreadnoughts.&lt;br /&gt;
* Other units: 15 Colony Ships, 4 Shipyards, 2 Bases, 2 Decoys, 2 Miners.&lt;br /&gt;
* Advanced Rules only: 8 Fighters, 4 Raiders, 4 Carriers, 5 Mines, 3 Minesweepers, 20 MS Pipelines.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack and Defense Technology (3 upgrades each):&#039;&#039;&#039;&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics Technology (3 upgrades):&#039;&#039;&#039;&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Size Technology (5 upgrades):&#039;&#039;&#039;&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Technology (6 upgrades):&#039;&#039;&#039;&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Yard Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terraforming Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
Once purchased, your Colony Ships can Colonize Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Shipyards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;&#039;Construction Point (CP):&#039;&#039;&#039; Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* &#039;&#039;&#039;Group:&#039;&#039;&#039; A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Home System:&#039;&#039;&#039; The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* &#039;&#039;&#039;System:&#039;&#039;&#039; A single hex on the board.&lt;br /&gt;
* &#039;&#039;&#039;Unit:&#039;&#039;&#039; A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19153</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19153"/>
		<updated>2023-12-11T02:16:27Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: /* Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In &#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039;, 1 to 4 players compete for interstellar domination by e&#039;&#039;&#039;X&#039;&#039;&#039;ploring, e&#039;&#039;&#039;X&#039;&#039;&#039;panding, e&#039;&#039;&#039;X&#039;&#039;&#039;ploiting, and e&#039;&#039;&#039;X&#039;&#039;&#039;terminating. To win, players must destroy their opponents’ Homeworlds. The play area is made up of hexes representing regions of space, and most game pieces are represented by square tokens. A 10-sided die roll is used to resolve combat. A roll of 1 is always a hit, and the ‘0’ face represents a 10. If you’re new to the game, we recommend using the Basic Rules until you become more familiar with the game.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
First, each player chooses a space (hex) for their Homeworld in their Home System (a group of spaces colored to match each player’s color). Next, the remaining playable spaces are randomly filled with face-down ‘’system markers’’ representing unexplored regions of space. Home System markers have a border that matches each player’s color, and Deep Space markers have a white border.&lt;br /&gt;
Finally, each player’s starting units appear at their Homeworld:&lt;br /&gt;
* 4 Shipyards (in a single group)&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
* 1 Miner&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Play proceeds in a sequence of rounds consisting of 3 Turns and 1 Economic Phase. At the start of the game, the first player (Player 1)  is determined randomly. Subsequently, during each Economic Phase, players may bid to determine player order. During each Turn in a round, Player 1 performs Movement, then Combat, then Exploration. Player 2 then does the same, then Player 3, then Player 4. Turns 2 and 3 repeat the same sequence as Turn 1. Finally, after Turn 3, all players simultaneously  perform the Economic Phase. After the Economic Phase, a new round of three turns begins.&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
## Player 1: Movement, Combat, Exploration&lt;br /&gt;
## Player 2: Movement, Combat, Exploration&lt;br /&gt;
## Player 3: Same&lt;br /&gt;
## Player 4: Same&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players, simultaneously&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase, you may move some, all, or none of your units that are capable of movement. You can move each unit 1 space at a time up to the limit determined by your Movement technology level (which starts at 1 space per Turn). You must complete one unit&#039;s movement before moving another unit. You can increase your movement speed by increasing your Movement technology level (see below) then upgrading your units.&lt;br /&gt;
&lt;br /&gt;
* Movement technology level 1 (starting level): Move 1 space each Turn&lt;br /&gt;
* Level 2: Move 1 space in Turns 1 and 2, and up to 2 spaces in Turn 3&lt;br /&gt;
* Level 3: Move 1 space in Turn 1, and up to 2 spaces in Turns 2 and 3&lt;br /&gt;
* Level 4: Move up to 2 spaces each Turn&lt;br /&gt;
* Level 5: Move up to 2 spaces in Turns 1 and 2, and up to 3 spaces in Turn 3&lt;br /&gt;
* Level 6: Move up to 2 spaces in Turn 1, and up to 3 spaces in Turns 2 and 3&lt;br /&gt;
* Level 7: Move up to 3 spaces each Turn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exceptions:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Miners, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
* Shipyards and Bases cannot move. &lt;br /&gt;
* Fighters cannot move unless accompanied by a Carrier.&lt;br /&gt;
&lt;br /&gt;
==== Movement Restrictions ====&lt;br /&gt;
A unit that has an Attack Strength (a &#039;combat-capable&#039; unit) may not enter a space containing a face-down system marker (i.e., an unexplored space), a Nebula, or Asteroids, unless the unit begins its turn adjacent to the space and moves into the space as its first move. Entering such a space ends the unit’s movement, regardless of Movement technology level.&lt;br /&gt;
&lt;br /&gt;
A unit without an Attack Strength (a ‘non-combat’ unit such as a Colony Ship, Miner, MS Pipeline, or Decoy) may not enter a space that contains a face-down system marker, enemy unit, or enemy Colony unless a combat-capable ship also enters the space (from the same or a different starting space).&lt;br /&gt;
&lt;br /&gt;
==== Enemy Occupied Hexes ====&lt;br /&gt;
If your unit enters a space occupied by an enemy combat-capable unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop moving and attack during the Combat Phase. If the space is occupied only by enemy non-combat units, those units are immediately destroyed and do not impede your movement. &lt;br /&gt;
&lt;br /&gt;
An enemy Colony is not itself considered a combat-capable unit, so you may choose to stop in, or move through, an enemy Colony space.&lt;br /&gt;
&lt;br /&gt;
==== Planets and Colonization ====&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiating Colonization:&#039;&#039;&#039; Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonizing Barren Planets:&#039;&#039;&#039; Each player&#039;s Home System contains one Barren (monochrome colored) planet, and all planets in Deep Space are Barren. To colonize a Barren planet, you must have Terraforming Technology level 1 or higher. A Colonized Barren planet performs like any other Colony. If a Barren planet&#039;s Colony is destroyed, the planet reverts to its Barren state.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat phase occurs whenever opposing units occupy the same space. The player whose units moved into the space (during their Movement phase) is the attacker. If there is more than one battle, the attacker decides the order in which battles occur. During a battle, opposing units exchange fire in repeated rounds of combat until only one player&#039;s units occupy the space where the battle took place.&lt;br /&gt;
&lt;br /&gt;
==== Combat Procedure ====&lt;br /&gt;
The Combat Phase window contains opposing ships organized horizontally by side and vertically by ship Class (A through E). Any Decoy units are automatically destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Combat Screening:&#039;&#039; At the start of a combat round, if a player has more combat capable ships than their opponent, that player may choose to screen (protect) ships from combat for the current round (up to the difference in ship count). A screened ship may neither fire nor be fired upon during the current round, and screened ships can be changed each combat round. Non-combat ships are screened automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet Size Bonus:&#039;&#039; At the start of a combat round, if a player has at least twice as many combat capable ships as their opponent, that player receives a +1 Attack bonus. Mines do not count towards fleet size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resolve Combat:&#039;&#039; During each combat round, ships fire in Class order, starting with A Class, then B, C, D, and E Class. Each ship can fire once per round. A ship can be targeted more than once during a combat round. After the first combat round, a player may choose to have a unit retreat instead of firing. Bases and Shipyards cannot retreat.&lt;br /&gt;
&lt;br /&gt;
==== Firing Order ====&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
==== Who May Fire ====&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
==== Non-Combat Units ====&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Fire Resolution ====&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
==== Recording Hits ====&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
==== Special Conditions ====&lt;br /&gt;
&#039;&#039;&#039;Asteroids:&#039;&#039;&#039; When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nebula:&#039;&#039;&#039; When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
==== Retreat ====&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
==== Colonies and Combat ====&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
==== Post Combat ====&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for each player&#039;s Homeworld. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
The systems forming a player&#039;s &#039;&#039;&#039;Home System&#039;&#039;&#039; are much tamer than those in Deep Space. Each Home System is composed of the following 25 tokens, randomly placed:&lt;br /&gt;
* 11 Minerals (5 CP)&lt;br /&gt;
* 8 Planets&lt;br /&gt;
* 2 Nebulas&lt;br /&gt;
* 2 Asteroids&lt;br /&gt;
* 1 Barren Planet&lt;br /&gt;
* 1 Black Hole&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Space&#039;&#039;&#039; is instead populated from the following set of 102 tokens:&lt;br /&gt;
* 26 Danger&lt;br /&gt;
* 14 Minerals (10 CP)&lt;br /&gt;
* 12 Barren Planets&lt;br /&gt;
* 10 Nebulas&lt;br /&gt;
* 10 Asteroids&lt;br /&gt;
* 10 Black Holes&lt;br /&gt;
* 5 Lost in Space&lt;br /&gt;
* 3 Supernovas&lt;br /&gt;
* 3 Space Wrecks&lt;br /&gt;
* 6 Warp Points (3x1, 3x2)&lt;br /&gt;
* 3 Doomsday Machines (1-3)&lt;br /&gt;
(In the Basic Rules, Warp Points and Doomsday Machines are treated as empty space.)&lt;br /&gt;
&lt;br /&gt;
==== Planets, Nebulae, Asteroids ====&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
==== Minerals ==== &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Black Holes ====&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Danger! ====&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
==== Super Nova ====&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Lost in Space ====&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
==== Space Wreck ====&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. During the Economic Phase, a Space Wreck upgrades a random technology to its next level (according to a d10 roll):&lt;br /&gt;
* 1-2: Ship Size tech&lt;br /&gt;
* 3-4: Attack tech&lt;br /&gt;
* 5-6: Defense tech&lt;br /&gt;
* 7: Tactics tech&lt;br /&gt;
* 8-9: Movement tech&lt;br /&gt;
* 10: Shipyard tech&lt;br /&gt;
&lt;br /&gt;
If the technology already maxed out, the upgrade is lost.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will be shown the number of CP (Construction Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player chooses the next player order. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or your Homeworld to see which ship units can be built there. Up to 30 unspent CP can be carried forward to the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income. (They can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Maintenance Costs ====&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
==== Purchase Units and Technology ====&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Technology Level:&#039;&#039;&#039; Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades). Ship Yards, Bases, and Decoys are the exception, as they &#039;&#039;will&#039;&#039; automatically receive all later upgrades that apply to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Limits:&#039;&#039;&#039; You may not build ships if all group counters of that ship type are already in play (unless you Scuttle ships to reuse the counter). The counter limits are as follows: &lt;br /&gt;
* Combat ships: 5 Scouts, 4 Destroyers, 4 Cruisers, 4 Battlecruisers, 4 Battleships, 2 Dreadnoughts.&lt;br /&gt;
* Other units: 15 Colony Ships, 4 Shipyards, 2 Bases, 2 Decoys, 2 Miners.&lt;br /&gt;
* Advanced Rules only: 8 Fighters, 4 Raiders, 4 Carriers, 5 Mines, 3 Minesweepers, 20 MS Pipelines.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack and Defense Technology (3 upgrades each):&#039;&#039;&#039;&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics Technology (3 upgrades):&#039;&#039;&#039;&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Size Technology (5 upgrades):&#039;&#039;&#039;&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Technology (6 upgrades):&#039;&#039;&#039;&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Yard Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terraforming Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
Once purchased, your Colony Ships can Colonize Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Shipyards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;&#039;Construction Point (CP):&#039;&#039;&#039; Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* &#039;&#039;&#039;Group:&#039;&#039;&#039; A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Home System:&#039;&#039;&#039; The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* &#039;&#039;&#039;System:&#039;&#039;&#039; A single hex on the board.&lt;br /&gt;
* &#039;&#039;&#039;Unit:&#039;&#039;&#039; A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19152</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19152"/>
		<updated>2023-12-11T02:01:12Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In &#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039;, 1 to 4 players compete for interstellar domination by e&#039;&#039;&#039;X&#039;&#039;&#039;ploring, e&#039;&#039;&#039;X&#039;&#039;&#039;panding, e&#039;&#039;&#039;X&#039;&#039;&#039;ploiting, and e&#039;&#039;&#039;X&#039;&#039;&#039;terminating. To win, players must destroy their opponents’ Homeworlds. The play area is made up of hexes representing regions of space, and most game pieces are represented by square tokens. A 10-sided die roll is used to resolve combat. A roll of 1 is always a hit, and the ‘0’ face represents a 10. If you’re new to the game, we recommend using the Basic Rules until you become more familiar with the game.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
First, each player chooses a space (hex) for their Homeworld in their Home System (a group of spaces colored to match each player’s color). Next, the remaining playable spaces are randomly filled with face-down ‘’system markers’’ representing unexplored regions of space. Home System markers have a border that matches each player’s color, and Deep Space markers have a white border.&lt;br /&gt;
Finally, each player’s starting units appear at their Homeworld:&lt;br /&gt;
* 4 Shipyards (in a single group)&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
* 1 Miner&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Play proceeds in a sequence of rounds consisting of 3 Turns and 1 Economic Phase. At the start of the game, the first player (Player 1)  is determined randomly. Subsequently, during each Economic Phase, players may bid to determine player order. During each Turn in a round, Player 1 performs Movement, then Combat, then Exploration. Player 2 then does the same, then Player 3, then Player 4. Turns 2 and 3 repeat the same sequence as Turn 1. Finally, after Turn 3, all players simultaneously  perform the Economic Phase. After the Economic Phase, a new round of three turns begins.&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
## Player 1: Movement, Combat, Exploration&lt;br /&gt;
## Player 2: Movement, Combat, Exploration&lt;br /&gt;
## Player 3: Same&lt;br /&gt;
## Player 4: Same&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players, simultaneously&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase, you may move some, all, or none of your units that are capable of movement. You can move each unit 1 space at a time up to the limit determined by your Movement Technology level (which begins at 1 space per Turn). You must complete one unit&#039;s movement before moving another unit. To increase your movement speed, improve your Movement Technology level (see below) and then Upgrade your units.&lt;br /&gt;
&lt;br /&gt;
* Movement technology level 1 (starting level): Move 1 space each Turn&lt;br /&gt;
* Level 2: Move 1 space in Turns 1 and 2, and up to 2 spaces in Turn 3&lt;br /&gt;
* Level 3: Move 1 space in Turn 1, and up to 2 spaces in Turns 2 and 3&lt;br /&gt;
* Level 4: Move up to 2 spaces each Turn&lt;br /&gt;
* Level 5: Move up to 2 spaces in Turns 1 and 2, and up to 3 spaces in Turn 3&lt;br /&gt;
* Level 6: Move up to 2 spaces in Turn 1, and up to 3 spaces in Turns 2 and 3&lt;br /&gt;
* Level 7: Move up to 3 spaces each Turn&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
Shipyards and Bases cannot move. &lt;br /&gt;
Fighters cannot move unless accompanied by a Carrier.&lt;br /&gt;
&lt;br /&gt;
==== Movement Restrictions ====&lt;br /&gt;
A unit that has an Attack Strength (a &#039;combat-capable&#039; unit) may not enter a space containing a face-down system marker (i.e., an unexplored space), a Nebula, or Asteroids, unless the unit begins its turn adjacent to the space and moves into the space as its first move. Entering such a space ends the unit’s movement, regardless of Movement technology level.&lt;br /&gt;
&lt;br /&gt;
A unit without an Attack Strength (a ‘non-combat’ unit such as a Colony Ship, Miner, MS Pipeline, or Decoy) may not enter a space that contains a face-down system marker, enemy unit, or enemy Colony unless a combat-capable ship also enters the space (from the same or a different starting space).&lt;br /&gt;
&lt;br /&gt;
==== Enemy Occupied Hexes ====&lt;br /&gt;
If your unit enters a space occupied by an enemy combat-capable unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop moving and attack during the Combat Phase. If the space is occupied only by enemy non-combat units, those units are immediately destroyed and do not impede your movement. &lt;br /&gt;
&lt;br /&gt;
An enemy Colony is not itself considered a combat-capable unit, so you may choose to stop in, or move through, an enemy Colony space.&lt;br /&gt;
&lt;br /&gt;
==== Planets and Colonization ====&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiating Colonization:&#039;&#039;&#039; Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonizing Barren Planets:&#039;&#039;&#039; Each player&#039;s Home System contains one Barren (monochrome colored) planet, and all planets in Deep Space are Barren. To colonize a Barren planet, you must have Terraforming Technology level 1 or higher. A Colonized Barren planet performs like any other Colony. If a Barren planet&#039;s Colony is destroyed, the planet reverts to its Barren state.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat phase occurs whenever opposing units occupy the same space. The player whose units moved into the space (during their Movement phase) is the attacker. If there is more than one battle, the attacker decides the order in which battles occur. During a battle, opposing units exchange fire in repeated rounds of combat until only one player&#039;s units occupy the space where the battle took place.&lt;br /&gt;
&lt;br /&gt;
==== Combat Procedure ====&lt;br /&gt;
The Combat Phase window contains opposing ships organized horizontally by side and vertically by ship Class (A through E). Any Decoy units are automatically destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Combat Screening:&#039;&#039; At the start of a combat round, if a player has more combat capable ships than their opponent, that player may choose to screen (protect) ships from combat for the current round (up to the difference in ship count). A screened ship may neither fire nor be fired upon during the current round, and screened ships can be changed each combat round. Non-combat ships are screened automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet Size Bonus:&#039;&#039; At the start of a combat round, if a player has at least twice as many combat capable ships as their opponent, that player receives a +1 Attack bonus. Mines do not count towards fleet size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resolve Combat:&#039;&#039; During each combat round, ships fire in Class order, starting with A Class, then B, C, D, and E Class. Each ship can fire once per round. A ship can be targeted more than once during a combat round. After the first combat round, a player may choose to have a unit retreat instead of firing. Bases and Shipyards cannot retreat.&lt;br /&gt;
&lt;br /&gt;
==== Firing Order ====&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
==== Who May Fire ====&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
==== Non-Combat Units ====&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Fire Resolution ====&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
==== Recording Hits ====&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
==== Special Conditions ====&lt;br /&gt;
&#039;&#039;&#039;Asteroids:&#039;&#039;&#039; When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nebula:&#039;&#039;&#039; When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
==== Retreat ====&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
==== Colonies and Combat ====&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
==== Post Combat ====&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for each player&#039;s Homeworld. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
The systems forming a player&#039;s &#039;&#039;&#039;Home System&#039;&#039;&#039; are much tamer than those in Deep Space. Each Home System is composed of the following 25 tokens, randomly placed:&lt;br /&gt;
* 11 Minerals (5 CP)&lt;br /&gt;
* 8 Planets&lt;br /&gt;
* 2 Nebulas&lt;br /&gt;
* 2 Asteroids&lt;br /&gt;
* 1 Barren Planet&lt;br /&gt;
* 1 Black Hole&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Space&#039;&#039;&#039; is instead populated from the following set of 102 tokens:&lt;br /&gt;
* 26 Danger&lt;br /&gt;
* 14 Minerals (10 CP)&lt;br /&gt;
* 12 Barren Planets&lt;br /&gt;
* 10 Nebulas&lt;br /&gt;
* 10 Asteroids&lt;br /&gt;
* 10 Black Holes&lt;br /&gt;
* 5 Lost in Space&lt;br /&gt;
* 3 Supernovas&lt;br /&gt;
* 3 Space Wrecks&lt;br /&gt;
* 6 Warp Points (3x1, 3x2)&lt;br /&gt;
* 3 Doomsday Machines (1-3)&lt;br /&gt;
(In the Basic Rules, Warp Points and Doomsday Machines are treated as empty space.)&lt;br /&gt;
&lt;br /&gt;
==== Planets, Nebulae, Asteroids ====&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
==== Minerals ==== &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Black Holes ====&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Danger! ====&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
==== Super Nova ====&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Lost in Space ====&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
==== Space Wreck ====&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. During the Economic Phase, a Space Wreck upgrades a random technology to its next level (according to a d10 roll):&lt;br /&gt;
* 1-2: Ship Size tech&lt;br /&gt;
* 3-4: Attack tech&lt;br /&gt;
* 5-6: Defense tech&lt;br /&gt;
* 7: Tactics tech&lt;br /&gt;
* 8-9: Movement tech&lt;br /&gt;
* 10: Shipyard tech&lt;br /&gt;
&lt;br /&gt;
If the technology already maxed out, the upgrade is lost.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will be shown the number of CP (Construction Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player chooses the next player order. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or your Homeworld to see which ship units can be built there. Up to 30 unspent CP can be carried forward to the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income. (They can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Maintenance Costs ====&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
==== Purchase Units and Technology ====&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Technology Level:&#039;&#039;&#039; Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades). Ship Yards, Bases, and Decoys are the exception, as they &#039;&#039;will&#039;&#039; automatically receive all later upgrades that apply to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Limits:&#039;&#039;&#039; You may not build ships if all group counters of that ship type are already in play (unless you Scuttle ships to reuse the counter). The counter limits are as follows: &lt;br /&gt;
* Combat ships: 5 Scouts, 4 Destroyers, 4 Cruisers, 4 Battlecruisers, 4 Battleships, 2 Dreadnoughts.&lt;br /&gt;
* Other units: 15 Colony Ships, 4 Shipyards, 2 Bases, 2 Decoys, 2 Miners.&lt;br /&gt;
* Advanced Rules only: 8 Fighters, 4 Raiders, 4 Carriers, 5 Mines, 3 Minesweepers, 20 MS Pipelines.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack and Defense Technology (3 upgrades each):&#039;&#039;&#039;&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics Technology (3 upgrades):&#039;&#039;&#039;&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Size Technology (5 upgrades):&#039;&#039;&#039;&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Technology (6 upgrades):&#039;&#039;&#039;&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Yard Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terraforming Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
Once purchased, your Colony Ships can Colonize Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Shipyards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;&#039;Construction Point (CP):&#039;&#039;&#039; Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* &#039;&#039;&#039;Group:&#039;&#039;&#039; A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Home System:&#039;&#039;&#039; The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* &#039;&#039;&#039;System:&#039;&#039;&#039; A single hex on the board.&lt;br /&gt;
* &#039;&#039;&#039;Unit:&#039;&#039;&#039; A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19151</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19151"/>
		<updated>2023-12-11T01:56:07Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In &#039;&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039;&#039;, 1 to 4 players compete for interstellar domination by e’’’X’’’ploring, e’’’X’’’panding, e’’’X’’’ploiting, and e’’’X’’’terminating. To win, players must destroy their opponents’ Homeworlds. The play area is made up of hexes representing regions of space, and most game pieces are represented by square tokens. A 10-sided die roll is used to resolve combat. A roll of 1 is always a hit, and the ‘0’ face represents a 10. If you’re new to the game, we recommend using the Basic Rules until you become more familiar with the game.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
First, each player chooses a space (hex) for their Homeworld in their Home System (a group of spaces colored to match each player’s color). Next, the remaining playable spaces are randomly filled with face-down ‘’system markers’’ representing unexplored regions of space. Home System markers have a border that matches each player’s color, and Deep Space markers have a white border.&lt;br /&gt;
Finally, each player’s starting units appear at their Homeworld:&lt;br /&gt;
* 4 Shipyards (in a single group)&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
* 1 Miner&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Play proceeds in a sequence of rounds consisting of 3 Turns and 1 Economic Phase. At the start of the game, the first player (Player 1)  is determined randomly. Subsequently, during each Economic Phase, players may bid to determine player order. During each Turn in a round, Player 1 performs Movement, then Combat, then Exploration. Player 2 then does the same, then Player 3, then Player 4. Turns 2 and 3 repeat the same sequence as Turn 1. Finally, after Turn 3, all players simultaneously  perform the Economic Phase. After the Economic Phase, a new round of three turns begins.&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
## Player 1: Movement, Combat, Exploration&lt;br /&gt;
## Player 2: Movement, Combat, Exploration&lt;br /&gt;
## Player 3: Same&lt;br /&gt;
## Player 4: Same&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players, simultaneously&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase, you may move some, all, or none of your units that are capable of movement. You can move each unit 1 space at a time up to the limit determined by your Movement Technology level (which begins at 1 space per Turn). You must complete one unit&#039;s movement before moving another unit. To increase your movement speed, improve your Movement Technology level (see below) and then Upgrade your units.&lt;br /&gt;
&lt;br /&gt;
* Movement technology level 1 (starting level): Move 1 space each Turn&lt;br /&gt;
* Level 2: Move 1 space in Turns 1 and 2, and up to 2 spaces in Turn 3&lt;br /&gt;
* Level 3: Move 1 space in Turn 1, and up to 2 spaces in Turns 2 and 3&lt;br /&gt;
* Level 4: Move up to 2 spaces each Turn&lt;br /&gt;
* Level 5: Move up to 2 spaces in Turns 1 and 2, and up to 3 spaces in Turn 3&lt;br /&gt;
* Level 6: Move up to 2 spaces in Turn 1, and up to 3 spaces in Turns 2 and 3&lt;br /&gt;
* Level 7: Move up to 3 spaces each Turn&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
Shipyards and Bases cannot move. &lt;br /&gt;
Fighters cannot move unless accompanied by a Carrier.&lt;br /&gt;
&lt;br /&gt;
==== Movement Restrictions ====&lt;br /&gt;
A unit that has an Attack Strength (a &#039;combat-capable&#039; unit) may not enter a space containing a face-down system marker (i.e., an unexplored space), a Nebula, or Asteroids, unless the unit begins its turn adjacent to the space and moves into the space as its first move. Entering such a space ends the unit’s movement, regardless of Movement technology level.&lt;br /&gt;
&lt;br /&gt;
A unit without an Attack Strength (a ‘non-combat’ unit such as a Colony Ship, Miner, MS Pipeline, or Decoy) may not enter a space that contains a face-down system marker, enemy unit, or enemy Colony unless a combat-capable ship also enters the space (from the same or a different starting space).&lt;br /&gt;
&lt;br /&gt;
==== Enemy Occupied Hexes ====&lt;br /&gt;
If your unit enters a space occupied by an enemy combat-capable unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop moving and attack during the Combat Phase. If the space is occupied only by enemy non-combat units, those units are immediately destroyed and do not impede your movement. &lt;br /&gt;
&lt;br /&gt;
An enemy Colony is not itself considered a combat-capable unit, so you may choose to stop in, or move through, an enemy Colony space.&lt;br /&gt;
&lt;br /&gt;
==== Planets and Colonization ====&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiating Colonization:&#039;&#039;&#039; Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonizing Barren Planets:&#039;&#039;&#039; Each player&#039;s Home System contains one Barren (monochrome colored) planet, and all planets in Deep Space are Barren. To colonize a Barren planet, you must have Terraforming Technology level 1 or higher. A Colonized Barren planet performs like any other Colony. If a Barren planet&#039;s Colony is destroyed, the planet reverts to its Barren state.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat phase occurs whenever opposing units occupy the same space. The player whose units moved into the space (during their Movement phase) is the attacker. If there is more than one battle, the attacker decides the order in which battles occur. During a battle, opposing units exchange fire in repeated rounds of combat until only one player&#039;s units occupy the space where the battle took place.&lt;br /&gt;
&lt;br /&gt;
==== Combat Procedure ====&lt;br /&gt;
The Combat Phase window contains opposing ships organized horizontally by side and vertically by ship Class (A through E). Any Decoy units are automatically destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Combat Screening:&#039;&#039; At the start of a combat round, if a player has more combat capable ships than their opponent, that player may choose to screen (protect) ships from combat for the current round (up to the difference in ship count). A screened ship may neither fire nor be fired upon during the current round, and screened ships can be changed each combat round. Non-combat ships are screened automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet Size Bonus:&#039;&#039; At the start of a combat round, if a player has at least twice as many combat capable ships as their opponent, that player receives a +1 Attack bonus. Mines do not count towards fleet size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resolve Combat:&#039;&#039; During each combat round, ships fire in Class order, starting with A Class, then B, C, D, and E Class. Each ship can fire once per round. A ship can be targeted more than once during a combat round. After the first combat round, a player may choose to have a unit retreat instead of firing. Bases and Shipyards cannot retreat.&lt;br /&gt;
&lt;br /&gt;
==== Firing Order ====&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
==== Who May Fire ====&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
==== Non-Combat Units ====&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Fire Resolution ====&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
==== Recording Hits ====&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
==== Special Conditions ====&lt;br /&gt;
&#039;&#039;&#039;Asteroids:&#039;&#039;&#039; When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nebula:&#039;&#039;&#039; When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
==== Retreat ====&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
==== Colonies and Combat ====&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
==== Post Combat ====&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for each player&#039;s Homeworld. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
The systems forming a player&#039;s &#039;&#039;&#039;Home System&#039;&#039;&#039; are much tamer than those in Deep Space. Each Home System is composed of the following 25 tokens, randomly placed:&lt;br /&gt;
* 11 Minerals (5 CP)&lt;br /&gt;
* 8 Planets&lt;br /&gt;
* 2 Nebulas&lt;br /&gt;
* 2 Asteroids&lt;br /&gt;
* 1 Barren Planet&lt;br /&gt;
* 1 Black Hole&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Space&#039;&#039;&#039; is instead populated from the following set of 102 tokens:&lt;br /&gt;
* 26 Danger&lt;br /&gt;
* 14 Minerals (10 CP)&lt;br /&gt;
* 12 Barren Planets&lt;br /&gt;
* 10 Nebulas&lt;br /&gt;
* 10 Asteroids&lt;br /&gt;
* 10 Black Holes&lt;br /&gt;
* 5 Lost in Space&lt;br /&gt;
* 3 Supernovas&lt;br /&gt;
* 3 Space Wrecks&lt;br /&gt;
* 6 Warp Points (3x1, 3x2)&lt;br /&gt;
* 3 Doomsday Machines (1-3)&lt;br /&gt;
(In the Basic Rules, Warp Points and Doomsday Machines are treated as empty space.)&lt;br /&gt;
&lt;br /&gt;
==== Planets, Nebulae, Asteroids ====&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
==== Minerals ==== &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Black Holes ====&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Danger! ====&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
==== Super Nova ====&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Lost in Space ====&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
==== Space Wreck ====&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. During the Economic Phase, a Space Wreck upgrades a random technology to its next level (according to a d10 roll):&lt;br /&gt;
* 1-2: Ship Size tech&lt;br /&gt;
* 3-4: Attack tech&lt;br /&gt;
* 5-6: Defense tech&lt;br /&gt;
* 7: Tactics tech&lt;br /&gt;
* 8-9: Movement tech&lt;br /&gt;
* 10: Shipyard tech&lt;br /&gt;
&lt;br /&gt;
If the technology already maxed out, the upgrade is lost.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will be shown the number of CP (Construction Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player chooses the next player order. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or your Homeworld to see which ship units can be built there. Up to 30 unspent CP can be carried forward to the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income. (They can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Maintenance Costs ====&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
==== Purchase Units and Technology ====&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Technology Level:&#039;&#039;&#039; Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades). Ship Yards, Bases, and Decoys are the exception, as they &#039;&#039;will&#039;&#039; automatically receive all later upgrades that apply to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Limits:&#039;&#039;&#039; You may not build ships if all group counters of that ship type are already in play (unless you Scuttle ships to reuse the counter). The counter limits are as follows: &lt;br /&gt;
* Combat ships: 5 Scouts, 4 Destroyers, 4 Cruisers, 4 Battlecruisers, 4 Battleships, 2 Dreadnoughts.&lt;br /&gt;
* Other units: 15 Colony Ships, 4 Shipyards, 2 Bases, 2 Decoys, 2 Miners.&lt;br /&gt;
* Advanced Rules only: 8 Fighters, 4 Raiders, 4 Carriers, 5 Mines, 3 Minesweepers, 20 MS Pipelines.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack and Defense Technology (3 upgrades each):&#039;&#039;&#039;&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics Technology (3 upgrades):&#039;&#039;&#039;&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Size Technology (5 upgrades):&#039;&#039;&#039;&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Technology (6 upgrades):&#039;&#039;&#039;&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Yard Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terraforming Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
Once purchased, your Colony Ships can Colonize Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Shipyards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;&#039;Construction Point (CP):&#039;&#039;&#039; Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* &#039;&#039;&#039;Group:&#039;&#039;&#039; A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Home System:&#039;&#039;&#039; The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* &#039;&#039;&#039;System:&#039;&#039;&#039; A single hex on the board.&lt;br /&gt;
* &#039;&#039;&#039;Unit:&#039;&#039;&#039; A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19150</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19150"/>
		<updated>2023-12-11T01:55:24Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In &#039;&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039;&#039;, 1 to 4 players compete for interstellar domination by e’’’X’’’ploring, e’’’X’’’panding, e’’’X’’’ploiting, and e’’’X’’’terminating. To win, players must destroy their opponents’ Homeworlds. The play area is made up of hexes representing regions of space, and most game pieces are represented by square tokens. A 10-sided die roll is used to resolve combat. A roll of 1 is always a hit, and the ‘0’ face represents a 10. If you’re new to the game, we recommend using the Basic Rules until you become more familiar with the game.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
First, each player chooses a space (hex) for their Homeworld in their Home System (a group of spaces colored to match each player’s color). Next, the remaining playable spaces are randomly filled with face-down ‘’system markers’’ representing unexplored regions of space. Home System markers have a border that matches each player’s color, and Deep Space markers have a white border.&lt;br /&gt;
Finally, each player’s starting units appear at their Homeworld:&lt;br /&gt;
* 4 Shipyards (in a single group)&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
* 1 Miner&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Play proceeds in a sequence of rounds consisting of 3 Turns and 1 Economic Phase. At the start of the game, the first player (Player 1)  is determined randomly. Subsequently, during each Economic Phase, players may bid to determine player order. During each Turn in a round, Player 1 performs Movement, then Combat, then Exploration. Player 2 then does the same, then Player 3, then Player 4. Turns 2 and 3 repeat the same sequence as Turn 1. Finally, after Turn 3, all players simultaneously  perform the Economic Phase. After the Economic Phase, a new round of three turns begins.&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
## Player 1: Movement, Combat, Exploration&lt;br /&gt;
## Player 2: Movement, Combat, Exploration&lt;br /&gt;
## Player 3: Same&lt;br /&gt;
## Player 4: Same&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players, simultaneously&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase, you may move some, all, or none of your units that are capable of movement. You can move each unit 1 space at a time up to the limit determined by your Movement Technology level (which begins at 1 space per Turn). You must complete one unit&#039;s movement before moving another unit. To increase your movement speed, improve your Movement Technology level (see below) and then Upgrade your units.&lt;br /&gt;
&lt;br /&gt;
* Movement technology level 1 (starting level): Move 1 space each Turn&lt;br /&gt;
* Level 2: Move 1 space in Turns 1 and 2, and up to 2 spaces in Turn 3&lt;br /&gt;
* Level 3: Move 1 space in Turn 1, and up to 2 spaces in Turns 2 and 3&lt;br /&gt;
* Level 4: Move up to 2 spaces each Turn&lt;br /&gt;
* Level 5: Move up to 2 spaces in Turns 1 and 2, and up to 3 spaces in Turn 3&lt;br /&gt;
* Level 6: Move up to 2 spaces in Turn 1, and up to 3 spaces in Turns 2 and 3&lt;br /&gt;
* Level 7: Move up to 3 spaces each Turn&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
Shipyards and Bases cannot move. &lt;br /&gt;
Fighters cannot move unless accompanied by a Carrier.&lt;br /&gt;
&lt;br /&gt;
==== Movement Restrictions ====&lt;br /&gt;
A unit that has an Attack Strength (a &#039;combat-capable&#039; unit) may not enter a space containing a face-down system marker (i.e., an unexplored space), a Nebula, or Asteroids, unless the unit begins its turn adjacent to the space and moves into the space as its first move. Entering such a space ends the unit’s movement, regardless of Movement technology level.&lt;br /&gt;
&lt;br /&gt;
A unit without an Attack Strength (a ‘non-combat’ unit such as a Colony Ship, Miner, MS Pipeline, or Decoy) may not enter a space that contains a face-down system marker, enemy unit, or enemy Colony unless a combat-capable ship also enters the space (from the same or a different starting space).&lt;br /&gt;
&lt;br /&gt;
==== Enemy Occupied Hexes ====&lt;br /&gt;
If your unit enters a space occupied by an enemy combat-capable unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop moving and attack during the Combat Phase. If the space is occupied only by enemy non-combat units, those units are immediately destroyed and do not impede your movement. &lt;br /&gt;
&lt;br /&gt;
An enemy Colony is not itself considered a combat-capable unit, so you may choose to stop in, or move through, an enemy Colony space.&lt;br /&gt;
&lt;br /&gt;
==== Planets and Colonization ====&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiating Colonization:&#039;&#039;&#039; Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonizing Barren Planets:&#039;&#039;&#039; Each player&#039;s Home System contains one Barren (monochrome colored) planet, and all planets in Deep Space are Barren. To colonize a Barren planet, you must have Terraforming Technology level 1 or higher. A Colonized Barren planet performs like any other Colony. If a Barren planet&#039;s Colony is destroyed, the planet reverts to its Barren state.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat phase occurs whenever opposing units occupy the same space. The player whose units moved into the space (during their Movement phase) is the attacker. If there is more than one battle, the attacker decides the order in which battles occur. During a battle, opposing units exchange fire in repeated rounds of combat until only one player&#039;s units occupy the space where the battle took place.&lt;br /&gt;
&lt;br /&gt;
==== Combat Procedure ====&lt;br /&gt;
The Combat Phase window contains opposing ships organized horizontally by side and vertically by ship Class (A through E). Any Decoy units are automatically destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Combat Screening:&#039;&#039; At the start of a combat round, if a player has more combat capable ships than their opponent, that player may choose to screen (protect) ships from combat for the current round (up to the difference in ship count). A screened ship may neither fire nor be fired upon during the current round, and screened ships can be changed each combat round. Non-combat ships are screened automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet Size Bonus:&#039;&#039; At the start of a combat round, if a player has at least twice as many combat capable ships as their opponent, that player receives a +1 Attack bonus. Mines do not count towards fleet size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resolve Combat:&#039;&#039; During each combat round, ships fire in Class order, starting with A Class, then B, C, D, and E Class. Each ship can fire once per round. A ship can be targeted more than once during a combat round. After the first combat round, a player may choose to have a unit retreat instead of firing. Bases and Shipyards cannot retreat.&lt;br /&gt;
&lt;br /&gt;
==== Firing Order ====&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
==== Who May Fire ====&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
==== Non-Combat Units ====&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Fire Resolution ====&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
==== Recording Hits ====&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
==== Special Conditions ====&lt;br /&gt;
&#039;&#039;&#039;Asteroids:&#039;&#039;&#039; When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nebula:&#039;&#039;&#039; When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
==== Retreat ====&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
==== Colonies and Combat ====&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
==== Post Combat ====&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for each player&#039;s Homeworld. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
The systems forming a player&#039;s &#039;&#039;&#039;Home System&#039;&#039;&#039; are much tamer than those in Deep Space. Each Home System is composed of the following 25 tokens, randomly placed:&lt;br /&gt;
* 11 Minerals (5 CP)&lt;br /&gt;
* 8 Planets&lt;br /&gt;
* 2 Nebulas&lt;br /&gt;
* 2 Asteroids&lt;br /&gt;
* 1 Barren Planet&lt;br /&gt;
* 1 Black Hole&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Space&#039;&#039;&#039; is instead populated from the following set of 102 tokens:&lt;br /&gt;
* 26 Danger&lt;br /&gt;
* 14 Minerals (10 CP)&lt;br /&gt;
* 12 Barren Planets&lt;br /&gt;
* 10 Nebulas&lt;br /&gt;
* 10 Asteroids&lt;br /&gt;
* 10 Black Holes&lt;br /&gt;
* 5 Lost in Space&lt;br /&gt;
* 3 Supernovas&lt;br /&gt;
* 3 Space Wrecks&lt;br /&gt;
* 6 Warp Points (3x1, 3x2)&lt;br /&gt;
* 3 Doomsday Machines (1-3)&lt;br /&gt;
(In the Basic Rules, Warp Points and Doomsday Machines are treated as empty space.)&lt;br /&gt;
&lt;br /&gt;
==== Planets, Nebulae, Asteroids ====&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
==== Minerals ==== &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Black Holes ====&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Danger! ====&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
==== Super Nova ====&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Lost in Space ====&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
==== Space Wreck ====&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. During the Economic Phase, a Space Wreck upgrades a random technology to its next level (according to a d10 roll):&lt;br /&gt;
* 1-2: Ship Size tech&lt;br /&gt;
* 3-4: Attack tech&lt;br /&gt;
* 5-6: Defense tech&lt;br /&gt;
* 7: Tactics tech&lt;br /&gt;
* 8-9: Movement tech&lt;br /&gt;
* 10: Shipyard tech&lt;br /&gt;
&lt;br /&gt;
If the technology already at maxed out, the upgrade is lost.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will be shown the number of CP (Construction Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player chooses the next player order. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or your Homeworld to see which ship units can be built there. Up to 30 unspent CP can be carried forward to the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income. (They can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Maintenance Costs ====&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
==== Purchase Units and Technology ====&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Technology Level:&#039;&#039;&#039; Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades). Ship Yards, Bases, and Decoys are the exception, as they &#039;&#039;will&#039;&#039; automatically receive all later upgrades that apply to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Limits:&#039;&#039;&#039; You may not build ships if all group counters of that ship type are already in play (unless you Scuttle ships to reuse the counter). The counter limits are as follows: &lt;br /&gt;
* Combat ships: 5 Scouts, 4 Destroyers, 4 Cruisers, 4 Battlecruisers, 4 Battleships, 2 Dreadnoughts.&lt;br /&gt;
* Other units: 15 Colony Ships, 4 Shipyards, 2 Bases, 2 Decoys, 2 Miners.&lt;br /&gt;
* Advanced Rules only: 8 Fighters, 4 Raiders, 4 Carriers, 5 Mines, 3 Minesweepers, 20 MS Pipelines.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack and Defense Technology (3 upgrades each):&#039;&#039;&#039;&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics Technology (3 upgrades):&#039;&#039;&#039;&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Size Technology (5 upgrades):&#039;&#039;&#039;&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Technology (6 upgrades):&#039;&#039;&#039;&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Yard Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terraforming Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
Once purchased, your Colony Ships can Colonize Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Shipyards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;&#039;Construction Point (CP):&#039;&#039;&#039; Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* &#039;&#039;&#039;Group:&#039;&#039;&#039; A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Home System:&#039;&#039;&#039; The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* &#039;&#039;&#039;System:&#039;&#039;&#039; A single hex on the board.&lt;br /&gt;
* &#039;&#039;&#039;Unit:&#039;&#039;&#039; A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19149</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19149"/>
		<updated>2023-12-11T01:49:43Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In &#039;&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039;&#039;, 1 to 4 players compete for interstellar domination by e’’’X’’’ploring, e’’’X’’’panding, e’’’X’’’ploiting, and e’’’X’’’terminating. To win, players must destroy their opponents’ Homeworlds. The play area is made up of hexes representing regions of space, and most game pieces are represented by square tokens. A 10-sided die roll is used to resolve combat. A roll of 1 is always a hit, and the ‘0’ face represents a 10. If you’re new to the game, we recommend using the Basic Rules until you become more familiar with the game.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
First, each player chooses a space (hex) for their Homeworld in their Home System (a group of spaces colored to match each player’s color). Next, the remaining playable spaces are randomly filled with face-down ‘’system markers’’ representing unexplored regions of space. Home System markers have a border that matches each player’s color, and Deep Space markers have a white border.&lt;br /&gt;
Finally, each player’s starting units appear at their Homeworld:&lt;br /&gt;
* 4 Shipyards (in a single group)&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
* 1 Miner&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Play proceeds in a sequence of rounds consisting of 3 Turns and 1 Economic Phase. At the start of the game, the first player (Player 1)  is determined randomly. Subsequently, during each Economic Phase, players may bid to determine player order. During each Turn in a round, Player 1 performs Movement, then Combat, then Exploration. Player 2 then does the same, then Player 3, then Player 4. Turns 2 and 3 repeat the same sequence as Turn 1. Finally, after Turn 3, all players simultaneously  perform the Economic Phase. After the Economic Phase, a new round of three turns begins.&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
-- Player 1: Movement, Combat, Exploration&lt;br /&gt;
-- Player 2: Movement, Combat, Exploration&lt;br /&gt;
-- Player 3: Same&lt;br /&gt;
-- Player 4: Same&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players, simultaneously&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase, you may move some, all, or none of your units that are capable of movement. You can move each unit 1 space at a time up to the limit determined by your Movement Technology level (which begins at 1 space per Turn). You must complete one unit&#039;s movement before moving another unit. To increase your movement speed, improve your Movement Technology level (see below) and then Upgrade your units.&lt;br /&gt;
&lt;br /&gt;
* Movement technology level 1 (starting level): Move 1 space each Turn&lt;br /&gt;
* Level 2: Move 1 space in Turns 1 and 2, and up to 2 spaces in Turn 3&lt;br /&gt;
* Level 3: Move 1 space in Turn 1, and up to 2 spaces in Turns 2 and 3&lt;br /&gt;
* Level 4: Move up to 2 spaces each Turn&lt;br /&gt;
* Level 5: Move up to 2 spaces in Turns 1 and 2, and up to 3 spaces in Turn 3&lt;br /&gt;
* Level 6: Move up to 2 spaces in Turn 1, and up to 3 spaces in Turns 2 and 3&lt;br /&gt;
* Level 7: Move up to 3 spaces each Turn&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
Shipyards and Bases cannot move. &lt;br /&gt;
Fighters cannot move unless accompanied by a Carrier.&lt;br /&gt;
&lt;br /&gt;
==== Movement Restrictions ====&lt;br /&gt;
A unit that has an Attack Strength (a &#039;combat-capable&#039; unit) may not enter a space containing a face-down system marker (i.e., an unexplored space), a Nebula, or Asteroids, unless the unit begins its turn adjacent to the space and moves into the space as its first move. Entering such a space ends the unit’s movement, regardless of Movement technology level.&lt;br /&gt;
&lt;br /&gt;
A unit without an Attack Strength (a ‘non-combat’ unit such as a Colony Ship, Miner, MS Pipeline, or Decoy) may not enter a space that contains a face-down system marker, enemy unit, or enemy Colony unless a combat-capable ship also enters the space (from the same or a different starting space).&lt;br /&gt;
&lt;br /&gt;
==== Enemy Occupied Hexes ====&lt;br /&gt;
If your unit enters a space occupied by an enemy combat-capable unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop moving and attack during the Combat Phase. If the space is occupied only by enemy non-combat units, those units are immediately destroyed and do not impede your movement. &lt;br /&gt;
&lt;br /&gt;
An enemy Colony is not itself considered a combat-capable unit, so you may choose to stop in, or move through, an enemy Colony space.&lt;br /&gt;
&lt;br /&gt;
==== Planets and Colonization ====&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiating Colonization:&#039;&#039;&#039; Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonizing Barren Planets:&#039;&#039;&#039; Each player&#039;s Home System contains one Barren (monochrome colored) planet, and all planets in Deep Space are Barren. To colonize a Barren planet, you must have Terraforming Technology level 1 or higher. A Colonized Barren planet performs like any other Colony. If a Barren planet&#039;s Colony is destroyed, the planet reverts to its Barren state.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat phase occurs whenever opposing units occupy the same space. The player whose units moved into the space (during their Movement phase) is the attacker. If there is more than one battle, the attacker decides the order in which battles occur. During a battle, opposing units exchange fire in repeated rounds of combat until only one player&#039;s units occupy the space where the battle took place.&lt;br /&gt;
&lt;br /&gt;
==== Combat Procedure ====&lt;br /&gt;
The Combat Phase window contains opposing ships organized horizontally by side and vertically by ship Class (A through E). Any Decoy units are automatically destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Combat Screening:&#039;&#039; At the start of a combat round, if a player has more combat capable ships than their opponent, that player may choose to screen (protect) ships from combat for the current round (up to the difference in ship count). A screened ship may neither fire nor be fired upon during the current round, and screened ships can be changed each combat round. Non-combat ships are screened automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet Size Bonus:&#039;&#039; At the start of a combat round, if a player has at least twice as many combat capable ships as their opponent, that player receives a +1 Attack bonus. Mines do not count towards fleet size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resolve Combat:&#039;&#039; During each combat round, ships fire in Class order, starting with A Class, then B, C, D, and E Class. Each ship can fire once per round. A ship can be targeted more than once during a combat round. After the first combat round, a player may choose to have a unit retreat instead of firing. Bases and Shipyards cannot retreat.&lt;br /&gt;
&lt;br /&gt;
==== Firing Order ====&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
==== Who May Fire ====&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
==== Non-Combat Units ====&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Fire Resolution ====&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
==== Recording Hits ====&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
==== Special Conditions ====&lt;br /&gt;
&#039;&#039;&#039;Asteroids:&#039;&#039;&#039; When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nebula:&#039;&#039;&#039; When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
==== Retreat ====&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
==== Colonies and Combat ====&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
==== Post Combat ====&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for each player&#039;s Homeworld. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
The systems forming a player&#039;s &#039;&#039;&#039;Home System&#039;&#039;&#039; are much tamer than those in Deep Space. Each Home System is composed of the following 25 tokens, randomly placed:&lt;br /&gt;
* 11 Minerals (5 CP)&lt;br /&gt;
* 8 Planets&lt;br /&gt;
* 2 Nebulas&lt;br /&gt;
* 2 Asteroids&lt;br /&gt;
* 1 Barren Planet&lt;br /&gt;
* 1 Black Hole&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Space&#039;&#039;&#039; is instead populated from the following set of 102 tokens:&lt;br /&gt;
* 26 Danger&lt;br /&gt;
* 14 Minerals (10 CP)&lt;br /&gt;
* 12 Barren Planets&lt;br /&gt;
* 10 Nebulas&lt;br /&gt;
* 10 Asteroids&lt;br /&gt;
* 10 Black Holes&lt;br /&gt;
* 5 Lost in Space&lt;br /&gt;
* 3 Supernovas&lt;br /&gt;
* 3 Space Wrecks&lt;br /&gt;
* 6 Warp Points (3x1, 3x2)&lt;br /&gt;
* 3 Doomsday Machines (1-3)&lt;br /&gt;
(In the Basic Rules, Warp Points and Doomsday Machines are treated as empty space.)&lt;br /&gt;
&lt;br /&gt;
==== Planets, Nebulae, Asteroids ====&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
==== Minerals ==== &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Black Holes ====&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Danger! ====&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
==== Super Nova ====&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Lost in Space ====&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
==== Space Wreck ====&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
&lt;br /&gt;
*• 1-2: Ship Size upgrade&lt;br /&gt;
*• 3-4: Attack upgrade&lt;br /&gt;
*• 5-6: Defense upgrade&lt;br /&gt;
*• 7: Tactics upgrade&lt;br /&gt;
*• 8-9: Move upgrade&lt;br /&gt;
*• 10: Ship Yard upgrade&lt;br /&gt;
&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will be shown the number of CP (Construction Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player chooses the next player order. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or your Homeworld to see which ship units can be built there. Up to 30 unspent CP can be carried forward to the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income. (They can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Maintenance Costs ====&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
==== Purchase Units and Technology ====&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Technology Level:&#039;&#039;&#039; Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades). Ship Yards, Bases, and Decoys are the exception, as they &#039;&#039;will&#039;&#039; automatically receive all later upgrades that apply to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Limits:&#039;&#039;&#039; You may not build ships if all group counters of that ship type are already in play (unless you Scuttle ships to reuse the counter). The counter limits are as follows: &lt;br /&gt;
* Combat ships: 5 Scouts, 4 Destroyers, 4 Cruisers, 4 Battlecruisers, 4 Battleships, 2 Dreadnoughts.&lt;br /&gt;
* Other units: 15 Colony Ships, 4 Shipyards, 2 Bases, 2 Decoys, 2 Miners.&lt;br /&gt;
* Advanced Rules only: 8 Fighters, 4 Raiders, 4 Carriers, 5 Mines, 3 Minesweepers, 20 MS Pipelines.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack and Defense Technology (3 upgrades each):&#039;&#039;&#039;&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics Technology (3 upgrades):&#039;&#039;&#039;&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Size Technology (5 upgrades):&#039;&#039;&#039;&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Technology (6 upgrades):&#039;&#039;&#039;&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Yard Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terraforming Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
Once purchased, your Colony Ships can Colonize Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
*• BB: Battleships&lt;br /&gt;
*• BC: Battle Cruisers&lt;br /&gt;
*• CA: Cruisers&lt;br /&gt;
*• CV: Carriers*&lt;br /&gt;
*• DD: Destroyers&lt;br /&gt;
*• DN: Dreadnaughts&lt;br /&gt;
*• F: Fighters*&lt;br /&gt;
*• R: Raiders*&lt;br /&gt;
*• SC: Scouts&lt;br /&gt;
*• SW: Minesweepers*&lt;br /&gt;
*• SY: Ship Yards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;&#039;Construction Point (CP):&#039;&#039;&#039; Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* &#039;&#039;&#039;Group:&#039;&#039;&#039; A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Home System:&#039;&#039;&#039; The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* &#039;&#039;&#039;System:&#039;&#039;&#039; A single hex on the board.&lt;br /&gt;
* &#039;&#039;&#039;Unit:&#039;&#039;&#039; A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19148</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19148"/>
		<updated>2023-12-11T01:48:49Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: /* Sequence of Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In &#039;&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039;&#039;, 1 to 4 players compete for interstellar domination by e’’’X’’’ploring, e’’’X’’’panding, e’’’X’’’ploiting, and e’’’X’’’terminating. To win, players must destroy their opponents’ Homeworlds. The play area is made up of hexes representing regions of space, and most game pieces are represented by square tokens. A 10-sided die roll is used to resolve combat. A roll of 1 is always a hit, and the ‘0’ face represents a 10. If you’re new to the game, we recommend using the Basic Rules until you become more familiar with the game.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
First, each player chooses a space (hex) for their Homeworld in their Home System (a group of spaces colored to match each player’s color). Next, the remaining playable spaces are randomly filled with face-down ‘’system markers’’ representing unexplored regions of space. Home System markers have a border that matches each player’s color, and Deep Space markers have a white border.&lt;br /&gt;
Finally, each player’s starting units appear at their Homeworld:&lt;br /&gt;
* 4 Shipyards (in a single group)&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
* 1 Miner&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Play proceeds in a sequence of rounds consisting of 3 Turns and 1 Economic Phase. At the start of the game, the first player (Player 1)  is determined randomly. Subsequently, during each Economic Phase, players may bid to determine player order. During each Turn in a round, Player 1 performs Movement, then Combat, then Exploration. Player 2 then does the same, then Player 3, then Player 4. Turns 2 and 3 repeat the same sequence as Turn 1. Finally, after Turn 3, all players simultaneously  perform the Economic Phase. After the Economic Phase, a new round of three turns begins.&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
*-- Player 1: Movement, Combat, Exploration&lt;br /&gt;
*-- Player 2: Movement, Combat, Exploration&lt;br /&gt;
*-- Player 3: Same&lt;br /&gt;
*-- Player 4: Same&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players, simultaneously&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase, you may move some, all, or none of your units that are capable of movement. You can move each unit 1 space at a time up to the limit determined by your Movement Technology level (which begins at 1 space per Turn). You must complete one unit&#039;s movement before moving another unit. To increase your movement speed, improve your Movement Technology level (see below) and then Upgrade your units.&lt;br /&gt;
&lt;br /&gt;
*• Movement technology level 1 (starting level): Move 1 space each Turn&lt;br /&gt;
*• Level 2: Move 1 space in Turns 1 and 2, and up to 2 spaces in Turn 3&lt;br /&gt;
*• Level 3: Move 1 space in Turn 1, and up to 2 spaces in Turns 2 and 3&lt;br /&gt;
*• Level 4: Move up to 2 spaces each Turn&lt;br /&gt;
*• Level 5: Move up to 2 spaces in Turns 1 and 2, and up to 3 spaces in Turn 3&lt;br /&gt;
*• Level 6: Move up to 2 spaces in Turn 1, and up to 3 spaces in Turns 2 and 3&lt;br /&gt;
*• Level 7: Move up to 3 spaces each Turn&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
Shipyards and Bases cannot move. &lt;br /&gt;
Fighters cannot move unless accompanied by a Carrier.&lt;br /&gt;
&lt;br /&gt;
==== Movement Restrictions ====&lt;br /&gt;
A unit that has an Attack Strength (a &#039;combat-capable&#039; unit) may not enter a space containing a face-down system marker (i.e., an unexplored space), a Nebula, or Asteroids, unless the unit begins its turn adjacent to the space and moves into the space as its first move. Entering such a space ends the unit’s movement, regardless of Movement technology level.&lt;br /&gt;
&lt;br /&gt;
A unit without an Attack Strength (a ‘non-combat’ unit such as a Colony Ship, Miner, MS Pipeline, or Decoy) may not enter a space that contains a face-down system marker, enemy unit, or enemy Colony unless a combat-capable ship also enters the space (from the same or a different starting space).&lt;br /&gt;
&lt;br /&gt;
==== Enemy Occupied Hexes ====&lt;br /&gt;
If your unit enters a space occupied by an enemy combat-capable unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop moving and attack during the Combat Phase. If the space is occupied only by enemy non-combat units, those units are immediately destroyed and do not impede your movement. &lt;br /&gt;
&lt;br /&gt;
An enemy Colony is not itself considered a combat-capable unit, so you may choose to stop in, or move through, an enemy Colony space.&lt;br /&gt;
&lt;br /&gt;
==== Planets and Colonization ====&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiating Colonization:&#039;&#039;&#039; Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonizing Barren Planets:&#039;&#039;&#039; Each player&#039;s Home System contains one Barren (monochrome colored) planet, and all planets in Deep Space are Barren. To colonize a Barren planet, you must have Terraforming Technology level 1 or higher. A Colonized Barren planet performs like any other Colony. If a Barren planet&#039;s Colony is destroyed, the planet reverts to its Barren state.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat phase occurs whenever opposing units occupy the same space. The player whose units moved into the space (during their Movement phase) is the attacker. If there is more than one battle, the attacker decides the order in which battles occur. During a battle, opposing units exchange fire in repeated rounds of combat until only one player&#039;s units occupy the space where the battle took place.&lt;br /&gt;
&lt;br /&gt;
==== Combat Procedure ====&lt;br /&gt;
The Combat Phase window contains opposing ships organized horizontally by side and vertically by ship Class (A through E). Any Decoy units are automatically destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Combat Screening:&#039;&#039; At the start of a combat round, if a player has more combat capable ships than their opponent, that player may choose to screen (protect) ships from combat for the current round (up to the difference in ship count). A screened ship may neither fire nor be fired upon during the current round, and screened ships can be changed each combat round. Non-combat ships are screened automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet Size Bonus:&#039;&#039; At the start of a combat round, if a player has at least twice as many combat capable ships as their opponent, that player receives a +1 Attack bonus. Mines do not count towards fleet size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resolve Combat:&#039;&#039; During each combat round, ships fire in Class order, starting with A Class, then B, C, D, and E Class. Each ship can fire once per round. A ship can be targeted more than once during a combat round. After the first combat round, a player may choose to have a unit retreat instead of firing. Bases and Shipyards cannot retreat.&lt;br /&gt;
&lt;br /&gt;
==== Firing Order ====&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
==== Who May Fire ====&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
==== Non-Combat Units ====&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Fire Resolution ====&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
==== Recording Hits ====&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
==== Special Conditions ====&lt;br /&gt;
&#039;&#039;&#039;Asteroids:&#039;&#039;&#039; When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nebula:&#039;&#039;&#039; When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
==== Retreat ====&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
==== Colonies and Combat ====&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
==== Post Combat ====&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for each player&#039;s Homeworld. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
The systems forming a player&#039;s &#039;&#039;&#039;Home System&#039;&#039;&#039; are much tamer than those in Deep Space. Each Home System is composed of the following 25 tokens, randomly placed:&lt;br /&gt;
*• 11 Minerals (5 CP)&lt;br /&gt;
*• 8 Planets&lt;br /&gt;
*• 2 Nebulas&lt;br /&gt;
*• 2 Asteroids&lt;br /&gt;
*• 1 Barren Planet&lt;br /&gt;
*• 1 Black Hole&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Space&#039;&#039;&#039; is instead populated from the following set of 102 tokens:&lt;br /&gt;
*• 26 Danger&lt;br /&gt;
*• 14 Minerals (10 CP)&lt;br /&gt;
*• 12 Barren Planets&lt;br /&gt;
*• 10 Nebulas&lt;br /&gt;
*• 10 Asteroids&lt;br /&gt;
*• 10 Black Holes&lt;br /&gt;
*• 5 Lost in Space&lt;br /&gt;
*• 3 Supernovas&lt;br /&gt;
*• 3 Space Wrecks&lt;br /&gt;
*• 6 Warp Points (3x1, 3x2)&lt;br /&gt;
*• 3 Doomsday Machines (1-3)&lt;br /&gt;
(In the Basic Rules, Warp Points and Doomsday Machines are treated as empty space.)&lt;br /&gt;
&lt;br /&gt;
==== Planets, Nebulae, Asteroids ====&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
==== Minerals ==== &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Black Holes ====&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Danger! ====&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
==== Super Nova ====&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Lost in Space ====&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
==== Space Wreck ====&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
&lt;br /&gt;
*• 1-2: Ship Size upgrade&lt;br /&gt;
*• 3-4: Attack upgrade&lt;br /&gt;
*• 5-6: Defense upgrade&lt;br /&gt;
*• 7: Tactics upgrade&lt;br /&gt;
*• 8-9: Move upgrade&lt;br /&gt;
*• 10: Ship Yard upgrade&lt;br /&gt;
&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will be shown the number of CP (Construction Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player chooses the next player order. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or your Homeworld to see which ship units can be built there. Up to 30 unspent CP can be carried forward to the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income. (They can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Maintenance Costs ====&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
==== Purchase Units and Technology ====&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Technology Level:&#039;&#039;&#039; Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades). Ship Yards, Bases, and Decoys are the exception, as they &#039;&#039;will&#039;&#039; automatically receive all later upgrades that apply to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Limits:&#039;&#039;&#039; You may not build ships if all group counters of that ship type are already in play (unless you Scuttle ships to reuse the counter). The counter limits are as follows: &lt;br /&gt;
* Combat ships: 5 Scouts, 4 Destroyers, 4 Cruisers, 4 Battlecruisers, 4 Battleships, 2 Dreadnoughts.&lt;br /&gt;
* Other units: 15 Colony Ships, 4 Shipyards, 2 Bases, 2 Decoys, 2 Miners.&lt;br /&gt;
* Advanced Rules only: 8 Fighters, 4 Raiders, 4 Carriers, 5 Mines, 3 Minesweepers, 20 MS Pipelines.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack and Defense Technology (3 upgrades each):&#039;&#039;&#039;&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics Technology (3 upgrades):&#039;&#039;&#039;&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Size Technology (5 upgrades):&#039;&#039;&#039;&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Technology (6 upgrades):&#039;&#039;&#039;&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Yard Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terraforming Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
Once purchased, your Colony Ships can Colonize Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
*• BB: Battleships&lt;br /&gt;
*• BC: Battle Cruisers&lt;br /&gt;
*• CA: Cruisers&lt;br /&gt;
*• CV: Carriers*&lt;br /&gt;
*• DD: Destroyers&lt;br /&gt;
*• DN: Dreadnaughts&lt;br /&gt;
*• F: Fighters*&lt;br /&gt;
*• R: Raiders*&lt;br /&gt;
*• SC: Scouts&lt;br /&gt;
*• SW: Minesweepers*&lt;br /&gt;
*• SY: Ship Yards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;&#039;Construction Point (CP):&#039;&#039;&#039; Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* &#039;&#039;&#039;Group:&#039;&#039;&#039; A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Home System:&#039;&#039;&#039; The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* &#039;&#039;&#039;System:&#039;&#039;&#039; A single hex on the board.&lt;br /&gt;
* &#039;&#039;&#039;Unit:&#039;&#039;&#039; A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19147</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19147"/>
		<updated>2023-12-11T01:48:08Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In &#039;&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039;&#039;, 1 to 4 players compete for interstellar domination by e’’’X’’’ploring, e’’’X’’’panding, e’’’X’’’ploiting, and e’’’X’’’terminating. To win, players must destroy their opponents’ Homeworlds. The play area is made up of hexes representing regions of space, and most game pieces are represented by square tokens. A 10-sided die roll is used to resolve combat. A roll of 1 is always a hit, and the ‘0’ face represents a 10. If you’re new to the game, we recommend using the Basic Rules until you become more familiar with the game.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
First, each player chooses a space (hex) for their Homeworld in their Home System (a group of spaces colored to match each player’s color). Next, the remaining playable spaces are randomly filled with face-down ‘’system markers’’ representing unexplored regions of space. Home System markers have a border that matches each player’s color, and Deep Space markers have a white border.&lt;br /&gt;
Finally, each player’s starting units appear at their Homeworld:&lt;br /&gt;
* 4 Shipyards (in a single group)&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
* 1 Miner&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Play proceeds in a sequence of rounds consisting of 3 Turns and 1 Economic Phase. At the start of the game, the first player (Player 1)  is determined randomly. Subsequently, during each Economic Phase, players may bid to determine player order. During each Turn in a round, Player 1 performs Movement, then Combat, then Exploration. Player 2 then does the same, then Player 3, then Player 4. Turns 2 and 3 repeat the same sequence as Turn 1. Finally, after Turn 3, all players simultaneously  perform the Economic Phase. After the Economic Phase, a new round of three turns begins.&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
**-- Player 1: Movement, Combat, Exploration&lt;br /&gt;
**-- Player 2: Movement, Combat, Exploration&lt;br /&gt;
**-- Player 3: Same&lt;br /&gt;
**-- Player 4: Same&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players, simultaneously&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase, you may move some, all, or none of your units that are capable of movement. You can move each unit 1 space at a time up to the limit determined by your Movement Technology level (which begins at 1 space per Turn). You must complete one unit&#039;s movement before moving another unit. To increase your movement speed, improve your Movement Technology level (see below) and then Upgrade your units.&lt;br /&gt;
&lt;br /&gt;
*• Movement technology level 1 (starting level): Move 1 space each Turn&lt;br /&gt;
*• Level 2: Move 1 space in Turns 1 and 2, and up to 2 spaces in Turn 3&lt;br /&gt;
*• Level 3: Move 1 space in Turn 1, and up to 2 spaces in Turns 2 and 3&lt;br /&gt;
*• Level 4: Move up to 2 spaces each Turn&lt;br /&gt;
*• Level 5: Move up to 2 spaces in Turns 1 and 2, and up to 3 spaces in Turn 3&lt;br /&gt;
*• Level 6: Move up to 2 spaces in Turn 1, and up to 3 spaces in Turns 2 and 3&lt;br /&gt;
*• Level 7: Move up to 3 spaces each Turn&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
Shipyards and Bases cannot move. &lt;br /&gt;
Fighters cannot move unless accompanied by a Carrier.&lt;br /&gt;
&lt;br /&gt;
==== Movement Restrictions ====&lt;br /&gt;
A unit that has an Attack Strength (a &#039;combat-capable&#039; unit) may not enter a space containing a face-down system marker (i.e., an unexplored space), a Nebula, or Asteroids, unless the unit begins its turn adjacent to the space and moves into the space as its first move. Entering such a space ends the unit’s movement, regardless of Movement technology level.&lt;br /&gt;
&lt;br /&gt;
A unit without an Attack Strength (a ‘non-combat’ unit such as a Colony Ship, Miner, MS Pipeline, or Decoy) may not enter a space that contains a face-down system marker, enemy unit, or enemy Colony unless a combat-capable ship also enters the space (from the same or a different starting space).&lt;br /&gt;
&lt;br /&gt;
==== Enemy Occupied Hexes ====&lt;br /&gt;
If your unit enters a space occupied by an enemy combat-capable unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop moving and attack during the Combat Phase. If the space is occupied only by enemy non-combat units, those units are immediately destroyed and do not impede your movement. &lt;br /&gt;
&lt;br /&gt;
An enemy Colony is not itself considered a combat-capable unit, so you may choose to stop in, or move through, an enemy Colony space.&lt;br /&gt;
&lt;br /&gt;
==== Planets and Colonization ====&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiating Colonization:&#039;&#039;&#039; Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonizing Barren Planets:&#039;&#039;&#039; Each player&#039;s Home System contains one Barren (monochrome colored) planet, and all planets in Deep Space are Barren. To colonize a Barren planet, you must have Terraforming Technology level 1 or higher. A Colonized Barren planet performs like any other Colony. If a Barren planet&#039;s Colony is destroyed, the planet reverts to its Barren state.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat phase occurs whenever opposing units occupy the same space. The player whose units moved into the space (during their Movement phase) is the attacker. If there is more than one battle, the attacker decides the order in which battles occur. During a battle, opposing units exchange fire in repeated rounds of combat until only one player&#039;s units occupy the space where the battle took place.&lt;br /&gt;
&lt;br /&gt;
==== Combat Procedure ====&lt;br /&gt;
The Combat Phase window contains opposing ships organized horizontally by side and vertically by ship Class (A through E). Any Decoy units are automatically destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Combat Screening:&#039;&#039; At the start of a combat round, if a player has more combat capable ships than their opponent, that player may choose to screen (protect) ships from combat for the current round (up to the difference in ship count). A screened ship may neither fire nor be fired upon during the current round, and screened ships can be changed each combat round. Non-combat ships are screened automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet Size Bonus:&#039;&#039; At the start of a combat round, if a player has at least twice as many combat capable ships as their opponent, that player receives a +1 Attack bonus. Mines do not count towards fleet size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resolve Combat:&#039;&#039; During each combat round, ships fire in Class order, starting with A Class, then B, C, D, and E Class. Each ship can fire once per round. A ship can be targeted more than once during a combat round. After the first combat round, a player may choose to have a unit retreat instead of firing. Bases and Shipyards cannot retreat.&lt;br /&gt;
&lt;br /&gt;
==== Firing Order ====&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
==== Who May Fire ====&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
==== Non-Combat Units ====&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Fire Resolution ====&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
==== Recording Hits ====&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
==== Special Conditions ====&lt;br /&gt;
&#039;&#039;&#039;Asteroids:&#039;&#039;&#039; When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nebula:&#039;&#039;&#039; When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
==== Retreat ====&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
==== Colonies and Combat ====&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
==== Post Combat ====&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for each player&#039;s Homeworld. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
The systems forming a player&#039;s &#039;&#039;&#039;Home System&#039;&#039;&#039; are much tamer than those in Deep Space. Each Home System is composed of the following 25 tokens, randomly placed:&lt;br /&gt;
*• 11 Minerals (5 CP)&lt;br /&gt;
*• 8 Planets&lt;br /&gt;
*• 2 Nebulas&lt;br /&gt;
*• 2 Asteroids&lt;br /&gt;
*• 1 Barren Planet&lt;br /&gt;
*• 1 Black Hole&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Space&#039;&#039;&#039; is instead populated from the following set of 102 tokens:&lt;br /&gt;
*• 26 Danger&lt;br /&gt;
*• 14 Minerals (10 CP)&lt;br /&gt;
*• 12 Barren Planets&lt;br /&gt;
*• 10 Nebulas&lt;br /&gt;
*• 10 Asteroids&lt;br /&gt;
*• 10 Black Holes&lt;br /&gt;
*• 5 Lost in Space&lt;br /&gt;
*• 3 Supernovas&lt;br /&gt;
*• 3 Space Wrecks&lt;br /&gt;
*• 6 Warp Points (3x1, 3x2)&lt;br /&gt;
*• 3 Doomsday Machines (1-3)&lt;br /&gt;
(In the Basic Rules, Warp Points and Doomsday Machines are treated as empty space.)&lt;br /&gt;
&lt;br /&gt;
==== Planets, Nebulae, Asteroids ====&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
==== Minerals ==== &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Black Holes ====&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Danger! ====&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
==== Super Nova ====&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Lost in Space ====&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
==== Space Wreck ====&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
&lt;br /&gt;
*• 1-2: Ship Size upgrade&lt;br /&gt;
*• 3-4: Attack upgrade&lt;br /&gt;
*• 5-6: Defense upgrade&lt;br /&gt;
*• 7: Tactics upgrade&lt;br /&gt;
*• 8-9: Move upgrade&lt;br /&gt;
*• 10: Ship Yard upgrade&lt;br /&gt;
&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will be shown the number of CP (Construction Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player chooses the next player order. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or your Homeworld to see which ship units can be built there. Up to 30 unspent CP can be carried forward to the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income. (They can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Maintenance Costs ====&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
==== Purchase Units and Technology ====&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Technology Level:&#039;&#039;&#039; Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades). Ship Yards, Bases, and Decoys are the exception, as they &#039;&#039;will&#039;&#039; automatically receive all later upgrades that apply to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Limits:&#039;&#039;&#039; You may not build ships if all group counters of that ship type are already in play (unless you Scuttle ships to reuse the counter). The counter limits are as follows: &lt;br /&gt;
* Combat ships: 5 Scouts, 4 Destroyers, 4 Cruisers, 4 Battlecruisers, 4 Battleships, 2 Dreadnoughts.&lt;br /&gt;
* Other units: 15 Colony Ships, 4 Shipyards, 2 Bases, 2 Decoys, 2 Miners.&lt;br /&gt;
* Advanced Rules only: 8 Fighters, 4 Raiders, 4 Carriers, 5 Mines, 3 Minesweepers, 20 MS Pipelines.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack and Defense Technology (3 upgrades each):&#039;&#039;&#039;&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics Technology (3 upgrades):&#039;&#039;&#039;&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Size Technology (5 upgrades):&#039;&#039;&#039;&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Technology (6 upgrades):&#039;&#039;&#039;&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Yard Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terraforming Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
Once purchased, your Colony Ships can Colonize Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
*• BB: Battleships&lt;br /&gt;
*• BC: Battle Cruisers&lt;br /&gt;
*• CA: Cruisers&lt;br /&gt;
*• CV: Carriers*&lt;br /&gt;
*• DD: Destroyers&lt;br /&gt;
*• DN: Dreadnaughts&lt;br /&gt;
*• F: Fighters*&lt;br /&gt;
*• R: Raiders*&lt;br /&gt;
*• SC: Scouts&lt;br /&gt;
*• SW: Minesweepers*&lt;br /&gt;
*• SY: Ship Yards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;&#039;Construction Point (CP):&#039;&#039;&#039; Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* &#039;&#039;&#039;Group:&#039;&#039;&#039; A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Home System:&#039;&#039;&#039; The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* &#039;&#039;&#039;System:&#039;&#039;&#039; A single hex on the board.&lt;br /&gt;
* &#039;&#039;&#039;Unit:&#039;&#039;&#039; A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19146</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19146"/>
		<updated>2023-12-11T01:46:05Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In ‘‘’’Space Empires 4X’’’’, 1 to 4 players compete for interstellar domination by e’’’X’’’ploring, e’’’X’’’panding, e’’’X’’’ploiting, and e’’’X’’’terminating. To win, players must destroy their opponents’ Homeworlds. The play area is made up of hexes representing regions of space, and most game pieces are represented by square tokens. A 10-sided die roll is used to resolve combat. A roll of 1 is always a hit, and the ‘0’ face represents a 10. If you’re new to the game, we recommend using the Basic Rules until you become more familiar with the game.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
First, each player chooses a space (hex) for their Homeworld in their Home System (a group of spaces colored to match each player’s color). Next, the remaining playable spaces are randomly filled with face-down ‘’system markers’’ representing unexplored regions of space. Home System markers have a border that matches each player’s color, and Deep Space markers have a white border.&lt;br /&gt;
Finally, each player’s starting units appear at their Homeworld:&lt;br /&gt;
#• 4 Shipyards (in a single group)&lt;br /&gt;
#• 3 Scouts&lt;br /&gt;
#• 3 Colony Ships&lt;br /&gt;
#• 1 Miner&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Play proceeds in a sequence of rounds consisting of 3 Turns and 1 Economic Phase. At the start of the game, the first player (Player 1)  is determined randomly. Subsequently, during each Economic Phase, players may bid to determine player order. During each Turn in a round, Player 1 performs Movement, then Combat, then Exploration. Player 2 then does the same, then Player 3, then Player 4. Turns 2 and 3 repeat the same sequence as Turn 1. Finally, after Turn 3, all players simultaneously  perform the Economic Phase. After the Economic Phase, a new round of three turns begins.&lt;br /&gt;
#• Determine player order&lt;br /&gt;
#• Turn One:&lt;br /&gt;
#*-- Player 1: Movement, Combat, Exploration&lt;br /&gt;
#*-- Player 2: Movement, Combat, Exploration&lt;br /&gt;
#*-- Player 3: Same&lt;br /&gt;
#*-- Player 4: Same&lt;br /&gt;
#• Turn Two: Same as Turn One&lt;br /&gt;
#• Turn Three: Same as Turn One&lt;br /&gt;
#• Economic Phase: All players, simultaneously&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase, you may move some, all, or none of your units that are capable of movement. You can move each unit 1 space at a time up to the limit determined by your Movement Technology level (which begins at 1 space per Turn). You must complete one unit&#039;s movement before moving another unit. To increase your movement speed, improve your Movement Technology level (see below) and then Upgrade your units.&lt;br /&gt;
&lt;br /&gt;
*• Movement technology level 1 (starting level): Move 1 space each Turn&lt;br /&gt;
*• Level 2: Move 1 space in Turns 1 and 2, and up to 2 spaces in Turn 3&lt;br /&gt;
*• Level 3: Move 1 space in Turn 1, and up to 2 spaces in Turns 2 and 3&lt;br /&gt;
*• Level 4: Move up to 2 spaces each Turn&lt;br /&gt;
*• Level 5: Move up to 2 spaces in Turns 1 and 2, and up to 3 spaces in Turn 3&lt;br /&gt;
*• Level 6: Move up to 2 spaces in Turn 1, and up to 3 spaces in Turns 2 and 3&lt;br /&gt;
*• Level 7: Move up to 3 spaces each Turn&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
Shipyards and Bases cannot move. &lt;br /&gt;
Fighters cannot move unless accompanied by a Carrier.&lt;br /&gt;
&lt;br /&gt;
==== Movement Restrictions ====&lt;br /&gt;
A unit that has an Attack Strength (a &#039;combat-capable&#039; unit) may not enter a space containing a face-down system marker (i.e., an unexplored space), a Nebula, or Asteroids, unless the unit begins its turn adjacent to the space and moves into the space as its first move. Entering such a space ends the unit’s movement, regardless of Movement technology level.&lt;br /&gt;
&lt;br /&gt;
A unit without an Attack Strength (a ‘non-combat’ unit such as a Colony Ship, Miner, MS Pipeline, or Decoy) may not enter a space that contains a face-down system marker, enemy unit, or enemy Colony unless a combat-capable ship also enters the space (from the same or a different starting space).&lt;br /&gt;
&lt;br /&gt;
==== Enemy Occupied Hexes ====&lt;br /&gt;
If your unit enters a space occupied by an enemy combat-capable unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop moving and attack during the Combat Phase. If the space is occupied only by enemy non-combat units, those units are immediately destroyed and do not impede your movement. &lt;br /&gt;
&lt;br /&gt;
An enemy Colony is not itself considered a combat-capable unit, so you may choose to stop in, or move through, an enemy Colony space.&lt;br /&gt;
&lt;br /&gt;
==== Planets and Colonization ====&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiating Colonization:&#039;&#039;&#039; Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonizing Barren Planets:&#039;&#039;&#039; Each player&#039;s Home System contains one Barren (monochrome colored) planet, and all planets in Deep Space are Barren. To colonize a Barren planet, you must have Terraforming Technology level 1 or higher. A Colonized Barren planet performs like any other Colony. If a Barren planet&#039;s Colony is destroyed, the planet reverts to its Barren state.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat phase occurs whenever opposing units occupy the same space. The player whose units moved into the space (during their Movement phase) is the attacker. If there is more than one battle, the attacker decides the order in which battles occur. During a battle, opposing units exchange fire in repeated rounds of combat until only one player&#039;s units occupy the space where the battle took place.&lt;br /&gt;
&lt;br /&gt;
==== Combat Procedure ====&lt;br /&gt;
The Combat Phase window contains opposing ships organized horizontally by side and vertically by ship Class (A through E). Any Decoy units are automatically destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Combat Screening:&#039;&#039; At the start of a combat round, if a player has more combat capable ships than their opponent, that player may choose to screen (protect) ships from combat for the current round (up to the difference in ship count). A screened ship may neither fire nor be fired upon during the current round, and screened ships can be changed each combat round. Non-combat ships are screened automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet Size Bonus:&#039;&#039; At the start of a combat round, if a player has at least twice as many combat capable ships as their opponent, that player receives a +1 Attack bonus. Mines do not count towards fleet size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resolve Combat:&#039;&#039; During each combat round, ships fire in Class order, starting with A Class, then B, C, D, and E Class. Each ship can fire once per round. A ship can be targeted more than once during a combat round. After the first combat round, a player may choose to have a unit retreat instead of firing. Bases and Shipyards cannot retreat.&lt;br /&gt;
&lt;br /&gt;
==== Firing Order ====&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
==== Who May Fire ====&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
==== Non-Combat Units ====&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Fire Resolution ====&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
==== Recording Hits ====&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
==== Special Conditions ====&lt;br /&gt;
&#039;&#039;&#039;Asteroids:&#039;&#039;&#039; When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nebula:&#039;&#039;&#039; When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
==== Retreat ====&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
==== Colonies and Combat ====&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
==== Post Combat ====&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for each player&#039;s Homeworld. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
The systems forming a player&#039;s &#039;&#039;&#039;Home System&#039;&#039;&#039; are much tamer than those in Deep Space. Each Home System is composed of the following 25 tokens, randomly placed:&lt;br /&gt;
*• 11 Minerals (5 CP)&lt;br /&gt;
*• 8 Planets&lt;br /&gt;
*• 2 Nebulas&lt;br /&gt;
*• 2 Asteroids&lt;br /&gt;
*• 1 Barren Planet&lt;br /&gt;
*• 1 Black Hole&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Space&#039;&#039;&#039; is instead populated from the following set of 102 tokens:&lt;br /&gt;
*• 26 Danger&lt;br /&gt;
*• 14 Minerals (10 CP)&lt;br /&gt;
*• 12 Barren Planets&lt;br /&gt;
*• 10 Nebulas&lt;br /&gt;
*• 10 Asteroids&lt;br /&gt;
*• 10 Black Holes&lt;br /&gt;
*• 5 Lost in Space&lt;br /&gt;
*• 3 Supernovas&lt;br /&gt;
*• 3 Space Wrecks&lt;br /&gt;
*• 6 Warp Points (3x1, 3x2)&lt;br /&gt;
*• 3 Doomsday Machines (1-3)&lt;br /&gt;
(In the Basic Rules, Warp Points and Doomsday Machines are treated as empty space.)&lt;br /&gt;
&lt;br /&gt;
==== Planets, Nebulae, Asteroids ====&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
==== Minerals ==== &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Black Holes ====&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Danger! ====&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
==== Super Nova ====&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Lost in Space ====&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
==== Space Wreck ====&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
&lt;br /&gt;
*• 1-2: Ship Size upgrade&lt;br /&gt;
*• 3-4: Attack upgrade&lt;br /&gt;
*• 5-6: Defense upgrade&lt;br /&gt;
*• 7: Tactics upgrade&lt;br /&gt;
*• 8-9: Move upgrade&lt;br /&gt;
*• 10: Ship Yard upgrade&lt;br /&gt;
&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will be shown the number of CP (Construction Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player chooses the next player order. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or your Homeworld to see which ship units can be built there. Up to 30 unspent CP can be carried forward to the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income. (They can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Maintenance Costs ====&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
==== Purchase Units and Technology ====&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Technology Level:&#039;&#039;&#039; Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades). Ship Yards, Bases, and Decoys are the exception, as they &#039;&#039;will&#039;&#039; automatically receive all later upgrades that apply to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Limits:&#039;&#039;&#039; You may not build ships if all group counters of that ship type are already in play (unless you Scuttle ships to reuse the counter). The counter limits are as follows: &lt;br /&gt;
* Combat ships: 5 Scouts, 4 Destroyers, 4 Cruisers, 4 Battlecruisers, 4 Battleships, 2 Dreadnoughts.&lt;br /&gt;
* Other units: 15 Colony Ships, 4 Shipyards, 2 Bases, 2 Decoys, 2 Miners.&lt;br /&gt;
* Advanced Rules only: 8 Fighters, 4 Raiders, 4 Carriers, 5 Mines, 3 Minesweepers, 20 MS Pipelines.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack and Defense Technology (3 upgrades each):&#039;&#039;&#039;&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics Technology (3 upgrades):&#039;&#039;&#039;&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Size Technology (5 upgrades):&#039;&#039;&#039;&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Technology (6 upgrades):&#039;&#039;&#039;&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Yard Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terraforming Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
Once purchased, your Colony Ships can Colonize Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
*• BB: Battleships&lt;br /&gt;
*• BC: Battle Cruisers&lt;br /&gt;
*• CA: Cruisers&lt;br /&gt;
*• CV: Carriers*&lt;br /&gt;
*• DD: Destroyers&lt;br /&gt;
*• DN: Dreadnaughts&lt;br /&gt;
*• F: Fighters*&lt;br /&gt;
*• R: Raiders*&lt;br /&gt;
*• SC: Scouts&lt;br /&gt;
*• SW: Minesweepers*&lt;br /&gt;
*• SY: Ship Yards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;&#039;Construction Point (CP):&#039;&#039;&#039; Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* &#039;&#039;&#039;Group:&#039;&#039;&#039; A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Home System:&#039;&#039;&#039; The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* &#039;&#039;&#039;System:&#039;&#039;&#039; A single hex on the board.&lt;br /&gt;
* &#039;&#039;&#039;Unit:&#039;&#039;&#039; A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19138</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=19138"/>
		<updated>2023-12-09T20:11:31Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: edited for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039; is a game in the 4X empire-building genre (&#039;&#039;eXplore, eXpand, eXploit, eXterminate&#039;&#039;) for one to four players. To win, you must destroy your opponent&#039;s Homeworld. The game board is made up of hexes representing areas of space, and most game pieces are represented by square counters (aka chits or tokens). All die rolls in the game are done with 10-sided dice, where the &amp;quot;0&amp;quot; face equals 10. Beginners should start with the Basic Rules.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
Choose a location for your Homeworld. Your Homeworld will be located in a relatively safe area of space known as your Home System.&lt;br /&gt;
After each player chooses a Homeworld location, their remaining Home System counters are randomly placed face-down, and the rest of the board, known as Deep Space, is populated randomly with face-down counters. &lt;br /&gt;
Each player starts with the following units, located at their Homeworld:&lt;br /&gt;
* 1 Shipyard&lt;br /&gt;
* 1 Miner&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Play proceeds in a sequence of rounds consisting of 3 Turns and an Economic Phase. At the start of the game, the first player (Player 1)  is determined randomly. Subsequently, during each Economic Phase, players may bid to be the first player for the upcoming round. During each Turn of a round, Player 1 may perform Movement, Combat, and Exploration (in that order), then Players 2-4 do the same until all players complete their Turn. Turns 2 and 3 repeat the same sequence as Turn 1. Finally, after Turn 3, all players perform the Economic Phase simultaneously.&lt;br /&gt;
#• Determine player order&lt;br /&gt;
#• Turn One:&lt;br /&gt;
#*-- Player 1: Movement, Combat, Exploration&lt;br /&gt;
#*-- Player 2: Movement, Combat, Exploration&lt;br /&gt;
#*-- Players 3, 4: Same sequence&lt;br /&gt;
#• Turn Two: Same as Turn 1&lt;br /&gt;
#• Turn Three: Same as Turn 1&lt;br /&gt;
#•Economic Phase: All players, simultaneously&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase, you may move some, all, or none of your units that are capable of movement. You can move each unit 1 space at a time up to the limit determined by your Movement Technology level (which begins at 1 space per Turn). You must complete one unit&#039;s movement before moving another unit. To increase your movement speed, improve your Movement Technology level (see below) and then Upgrade your units.&lt;br /&gt;
&lt;br /&gt;
*• Movement Technology level 1 (starting level): Move 1 space each Turn&lt;br /&gt;
*• Level 2: Move 1 space in Turns 1 and 2, and up to 2 spaces in Turn 3&lt;br /&gt;
*• Level 3: Move 1 space in Turn 1, and up to 2 spaces in Turns 2 and 3&lt;br /&gt;
*• Level 4: Move up to 2 spaces each Turn&lt;br /&gt;
*• Level 5: Move up to 2 spaces in Turns 1 and 2, and up to 3 spaces in Turn 3&lt;br /&gt;
*• Level 6: Move up to 2 spaces in Turn 1, and up to 3 spaces in Turns 2 and 3&lt;br /&gt;
*• Level 7: Move up to 3 spaces each Turn&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
&lt;br /&gt;
Shipyards and Bases cannot move.&lt;br /&gt;
&lt;br /&gt;
==== Movement Restrictions ====&lt;br /&gt;
A unit that has an Attack Strength (aka a &#039;combat capable&#039; unit) may not enter a space containing a face-down System marker (i.e., an unexplored space), a Nebula, or Asteroids, unless the unit starts its turn adjacent to the space and moves into the space as its first move. Entering such a space ends the unit’s movement, regardless of Movement Technology level.&lt;br /&gt;
&lt;br /&gt;
A unit without an Attack Strength (i.e., a Colony Ship, Miner, MS Pipeline, or Decoy) may not enter a space that contains a face-down System marker, an enemy unit, or enemy Colony &#039;&#039;unless&#039;&#039; a combat capable ship also enters the space (from the same or a different starting space).&lt;br /&gt;
&lt;br /&gt;
==== Enemy Occupied Hexes ====&lt;br /&gt;
If your unit enters a space occupied by an enemy combat-capable unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop moving and attack during the Combat Phase. If the space is occupied only by non combat capable enemy units, those units are immediately destroyed and do not impede movement. &lt;br /&gt;
&lt;br /&gt;
An enemy Colony is not itself considered a combat capable unit, so you may choose to stop in, or move through, enemy Colony space.&lt;br /&gt;
&lt;br /&gt;
==== Planets and Colonization ====&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiating Colonization:&#039;&#039;&#039; Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonizing Barren Planets:&#039;&#039;&#039; Each player&#039;s Home System contains one Barren (monochrome colored) planet, and all planets in Deep Space are Barren. To colonize a Barren planet, you must have Terraforming Technology level 1 or higher. A Colonized Barren planet performs like any other Colony. If a Barren planet&#039;s Colony is destroyed, the planet reverts to its Barren state.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat phase occurs whenever opposing units occupy the same space. The player whose units moved into the space (during their Movement phase) is the attacker. If there is more than one battle, the attacker decides the order in which battles occur. During a battle, opposing units exchange fire in repeated rounds of combat until only one player&#039;s units occupy the space where the battle took place.&lt;br /&gt;
&lt;br /&gt;
==== Combat Procedure ====&lt;br /&gt;
The Combat Phase window contains opposing ships organized horizontally by side and vertically by ship Class (A through E). Any Decoy units are automatically destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Combat Screening:&#039;&#039; At the start of a combat round, if a player has more combat capable ships than their opponent, that player may choose to screen (protect) ships from combat for the current round (up to the difference in ship count). A screened ship may neither fire nor be fired upon during the current round, and screened ships can be changed each combat round. Non-combat ships are screened automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet Size Bonus:&#039;&#039; At the start of a combat round, if a player has at least twice as many combat capable ships as their opponent, that player receives a +1 Attack bonus. Mines do not count towards fleet size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resolve Combat:&#039;&#039; During each combat round, ships fire in Class order, starting with A Class, then B, C, D, and E Class. Each ship can fire once per round. A ship can be targeted more than once during a combat round. After the first combat round, a player may choose to have a unit retreat instead of firing. Bases and Shipyards cannot retreat.&lt;br /&gt;
&lt;br /&gt;
==== Firing Order ====&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
==== Who May Fire ====&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
==== Non-Combat Units ====&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Fire Resolution ====&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
==== Recording Hits ====&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
==== Special Conditions ====&lt;br /&gt;
&#039;&#039;&#039;Asteroids:&#039;&#039;&#039; When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nebula:&#039;&#039;&#039; When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
==== Retreat ====&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
==== Colonies and Combat ====&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
==== Post Combat ====&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for each player&#039;s Homeworld. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
The systems forming a player&#039;s &#039;&#039;&#039;Home System&#039;&#039;&#039; are much tamer than those in Deep Space. Each Home System is composed of the following 25 tokens, randomly placed:&lt;br /&gt;
*• 11 Minerals (5 CP)&lt;br /&gt;
*• 8 Planets&lt;br /&gt;
*• 2 Nebulas&lt;br /&gt;
*• 2 Asteroids&lt;br /&gt;
*• 1 Barren Planet&lt;br /&gt;
*• 1 Black Hole&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Space&#039;&#039;&#039; is instead populated from the following set of 102 tokens:&lt;br /&gt;
*• 26 Danger&lt;br /&gt;
*• 14 Minerals (10 CP)&lt;br /&gt;
*• 12 Barren Planets&lt;br /&gt;
*• 10 Nebulas&lt;br /&gt;
*• 10 Asteroids&lt;br /&gt;
*• 10 Black Holes&lt;br /&gt;
*• 5 Lost in Space&lt;br /&gt;
*• 3 Supernovas&lt;br /&gt;
*• 3 Space Wrecks&lt;br /&gt;
*• 6 Warp Points (3x1, 3x2)&lt;br /&gt;
*• 3 Doomsday Machines (1-3)&lt;br /&gt;
(In the Basic Rules, Warp Points and Doomsday Machines are treated as empty space.)&lt;br /&gt;
&lt;br /&gt;
==== Planets, Nebulae, Asteroids ====&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
==== Minerals ==== &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Black Holes ====&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Danger! ====&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
==== Super Nova ====&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Lost in Space ====&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
==== Space Wreck ====&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
&lt;br /&gt;
*• 1-2: Ship Size upgrade&lt;br /&gt;
*• 3-4: Attack upgrade&lt;br /&gt;
*• 5-6: Defense upgrade&lt;br /&gt;
*• 7: Tactics upgrade&lt;br /&gt;
*• 8-9: Move upgrade&lt;br /&gt;
*• 10: Ship Yard upgrade&lt;br /&gt;
&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will be shown the number of CP (Construction Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player chooses the next player order. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or your Homeworld to see which ship units can be built there. Up to 30 unspent CP can be carried forward to the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income. (They can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Maintenance Costs ====&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
==== Purchase Units and Technology ====&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Technology Level:&#039;&#039;&#039; Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades). Ship Yards, Bases, and Decoys are the exception, as they &#039;&#039;will&#039;&#039; automatically receive all later upgrades that apply to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Limits:&#039;&#039;&#039; You may not build ships if all group counters of that ship type are already in play (unless you Scuttle ships to reuse the counter). The counter limits are as follows: &lt;br /&gt;
* Combat ships: 5 Scouts, 4 Destroyers, 4 Cruisers, 4 Battlecruisers, 4 Battleships, 2 Dreadnoughts.&lt;br /&gt;
* Other units: 15 Colony Ships, 4 Shipyards, 2 Bases, 2 Decoys, 2 Miners.&lt;br /&gt;
* Advanced Rules only: 8 Fighters, 4 Raiders, 4 Carriers, 5 Mines, 3 Minesweepers, 20 MS Pipelines.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack and Defense Technology (3 upgrades each):&#039;&#039;&#039;&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics Technology (3 upgrades):&#039;&#039;&#039;&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Size Technology (5 upgrades):&#039;&#039;&#039;&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Technology (6 upgrades):&#039;&#039;&#039;&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Yard Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terraforming Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
Once purchased, your Colony Ships can Colonize Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Technology (1 upgrade):&#039;&#039;&#039;&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
*• BB: Battleships&lt;br /&gt;
*• BC: Battle Cruisers&lt;br /&gt;
*• CA: Cruisers&lt;br /&gt;
*• CV: Carriers*&lt;br /&gt;
*• DD: Destroyers&lt;br /&gt;
*• DN: Dreadnaughts&lt;br /&gt;
*• F: Fighters*&lt;br /&gt;
*• R: Raiders*&lt;br /&gt;
*• SC: Scouts&lt;br /&gt;
*• SW: Minesweepers*&lt;br /&gt;
*• SY: Ship Yards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;&#039;Construction Point (CP):&#039;&#039;&#039; Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* &#039;&#039;&#039;Group:&#039;&#039;&#039; A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Home System:&#039;&#039;&#039; The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* &#039;&#039;&#039;System:&#039;&#039;&#039; A single hex on the board.&lt;br /&gt;
* &#039;&#039;&#039;Unit:&#039;&#039;&#039; A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_spaceempires&amp;diff=18942</id>
		<title>Tips spaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_spaceempires&amp;diff=18942"/>
		<updated>2023-11-20T00:41:36Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: /* How to Build Ships */ updated for accuracy and clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mouse Controls==&lt;br /&gt;
*Double click = colonize planet, tow mineral, tow wreck, deposit mineral, deposit wreck&lt;br /&gt;
*Mouse wheel = up/down scroll&lt;br /&gt;
*SHIFT + Mouse wheel = left/right scroll&lt;br /&gt;
*CTRL + Mouse wheel = zoom in/out&lt;br /&gt;
&lt;br /&gt;
==How to Build Ships==&lt;br /&gt;
To build a ship, you need Construction Points (CP&#039;s) and a Shipyard (SY). You start the game with Shipyards at your Homeworld, so to build ships at a different location, you must first build Shipyards there. You can build only one Shipyard per planet per Economic Phase, and you can build Shipyards only at planets that are generating at least 1 CP of income. Also, you cannot use a Shipyard during the same Economic Phase when it was built. Once a planet has a Shipyard, the planet will show its capacity as #/#. At Shipyard Technology level 1 (the starting level) each Shipyard can build 1 Hull Point. For example, if you have 3 Shipyards at a planet, you can build ships whose total Hull Points are less than or equal 3. To build, click the planet, then choose one of the shipbuilding options on the blue buttons at the top of the screen. The game automatically keeps track of building limits and the maximum number of counters (this check is carried out when you click Done, so if you exceed a value you need to go back and fix it). To remove a ship which you don&#039;t want to build, click on the counter that appears next to the planet.&lt;br /&gt;
&lt;br /&gt;
==Strategy Guide==&lt;br /&gt;
====Settling Planets====&lt;br /&gt;
The basic opening strategy is to settle as many planets as quickly as possible. To do this, you mostly want to build enough scouts to explore all of the stars near your homeworld, especially the colorful stars (rather than the grey stars), because the colorful stars are more likely to have habitable planets and less likely to have lethal damage. You then need to build colony ships and send one of them to each habitable planet. There are always 8 habitable planets in your home sector and one Barren, so you will need to build 5 colony ships in addition to the starting 3. Your colonies will then automatically grow. If you invent terraforming, then you can also settle barren planets. (In an advanced game, you must research terraforming before you build the colony ship, or specifically upgrade your colony ship at one of your shipyards.) Mind that terraforming has a large up front cost and with a single planet pays itself in 8 economy phases (24 turns). A colony pays it&#039;s colony ship in 4 turns and then it will need to pay the terraforming cost up until you turn profit. It might be better to concentrate on fighting instead.&lt;br /&gt;
&lt;br /&gt;
You should also build a second miner and then send both of your miners to grab mineral deposits and tow those deposits back to your colonies and deposit them on your colonies. It may be worthwhile to buy one or two levels of move technology in the early game so that you can send ships into deep space a little faster. If you have a lot of surviving scouts, you can send them into deep space (the grey stars) and just let them die if they run into danger. If most of your scouts die early, then it might be worth buying the exploration tech (and two levels of ship size tech) so that you can buy a cruiser with advanced exploration technology (basically the USS Enterprise from Star Trek) and safely explore the remaining grey stars.&lt;br /&gt;
&lt;br /&gt;
Think carefully about where to build new shipyards -- you need shipyards in order to build new ships, and shipyards make reasonably good defensive units, but you can only have shipyards on 4 planets at a time. You should save at least one &#039;stack&#039; of shipyards to use as a forward base near where you think your enemies will appear.&lt;br /&gt;
&lt;br /&gt;
====Building a War Fleet====&lt;br /&gt;
After you have five or six planets colonized, it&#039;s time to think about building your first war fleet. Consider investing in ship size (to build larger, stronger ships), attack technology, and/or defense technology. It&#039;s better to buy the technology before you buy the ships; otherwise your ships might not benefit from the technology. On a small map, you will need to pick one or two technologies to focus on, because you won&#039;t have time for all of them to pay off before you are at war. On a larger map, you can invest in more technology. You can only improve each technology by one level per economic turn, so if you want to build huge battleships, or cruisers with +2 offense, start buying the relevant techs a few turns before you plan to start construction.&lt;br /&gt;
&lt;br /&gt;
Note that attack and defense technologies are capped by the hull size of each ship. This means Scouts and Destroyers can only benefit from +1 attack and +1 defense, Cruisers and Battlecruisers can only benefit from up to +2 attack and up to +2 defense, and so on. In general it is advised to build bigger ships only when you have at least one technology (attack or defense) capped for that hull size. I.e. Cruisers and Battlecruisers should have Attack/Defense 2/1 or 1/2 at least or they may be outperformed by smaller ships. Ditto for Battleships and Dreadnoughts. If you are playing with advanced upgrade rules, then you must also invent the tech before you build the ship; otherwise you have to specifically go and upgrade the ship before the new tech will take effect.&lt;br /&gt;
&lt;br /&gt;
The amount of technology you can afford to invest in before building your first fleet will depend on the size of the map and on how aggressively your opponents are behaving. On a larger map, or if your opponent is mostly sticking to their half of the board, you may be able to research battlecruisers or other more advanced technologies before doing any significant construction. On the other hand, if you are playing on a small 2-player map and your opponent is sending scouts into your half of the board, you may need to build some destroyers, shipyards, and/or forward bases to protect your colonies before you continue researching more advanced technologies. Although larger ships will eventually be more cost-effective (because they can retreat and automatically heal the damage they take for free and because they cost slightly less in maintenance fees), in the opening it is actually smaller ships that are more cost-effective. A swarm of smaller ships will usually get a +1 fleet size bonus to their attack rolls, and if you only have time to build 2 or 3 of your high-tech ships, then it is too difficult to justify the large up-front investment in technology when that investment is only being divided among 2 or 3 large ships. To get good use out of a technology, you usually need to be able to deploy it on 5 or more ships before the decisive battle.&lt;br /&gt;
&lt;br /&gt;
====Winning Battles====&lt;br /&gt;
If your fleet is larger than your opponent&#039;s fleet, you will have the option to &amp;quot;screen&amp;quot; some of your ships before each round of combat. Screened ships can neither make any attacks nor be the target of any attacks, but they still provide you with their special abilities. For example, a destroyer with scanner technology will continue to scan cloaked enemy raiders even if it is screened. It can be useful to screen a relatively weak ship with an important special ability, or to split off and screen damaged ships, or to screen ships that you plan to retreat very soon and that otherwise might not survive. Civilian ships like miners and merchant pipelines are automatically screened and cannot retreat. Otherwise, you generally should not screen your ships; screening your ships badly weakens your offensive power. If you&#039;re not willing to risk a ship, then either don&#039;t send it into combat, or retreat it from combat at the first opportunity.&lt;br /&gt;
&lt;br /&gt;
When deciding which enemy ships to target, keep an eye on your opponents&#039; offense, defense, and hull strength. There is little point in targeting a x3 hull strength ship if you only have 1 attacker, because if the x3 ship is ever in serious danger, it can simply retreat. Similarly, if your opponent has +3 defense and you are attacking with an E3 laser, you are going to do very little damage. If at all possible, it is better to target ships where you have a realistic chance of killing your enemy. If all of your enemies are vulnerable, then look at which enemies are capable of doing the most damage to your fleet. It may also make sense to target enemies that have not yet fired in the current round. For example, if you are attacking an enemy colony defended by a Base (tactics A) and a Destroyer (tactics D) with a fleet of cruisers (tactics C) and scouts (tactics E), then you might want to use your Cruisers to fire at the Destroyer -- if you hit it with your Cruisers, it will be dead before it can return fire, whereas if you hit the Base, the enemy Destroyer will live long enough to fire on your Scouts. Note that between firing this turn and next turn all enemy ships in this example will have a chance to fire, so it may make sense to shoot at the higher class ships regardless.&lt;br /&gt;
&lt;br /&gt;
The Tactics technology allows the attacker to shoot first for equal firing class ships (for example CAs with higher Tactics will shoot before enemy CAs even when attacking). Note that Nebulas and Asteroids force all ships to shoot at the same time and the higher Tactics ships (or defender, if tied for Tactics) will all shoot first, regardless of firing class.  &lt;br /&gt;
&lt;br /&gt;
When deciding when to retreat, keep an eye on your fleet size bonus (for fleets of small ships) and your accumulated damage (for fleets of large ships). If enough of your small ships have died that you are no longer collecting a fleet size bonus (you no longer have 2:1 superiority), then the battle will likely only get worse for you from now on, so you might want to leave. Conversely, if one of your x3 Battleships has already taken 2 hits, you might want to retreat that ship and continue fighting with your undamaged ships. This temporarily weakens your fleet, but it keeps you from losing a valuable resource.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that ships can retreat in unexpected directions as long as they do not move further away from any of their owners&#039; colonies. Note that &amp;quot;any&amp;quot; means that all of a player&#039;s colonies can be used to determine the path of retreat. You may be able to retreat &amp;quot;forward&amp;quot; into enemy space, depending on where the battle is taking place. Novas and any player unit (including colonies) block retreat for enemy ships. You can use Decoys and civilian ships to block retreat paths and even completely block retreat path for the enemy.&lt;br /&gt;
&lt;br /&gt;
===Determining odds===&lt;br /&gt;
&lt;br /&gt;
In a small fight between 2 ships you can determine the odds fairly straight forward. See &#039;&#039;&#039;Example 1&#039;&#039;&#039; below.&lt;br /&gt;
&lt;br /&gt;
On a larger battle it is very hard to calculate the exact odds. Instead you can calculate the average damage that both side deal and note the amount of hull points each side has. Run a turn or two in your head to see who would be getting the upper hand.&lt;br /&gt;
&lt;br /&gt;
The average damage is the roll that a ship has to roll equal or below to hit a target. For example a Scout shooting on another Scout without any technology hits on 3s and has an average damage of 3/10 or 0.3. The average hits are taken into account to make a somewhat quick analysis of who would have the upper hand on average.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 1:&#039;&#039;&#039; A Red Scout is attacking a Blue Scout. Neither has any technology.&lt;br /&gt;
The Blue Scout shoots first. He has 3 attack and the Red Scout has 0 defense. So the Blue Scout has 3/10 chance of destroying the other on the first shot.&lt;br /&gt;
If the Blue Scout missed (7/10 chance), the Red Scout can hit on 3/10. The chance of this happening is 7/10 (Blue missed) * 3/10 (Red Hits) = 21/100.&lt;br /&gt;
The chance of neither hitting in the first round is 1 minus the chances of any scout hitting, or 1 - 3/10 - 21/100 = (100 - 21 - 30)/100 = 49/100 = 49%. &lt;br /&gt;
Then in case neither hit The Blue Scout has 3/10 out of the 52% and the Red has 18/100 out of it and so on.&lt;br /&gt;
So the overall chance of someone hitting on a round would be 30 + 21 = 51.&lt;br /&gt;
Red Scout has 21/51 (~40%) chance of winning, while Blue has 30/51 (~60%).&lt;br /&gt;
With bigger ships the odds could be calculated similarly, but one ship would likely retreat if he is left with one hull point only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 2:&#039;&#039;&#039; A battle between two Scout and a Cruiser, neither having any technology can be analyzed as:&lt;br /&gt;
*1st Round: Cruiser deals 0.4 hits, Scouts deal 0.6 hits (2 shots hitting on 3s, since the Cruiser has 1 Defense, but Scouts have fleet advantage)&lt;br /&gt;
*2nd Round: Cruiser deals 0.4 hits (total 0.8), Scouts deal 0.6 hits (total 1.2) damaging the Cruiser and leaving 0.2 for next round.&lt;br /&gt;
*3rd Round: Cruiser deals 0.4 hits (total 1.2) and kills one Scout. Surviving Scout Deals 0.3 hits (total 0.5) &lt;br /&gt;
*4th Round: Cruiser deals 0.4 hits (total 0.6). Scout deals 0.2 (fleet advantage is lost) total 0.7.&lt;br /&gt;
*5th Round: Cruiser deals 0.4 hits (total 1) and kills remaining Scout.&lt;br /&gt;
&lt;br /&gt;
Clearly the Cruiser is supposed to be able to narrowly win this fight. Note that this analysis is only for the average results. Actual combat may go either way. The point is to be able to determine who has the advantage and if you should fight on or run. Normally you only need to calculate the average damage of each side and how fast each side is expected to lose ships to determine who has an advantage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 3:&#039;&#039;&#039; Blue has 3 Destroyers with Defense 1. Red has 6 Scouts with Attack 1, Defense 1.&lt;br /&gt;
*Average Damage per Turn: Blue has 3 DDs hitting on 3 (4 - 1 Defense). 3 x 0.3 = 0.9 Hits. Red has 6 SCs hitting on 4s (3 + 1 Attack + 1 Fleet advantage - 1 Defense), dealing 6 x 0.4 = 2.4 hits.&lt;br /&gt;
*1st Round: Blue&#039;s DDs shoot first dealing 0.9 hits. Even if we round that up, they kill one SC. Red&#039;s SC deal 2.4 hits (or 2.0 if they lost a SC, or 1.6 if they lost 2), which kills two DDs.&lt;br /&gt;
Red is expected to kill Blue&#039;s DDs faster than Blue can kill Red&#039;s SCs. Red can expect to win this battle while loosing 1-2 Scouts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 4:&#039;&#039;&#039; Blue has 1 Battleship, 1 Battlecruiser and 5 Cruisers with Attack 1, Defense 2, Tactics 1. Red has 7 Cruisers and 2 Scouts with Attack 2, Defense 2 and Tactics 2.&lt;br /&gt;
* Blue&#039;s average Damage per Turn: If Blue shoots at the Scouts with the BB and BC he hits on 5 + 1 Attack - 1 Defense = 5, with the CAs 4 + 1 Attack - 1 Defense = 4. Or a total of 2 x 0.5 + 5 x 0.4 = 3.0 hits, which is enough to kill them in a single round. Against the Cruisers each attack hits on 2 lower number for 2 x 0.3 (BB+BC) + 0.5 x 0.2 (CAs) = 1.6 hits per turn. &lt;br /&gt;
* Red&#039;s average Damage per turn: Against Blue&#039;s the BC and CAs Red&#039;s CAs hit on 4 + 2 Attack - 3 Defense = 3s. Against the BB they hit on 2s. The Scouts hit on 3 + 1 -3 = 1s against all enemy ships (Always hit on 1 versus BBs). Red deals 7 x 0.3 + 2 x 0.2 = 2.3 hits against BC/CA and 7 x 0.2 + 2 x 0.1 = 1.6 against BB. Obviously Red will shoot at the BB last.&lt;br /&gt;
* Round 1: There could be an argument whether Blue should shoot at the Scouts or the Cruisers. Cruisers need two hits to die, which removes 0.3 hits (or 1.5), while Scouts take one hit and remove 0.1. Let&#039;s assume that the Scouts are not even there and shoot at the Cuisers.&lt;br /&gt;
** Blue&#039;s BB and BC shoot at Red&#039;s CAs dealing 2 x 0.3 = 0.6 hits.&lt;br /&gt;
** Red&#039;s CAs (higher tactics) shoot next at the BC dealing 7 x 0.3 = 2.1 hits killing it.&lt;br /&gt;
** Blue&#039;s CAs shoot at Red&#039;s CAs dealing 5 x 0.2 = 1 hit, for a total of 1.6 hits.&lt;br /&gt;
** Red&#039;s Scouts shoot at Blue&#039;s CAs dealing 0.1 x 2 = 0.2 hits.&lt;br /&gt;
* On average Red deals more damage, while having roughly equal total hit points. On average Red should win this battle. This battle was fought on table 257774002, where the 7 CAs + 2 SC won. Blue lost both Scouts and a CA, while Red lost a BC and 2 CAs before retreating.&lt;br /&gt;
&lt;br /&gt;
==Ship Types==&lt;br /&gt;
These are the ships you are able to build during a game, if you have the ship technology to do so:&lt;br /&gt;
===Standard ships===&lt;br /&gt;
*SY: Ship Yards (4 tokens per player)&lt;br /&gt;
*Base: Base (2 tokens per player)&lt;br /&gt;
*SC: Scouts (5 tokens per player)&lt;br /&gt;
*DD: Destroyers (4 tokens per player)&lt;br /&gt;
*CA: Cruisers (4 tokens per player)&lt;br /&gt;
*BC: Battle Cruisers (4 tokens per player)&lt;br /&gt;
*BB: Battleships (4 tokens per player)&lt;br /&gt;
*DN: Dreadnaughts (2 tokens per player)&lt;br /&gt;
&lt;br /&gt;
===Civilian ships===&lt;br /&gt;
These ship don&#039;t have any combat strength:&lt;br /&gt;
*Decoy: Decoy (2 tokens per player)&lt;br /&gt;
*Miner: Miner (2 tokens per player)&lt;br /&gt;
*CO: Colony ship (15 tokens per player)&lt;br /&gt;
&lt;br /&gt;
===Advanced ships===&lt;br /&gt;
Spaceship types introduced in the Advanced Rules, all but MS require special technology to build:&lt;br /&gt;
*CV:  Carriers (4 tokens per player)&lt;br /&gt;
*F: Fighters (8 tokens per player)&lt;br /&gt;
*R: Raiders (4 tokens per player)&lt;br /&gt;
*SW: Minesweepers  (3 tokens per player)&lt;br /&gt;
*Mines: Deployed mines*  (5 tokens per player)&lt;br /&gt;
*MS: civilian MS Pipeline (20 tokens per player)&lt;br /&gt;
&lt;br /&gt;
===Some tips on ships and fleets===&lt;br /&gt;
Bigger is not always better. &lt;br /&gt;
*Size 1 (SC, DD) can be destroyed with a lucky shot, which reduces their survaibility. However they are cheap and with some technology can be effective raiders or be used to gather intel. Or increase the number of shots hits in a mixed fleet, remember that 1 is always an impact.&lt;br /&gt;
*Size 2 (CA, BC) is usually a good middle point, because they can be removed from the front line when damaged (screened) or retire when the odds are against them. In a normal game you will likely produce many of these ships.&lt;br /&gt;
*Size 3 (BB, DN) are heavy armored ships that need 3 hits to be destroyed. Even with the big numbers thay have, they still fire only once per round, which reduces heavily their effectivity in combat, if not supported by a fleet with lesser ships. They also have an extra oportunity cost in the flexibilty of smaller ships, as they can be in more places. If this is not enough to discourage you to overinvest on these technological terrros, they are vulnerable to fleets with some lucky small ships hitting on 1.&lt;br /&gt;
*Bases: They also shot once per round but the improvement of technology and lack of movement usually obsoletes them by late middle game. It&#039;s more important on defense, specially on places where your enemies need to go through.&lt;br /&gt;
&lt;br /&gt;
Usually the best fleet is a mix of different types of ships covering their weaknesses.&lt;br /&gt;
&lt;br /&gt;
Regarding advance ships, you need to think of them as the unexpected. Once in play they are usually easy to counter (CV&amp;amp;F vs SC, R vs DD) but counter them requires time and some technological investment and new ships which can provide some extra surprise turns to hit the killing blow.&lt;br /&gt;
&lt;br /&gt;
==All exploration tokens in the game==&lt;br /&gt;
&lt;br /&gt;
When you are exploring, is important to understand what can be found in the different areas.&lt;br /&gt;
&lt;br /&gt;
The deep space Markers (white border) [rule 2.1] are listed below:&lt;br /&gt;
&lt;br /&gt;
*10 Nebula Markers&lt;br /&gt;
*3 Supernova Markers&lt;br /&gt;
*14 Mineral-10 Markers&lt;br /&gt;
*5 Lost in Space Markers&lt;br /&gt;
*3 Doomsday Machine Markers&lt;br /&gt;
*26 Danger! Markers&lt;br /&gt;
*10 Black Hole Markers (total 12-14 for 2-4 players)&lt;br /&gt;
*3 Warp Point-1 Markers&lt;br /&gt;
*3 Warp Point-2 Markers&lt;br /&gt;
*3 Space Wreck Markers&lt;br /&gt;
*10 Asteroids Markers&lt;br /&gt;
*12 Barren planet Markers: Abydos, Ada, Aries, Arrakis, Babbage, Centauri, Cobol, Cygni, Deneb, Gath, Romulus, Rukbat&lt;br /&gt;
&lt;br /&gt;
The ones actually appearing in your game can vary depending on number of players and rules, as they are picked up randomly until the board is filled, however you can consider these as the maximum available when deciding to explore a new white marker.&lt;br /&gt;
&lt;br /&gt;
===Blue player===&lt;br /&gt;
*1 Home planet  [rule 2.1]&lt;br /&gt;
*8 Planet system: Andromeda, Bethel, Eden, Odyssey, Orion, Prometheus, Rigel, Vulcan&lt;br /&gt;
*1 Barren Planet Marker Blue system: Polaris&lt;br /&gt;
*2 Nebulaes&lt;br /&gt;
*2 Asteroids&lt;br /&gt;
*1 Black Hole &lt;br /&gt;
*11  Mineral 5 Marker&lt;br /&gt;
&lt;br /&gt;
===Yellow player===&lt;br /&gt;
*Home planet  [rule 2.1]&lt;br /&gt;
*8 Planet system: Arcturus, Aslak, Benden, Haldir, Tempe, Valhalla, Vega, Xi&lt;br /&gt;
*1 Barren Planet Marker Yellow system: Draconis&lt;br /&gt;
*2 Nebulaes&lt;br /&gt;
*2 Asteroids&lt;br /&gt;
*1 Black Hole &lt;br /&gt;
*11  Mineral 5 Marker&lt;br /&gt;
&lt;br /&gt;
===Green player===&lt;br /&gt;
*Home planet [rule 2.1] &lt;br /&gt;
*8 Planet system: Bajor, Castor, Dakara, Eccles, Kronos, Pleiades, Pollux, Sirius&lt;br /&gt;
*1 Barren Planet Marker Green system: Hoth&lt;br /&gt;
*2 Nebulaes&lt;br /&gt;
*2 Asteroids&lt;br /&gt;
*1 Black Hole &lt;br /&gt;
*11  Mineral 5 Marker&lt;br /&gt;
&lt;br /&gt;
===Red player===&lt;br /&gt;
*Home planet [rule 2.1]&lt;br /&gt;
*8 Planet system: Anthares, Athos, Cerberus, Essen, Fionn, Omicron, Sheldon, Vortigern&lt;br /&gt;
*1 Barren Planet Marker Red system: Anyon&lt;br /&gt;
*2 Nebulaes&lt;br /&gt;
*2 Asteroids&lt;br /&gt;
*1 Black Hole &lt;br /&gt;
*11  Mineral 5 Marker&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18780</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18780"/>
		<updated>2023-11-07T01:36:07Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: /* Space Empires 4X */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss this game in the [https://boardgamearena.com/group?id=10418422 Space Empires Group].&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs, please [https://boardgamearena.com/bugs?game=1488 fill out a bug report here]!&lt;br /&gt;
&lt;br /&gt;
= Space Empires 4X =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039; is a game in the 4X empire-building genre (&#039;&#039;eXplore, eXpand, eXploit, eXterminate&#039;&#039;) for one to four players. To win, you must destroy your opponent&#039;s Homeworld. The game board is made up of hexes representing areas of space, and most game pieces are represented by square counters (aka chits or tokens). All die rolls in the game are done with 10-sided dice, where the &amp;quot;0&amp;quot; face equals 10. Beginners should start with the Basic Rules.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
Choose a location for your Homeworld. Your Homeworld will be located in a relatively safe area of space known as your Home System.&lt;br /&gt;
After each player chooses a Homeworld location, their remaining Home System counters are randomly placed face-down, and the rest of the board, known as Deep Space, is populated randomly with face-down counters. &lt;br /&gt;
Each player starts with the following units, located at their Homeworld:&lt;br /&gt;
* 1 Shipyard&lt;br /&gt;
* 1 Miner&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Play proceeds in a sequence of rounds consisting of 3 Turns and an Economic Phase. At the start of the game, the first player (Player 1)  is determined randomly. Subsequently, during each Economic Phase, players may bid to be the first player for the upcoming round. During each Turn of a round, Player 1 may perform Movement, Combat, and Exploration (in that order), then Players 2-4 do the same until all players complete their Turn. Turns 2 and 3 repeat the same sequence as Turn 1. Finally, after Turn 3, all players perform the Economic Phase simultaneously.&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
#* Player 1: Movement, Combat, Exploration&lt;br /&gt;
#* Player 2: Movement, Combat, Exploration&lt;br /&gt;
#* Players 3, 4: Same sequence&lt;br /&gt;
# Turn Two: Same as Turn 1&lt;br /&gt;
# Turn Three: Same as Turn 1&lt;br /&gt;
# Economic Phase: All players, simultaneously&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase, you may move some, all, or none of your units that are capable of movement. You can move each unit 1 space at a time up to the limit determined by your Movement Technology level (which begins at 1 space per Turn). You must complete one unit&#039;s movement before moving another unit. To increase your movement speed, improve your Movement Technology level (see below) and then Upgrade your units.&lt;br /&gt;
* Movement Technology level 1 (starting level): Move 1 space each Turn&lt;br /&gt;
* Level 2: Move 1 space in Turns 1 and 2, and up to 2 spaces in Turn 3&lt;br /&gt;
* Level 3: Move 1 space in Turn 1, and up to 2 spaces in Turns 2 and 3&lt;br /&gt;
* Level 4: Move up to 2 spaces each Turn&lt;br /&gt;
* Level 5: Move up to 2 spaces in Turns 1 and 2, and up to 3 spaces in Turn 3&lt;br /&gt;
* Level 6: Move up to 2 spaces in Turn 1, and up to 3 spaces in Turns 2 and 3&lt;br /&gt;
* Level 7: Move up to 3 spaces each Turn&lt;br /&gt;
Miners, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
Shipyards and Bases cannot move.&lt;br /&gt;
&lt;br /&gt;
=== Movement Restrictions ===&lt;br /&gt;
Units may not enter a hex with a face-down (unexplored) System marker, a Nebula, or Asteroids, unless it starts its turn adjacent to it. Entering a hex with any of these markers ends that unit’s movement, regardless of its Movement Technology Level.&lt;br /&gt;
&lt;br /&gt;
Moving a unit without Attack Strength (ie: Miners, Colony Ships, or Decoys) into a hex with a face-down (unexplored) System marker, enemy unit, or enemy colony is not allowed &#039;&#039;unless&#039;&#039; a combat capable ship has also entered that hex.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Occupied Hexes ===&lt;br /&gt;
If you enter a hex occupied by a combat-capable enemy unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop movement and attack during the Combat phase. If the hex is occupied by enemy units without combat capability, they are immediately destroyed and do not impede movement. You may ignore an enemy Colony and move through the planet or you may stop and attack it during Combat phase.&lt;br /&gt;
&lt;br /&gt;
=== Planets and Colonization ===&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
==== Initiating Colonization ====&lt;br /&gt;
Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
==== Colonizing Barren Planets ====&lt;br /&gt;
You may encounter Barren (monochrome colored) planets while scouting. If you have developed Terra-forming Technology you can Colonize it just like a habitable planet. Once Colonized, it performs just like any other planet. If the Colony is destroyed, however, it will revert to a Barren Planet.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat Phase occurs whenever two enemy units occupy the same System (hex). The player that moved into the occupied System is the Attacker. If there is more than one battle, the Attacker will choose the order. During Combat both attacker and defender will fire, often multiple times, until only one player remains in the System. Combat may last any number of rounds.&lt;br /&gt;
&lt;br /&gt;
=== Combat Procedure ===&lt;br /&gt;
The Combat Phase window appears with opposing ships organized along battles lines and Class level (A through E). Any Decoy units are destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
==== Combat Screening ====&lt;br /&gt;
A player with a greater number of Combat capable ships than their opponent may optionally choose to Screen ships from Combat (up to the difference in ship count). Screened ships may not fire or be fired upon for that Combat round and they may Retreat on their turn. Screened ships can be changed each Combat round. Non-combat ships are automatically Screened.&lt;br /&gt;
&lt;br /&gt;
==== Fleet Size Bonus ====&lt;br /&gt;
At the start of each Combat round, if your fleet is twice as large as your opponent, your firing units receive +1 Attack bonus. Mines do not count towards Fleet Size.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Combat ====&lt;br /&gt;
Starting with your A Class units, and proceeding down through every Class, each ship has the opportunity to fire one time. A ship can be a target more than once. After the first round of Combat any firing unit may instead choose to Retreat.&lt;br /&gt;
&lt;br /&gt;
=== Firing Order ===&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
=== Who May Fire ===&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
=== Non-Combat Units ===&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Fire Resolution ===&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
=== Recording Hits ===&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
=== Special Conditions ===&lt;br /&gt;
; Asteroids&lt;br /&gt;
: When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
; Nebula&lt;br /&gt;
: When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
=== Colonies and Combat ===&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
=== Post Combat ===&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for the players&#039; Homeworlds. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
=== Planets, Nebulae, Asteroids ===&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
=== Minerals === &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Black Holes ===&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Danger! ===&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
=== Super Nova ===&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Lost in Space ===&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== Space Wreck ===&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
* 1-2: Ship Size upgrade&lt;br /&gt;
* 3-4: Attack upgrade&lt;br /&gt;
* 5-6: Defense upgrade&lt;br /&gt;
* 7: Tactics upgrade&lt;br /&gt;
* 8-9: Move upgrade&lt;br /&gt;
*10: Ship Yard upgrade&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will see the amount of CP (Colonization Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player retains the position in first. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or Homeworld to see which ship units can be built there. Unspent CP can be carried forward to the next Economic Phase but never more than 30 CP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income (they can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Maintenance Costs ===&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchase Units and Technology ===&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
==== Ship Technology Level ====&lt;br /&gt;
Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades).&lt;br /&gt;
&lt;br /&gt;
===== Purchase Limits =====&lt;br /&gt;
You may not build ships if all counters of that ship type are already in play (unless you Scuttle ships to reuse the counter).&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
=== Attack and Defense Technology ===&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
=== Tactics Technology ===&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
=== Ship Size Technology ===&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
=== Movement Technology ===&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
=== Ship Yard Technology ===&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
=== Terraforming Technology ===&lt;br /&gt;
Once purchased, your Colony Ships can Terraform Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
=== Exploration Technology ===&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: This means that a Cruiser equipped with Exploration Technology can explore 2 hexes each turn (one with its Exploration Technology and one by moving into the hex).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Ship Yards&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* Construction Point (CP): Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* Enemy: Any other player&#039;s unit(s)&lt;br /&gt;
* Group: A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* Home System: The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* System: A single hex on the board.&lt;br /&gt;
* Unit: A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18779</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18779"/>
		<updated>2023-11-07T01:24:48Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: /* Sequence of Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss this game in the [https://boardgamearena.com/group?id=10418422 Space Empires Group].&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs, please [https://boardgamearena.com/bugs?game=1488 fill out a bug report here]!&lt;br /&gt;
&lt;br /&gt;
= Space Empires 4X =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039; is a game in the 4X empire-building genre (&#039;&#039;eXplore, eXpand, eXploit, eXterminate&#039;&#039;) for one to four players. To win, you must destroy your opponent&#039;s Homeworld. The game board is made up of hexes representing areas of space, and most game pieces are represented by square counters (aka chits or tokens). All die rolls in the game are done with 10-sided dice, where the &amp;quot;0&amp;quot; face equals 10. Beginners should start with the Basic Rules.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
Choose a hex in your Home System for your Homeworld.&lt;br /&gt;
Once each player has placed their Homeworld, the rest of the board is populated randomly with face-down Deep Space counters. &lt;br /&gt;
Each player starts with the following units, located at their Homeworld:&lt;br /&gt;
* 1 Shipyard&lt;br /&gt;
* 1 Miner&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Play proceeds in a sequence of rounds consisting of 3 Turns and an Economic Phase. At the start of the game, a die roll determines the first player (Player 1) for the first round. Subsequently, during each Economic Phase, players may bid to be the first player for the upcoming round. During each Turn of a round, Player 1 may perform Movement, Combat, and Exploration (in that order), then Players 2-4 do the same until all players complete their Turn. Turns 2 and 3 repeat the same sequence as Turn 1. Finally, after Turn 3, all players perform the Economic Phase simultaneously.&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
#* Player 1: Movement, Combat, Exploration&lt;br /&gt;
#* Player 2: Movement, Combat, Exploration&lt;br /&gt;
#* Players 3, 4: Same sequence&lt;br /&gt;
# Turn Two: Same as Turn 1&lt;br /&gt;
# Turn Three: Same as Turn 1&lt;br /&gt;
# Economic Phase: All players, simultaneously&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase, you may move some, all, or none of your units that are capable of movement. You can move each unit 1 space at a time up to the limit determined by your Movement Technology level (which begins at 1 space per Turn). You must complete one unit&#039;s movement before moving another unit. To increase your movement speed, improve your Movement Technology level (see below) and then Upgrade your units.&lt;br /&gt;
* Movement Technology level 1 (starting level): Move 1 space each Turn&lt;br /&gt;
* Level 2: Move 1 space in Turns 1 and 2, and up to 2 spaces in Turn 3&lt;br /&gt;
* Level 3: Move 1 space in Turn 1, and up to 2 spaces in Turns 2 and 3&lt;br /&gt;
* Level 4: Move up to 2 spaces each Turn&lt;br /&gt;
* Level 5: Move up to 2 spaces in Turns 1 and 2, and up to 3 spaces in Turn 3&lt;br /&gt;
* Level 6: Move up to 2 spaces in Turn 1, and up to 3 spaces in Turns 2 and 3&lt;br /&gt;
* Level 7: Move up to 3 spaces each Turn&lt;br /&gt;
Miners, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
Shipyards and Bases cannot move.&lt;br /&gt;
&lt;br /&gt;
=== Movement Restrictions ===&lt;br /&gt;
Units may not enter a hex with a face-down (unexplored) System marker, a Nebula, or Asteroids, unless it starts its turn adjacent to it. Entering a hex with any of these markers ends that unit’s movement, regardless of its Movement Technology Level.&lt;br /&gt;
&lt;br /&gt;
Moving a unit without Attack Strength (ie: Miners, Colony Ships, or Decoys) into a hex with a face-down (unexplored) System marker, enemy unit, or enemy colony is not allowed &#039;&#039;unless&#039;&#039; a combat capable ship has also entered that hex.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Occupied Hexes ===&lt;br /&gt;
If you enter a hex occupied by a combat-capable enemy unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop movement and attack during the Combat phase. If the hex is occupied by enemy units without combat capability, they are immediately destroyed and do not impede movement. You may ignore an enemy Colony and move through the planet or you may stop and attack it during Combat phase.&lt;br /&gt;
&lt;br /&gt;
=== Planets and Colonization ===&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
==== Initiating Colonization ====&lt;br /&gt;
Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
==== Colonizing Barren Planets ====&lt;br /&gt;
You may encounter Barren (monochrome colored) planets while scouting. If you have developed Terra-forming Technology you can Colonize it just like a habitable planet. Once Colonized, it performs just like any other planet. If the Colony is destroyed, however, it will revert to a Barren Planet.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat Phase occurs whenever two enemy units occupy the same System (hex). The player that moved into the occupied System is the Attacker. If there is more than one battle, the Attacker will choose the order. During Combat both attacker and defender will fire, often multiple times, until only one player remains in the System. Combat may last any number of rounds.&lt;br /&gt;
&lt;br /&gt;
=== Combat Procedure ===&lt;br /&gt;
The Combat Phase window appears with opposing ships organized along battles lines and Class level (A through E). Any Decoy units are destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
==== Combat Screening ====&lt;br /&gt;
A player with a greater number of Combat capable ships than their opponent may optionally choose to Screen ships from Combat (up to the difference in ship count). Screened ships may not fire or be fired upon for that Combat round and they may Retreat on their turn. Screened ships can be changed each Combat round. Non-combat ships are automatically Screened.&lt;br /&gt;
&lt;br /&gt;
==== Fleet Size Bonus ====&lt;br /&gt;
At the start of each Combat round, if your fleet is twice as large as your opponent, your firing units receive +1 Attack bonus. Mines do not count towards Fleet Size.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Combat ====&lt;br /&gt;
Starting with your A Class units, and proceeding down through every Class, each ship has the opportunity to fire one time. A ship can be a target more than once. After the first round of Combat any firing unit may instead choose to Retreat.&lt;br /&gt;
&lt;br /&gt;
=== Firing Order ===&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
=== Who May Fire ===&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
=== Non-Combat Units ===&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Fire Resolution ===&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
=== Recording Hits ===&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
=== Special Conditions ===&lt;br /&gt;
; Asteroids&lt;br /&gt;
: When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
; Nebula&lt;br /&gt;
: When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
=== Colonies and Combat ===&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
=== Post Combat ===&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for the players&#039; Homeworlds. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
=== Planets, Nebulae, Asteroids ===&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
=== Minerals === &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Black Holes ===&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Danger! ===&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
=== Super Nova ===&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Lost in Space ===&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== Space Wreck ===&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
* 1-2: Ship Size upgrade&lt;br /&gt;
* 3-4: Attack upgrade&lt;br /&gt;
* 5-6: Defense upgrade&lt;br /&gt;
* 7: Tactics upgrade&lt;br /&gt;
* 8-9: Move upgrade&lt;br /&gt;
*10: Ship Yard upgrade&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will see the amount of CP (Colonization Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player retains the position in first. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or Homeworld to see which ship units can be built there. Unspent CP can be carried forward to the next Economic Phase but never more than 30 CP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income (they can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Maintenance Costs ===&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchase Units and Technology ===&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
==== Ship Technology Level ====&lt;br /&gt;
Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades).&lt;br /&gt;
&lt;br /&gt;
===== Purchase Limits =====&lt;br /&gt;
You may not build ships if all counters of that ship type are already in play (unless you Scuttle ships to reuse the counter).&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
=== Attack and Defense Technology ===&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
=== Tactics Technology ===&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
=== Ship Size Technology ===&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
=== Movement Technology ===&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
=== Ship Yard Technology ===&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
=== Terraforming Technology ===&lt;br /&gt;
Once purchased, your Colony Ships can Terraform Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
=== Exploration Technology ===&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: This means that a Cruiser equipped with Exploration Technology can explore 2 hexes each turn (one with its Exploration Technology and one by moving into the hex).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Ship Yards&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* Construction Point (CP): Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* Enemy: Any other player&#039;s unit(s)&lt;br /&gt;
* Group: A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* Home System: The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* System: A single hex on the board.&lt;br /&gt;
* Unit: A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18778</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18778"/>
		<updated>2023-11-07T01:24:04Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss this game in the [https://boardgamearena.com/group?id=10418422 Space Empires Group].&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs, please [https://boardgamearena.com/bugs?game=1488 fill out a bug report here]!&lt;br /&gt;
&lt;br /&gt;
= Space Empires 4X =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039; is a game in the 4X empire-building genre (&#039;&#039;eXplore, eXpand, eXploit, eXterminate&#039;&#039;) for one to four players. To win, you must destroy your opponent&#039;s Homeworld. The game board is made up of hexes representing areas of space, and most game pieces are represented by square counters (aka chits or tokens). All die rolls in the game are done with 10-sided dice, where the &amp;quot;0&amp;quot; face equals 10. Beginners should start with the Basic Rules.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
Choose a hex in your Home System for your Homeworld.&lt;br /&gt;
Once each player has placed their Homeworld, the rest of the board is populated randomly with face-down Deep Space counters. &lt;br /&gt;
Each player starts with the following units, located at their Homeworld:&lt;br /&gt;
* 1 Shipyard&lt;br /&gt;
* 1 Miner&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Play proceeds in a sequence of rounds consisting of 3 Turns and an Economic Phase. At the start of the game, a die roll determines the first player (Player 1) for the first round. Subsequently, during each Economic Phase, players may bid to be the first player for the upcoming round. During each Turn of a round, Player 1 may perform Movement, Combat, and Exploration (in that order), then Players 2-4 do the same until all players complete their Turn. Turns 2 and 3 repeat the same sequence as Turn 1. Finally, after Turn 3, all players perform the Economic Phase simultaneously.&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
#* Player 1: Movement, Combat, Exploration&lt;br /&gt;
#* Player 2: Movement, Combat, Exploration&lt;br /&gt;
#* Players 3, 4: Same sequence&lt;br /&gt;
# Turn Two: Repeat Turn One&lt;br /&gt;
# Turn Three: Repeat Turn One&lt;br /&gt;
# Economic Phase: All players, simultaneously&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase, you may move some, all, or none of your units that are capable of movement. You can move each unit 1 space at a time up to the limit determined by your Movement Technology level (which begins at 1 space per Turn). You must complete one unit&#039;s movement before moving another unit. To increase your movement speed, improve your Movement Technology level (see below) and then Upgrade your units.&lt;br /&gt;
* Movement Technology level 1 (starting level): Move 1 space each Turn&lt;br /&gt;
* Level 2: Move 1 space in Turns 1 and 2, and up to 2 spaces in Turn 3&lt;br /&gt;
* Level 3: Move 1 space in Turn 1, and up to 2 spaces in Turns 2 and 3&lt;br /&gt;
* Level 4: Move up to 2 spaces each Turn&lt;br /&gt;
* Level 5: Move up to 2 spaces in Turns 1 and 2, and up to 3 spaces in Turn 3&lt;br /&gt;
* Level 6: Move up to 2 spaces in Turn 1, and up to 3 spaces in Turns 2 and 3&lt;br /&gt;
* Level 7: Move up to 3 spaces each Turn&lt;br /&gt;
Miners, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
Shipyards and Bases cannot move.&lt;br /&gt;
&lt;br /&gt;
=== Movement Restrictions ===&lt;br /&gt;
Units may not enter a hex with a face-down (unexplored) System marker, a Nebula, or Asteroids, unless it starts its turn adjacent to it. Entering a hex with any of these markers ends that unit’s movement, regardless of its Movement Technology Level.&lt;br /&gt;
&lt;br /&gt;
Moving a unit without Attack Strength (ie: Miners, Colony Ships, or Decoys) into a hex with a face-down (unexplored) System marker, enemy unit, or enemy colony is not allowed &#039;&#039;unless&#039;&#039; a combat capable ship has also entered that hex.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Occupied Hexes ===&lt;br /&gt;
If you enter a hex occupied by a combat-capable enemy unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop movement and attack during the Combat phase. If the hex is occupied by enemy units without combat capability, they are immediately destroyed and do not impede movement. You may ignore an enemy Colony and move through the planet or you may stop and attack it during Combat phase.&lt;br /&gt;
&lt;br /&gt;
=== Planets and Colonization ===&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
==== Initiating Colonization ====&lt;br /&gt;
Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
==== Colonizing Barren Planets ====&lt;br /&gt;
You may encounter Barren (monochrome colored) planets while scouting. If you have developed Terra-forming Technology you can Colonize it just like a habitable planet. Once Colonized, it performs just like any other planet. If the Colony is destroyed, however, it will revert to a Barren Planet.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat Phase occurs whenever two enemy units occupy the same System (hex). The player that moved into the occupied System is the Attacker. If there is more than one battle, the Attacker will choose the order. During Combat both attacker and defender will fire, often multiple times, until only one player remains in the System. Combat may last any number of rounds.&lt;br /&gt;
&lt;br /&gt;
=== Combat Procedure ===&lt;br /&gt;
The Combat Phase window appears with opposing ships organized along battles lines and Class level (A through E). Any Decoy units are destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
==== Combat Screening ====&lt;br /&gt;
A player with a greater number of Combat capable ships than their opponent may optionally choose to Screen ships from Combat (up to the difference in ship count). Screened ships may not fire or be fired upon for that Combat round and they may Retreat on their turn. Screened ships can be changed each Combat round. Non-combat ships are automatically Screened.&lt;br /&gt;
&lt;br /&gt;
==== Fleet Size Bonus ====&lt;br /&gt;
At the start of each Combat round, if your fleet is twice as large as your opponent, your firing units receive +1 Attack bonus. Mines do not count towards Fleet Size.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Combat ====&lt;br /&gt;
Starting with your A Class units, and proceeding down through every Class, each ship has the opportunity to fire one time. A ship can be a target more than once. After the first round of Combat any firing unit may instead choose to Retreat.&lt;br /&gt;
&lt;br /&gt;
=== Firing Order ===&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
=== Who May Fire ===&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
=== Non-Combat Units ===&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Fire Resolution ===&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
=== Recording Hits ===&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
=== Special Conditions ===&lt;br /&gt;
; Asteroids&lt;br /&gt;
: When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
; Nebula&lt;br /&gt;
: When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
=== Colonies and Combat ===&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
=== Post Combat ===&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for the players&#039; Homeworlds. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
=== Planets, Nebulae, Asteroids ===&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
=== Minerals === &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Black Holes ===&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Danger! ===&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
=== Super Nova ===&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Lost in Space ===&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== Space Wreck ===&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
* 1-2: Ship Size upgrade&lt;br /&gt;
* 3-4: Attack upgrade&lt;br /&gt;
* 5-6: Defense upgrade&lt;br /&gt;
* 7: Tactics upgrade&lt;br /&gt;
* 8-9: Move upgrade&lt;br /&gt;
*10: Ship Yard upgrade&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will see the amount of CP (Colonization Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player retains the position in first. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or Homeworld to see which ship units can be built there. Unspent CP can be carried forward to the next Economic Phase but never more than 30 CP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income (they can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Maintenance Costs ===&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchase Units and Technology ===&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
==== Ship Technology Level ====&lt;br /&gt;
Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades).&lt;br /&gt;
&lt;br /&gt;
===== Purchase Limits =====&lt;br /&gt;
You may not build ships if all counters of that ship type are already in play (unless you Scuttle ships to reuse the counter).&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
=== Attack and Defense Technology ===&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
=== Tactics Technology ===&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
=== Ship Size Technology ===&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
=== Movement Technology ===&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
=== Ship Yard Technology ===&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
=== Terraforming Technology ===&lt;br /&gt;
Once purchased, your Colony Ships can Terraform Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
=== Exploration Technology ===&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: This means that a Cruiser equipped with Exploration Technology can explore 2 hexes each turn (one with its Exploration Technology and one by moving into the hex).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Ship Yards&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* Construction Point (CP): Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* Enemy: Any other player&#039;s unit(s)&lt;br /&gt;
* Group: A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* Home System: The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* System: A single hex on the board.&lt;br /&gt;
* Unit: A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18777</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18777"/>
		<updated>2023-11-07T00:56:22Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss this game in the [https://boardgamearena.com/group?id=10418422 Space Empires Group].&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs, please [https://boardgamearena.com/bugs?game=1488 fill out a bug report here]!&lt;br /&gt;
&lt;br /&gt;
= Space Empires 4X =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039; is a game in the 4X empire-building genre (&#039;&#039;eXplore, eXpand, eXploit, eXterminate&#039;&#039;) for one to four players. To win, you must destroy each opponent&#039;s Homeworld. Beginners should start with the Basic Rules. The game board is made up of hexes representing space, and game pieces are square counters (aka chits or tokens). All die rolls in the game are done with 10-sided dice, with the &amp;quot;0&amp;quot; face equal to 10.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
Choose the hex in your Home System where you&#039;d like your Homeworld to be located.&lt;br /&gt;
Once all players have made their choice, the remaining playable area of the board is populated randomly with face-down Deep Space counters (square tokens). &lt;br /&gt;
Each player start with the following units, located at their Homeworld:&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;amp;bull; 1 Shipyard&amp;lt;/p&amp;gt;&lt;br /&gt;
* 1 Miner&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
At the start of the game, a die roll determines the first player for the round. Subsequently, players may bid during the Economic Phase to go first during the next round. Each Turn, Player 1 may perform Movement, Combat, and Exploration (in that order). Then Players 2-4 repeat the same sequence until all players are done. Turns 2 and 3 are the same as Turn 1. After Turn 3, all players perform the Economic Phase simultaneously.&lt;br /&gt;
&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
#* Player 1&lt;br /&gt;
## Movement&lt;br /&gt;
## Combat&lt;br /&gt;
## Exploration&lt;br /&gt;
#* Players 2-4: Same sequence as Player 1&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players conduct this phase simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase you may move some, all, or none of your units that are capable of movement. Move each unit 1 space at a time up to the limit set by your Movement Technology Level (which starts at 1 space per Turn). You must complete a unit&#039;s movement before moving another unit. To increase your rate of movement, you must improve your Movement Technology (see below) and then Upgrade your units.&lt;br /&gt;
* Movement Technology Level 2: Move 1 space in Turns 1 and 2, then up to 2 spaces in Turn 3.&lt;br /&gt;
* Level 3: Move 1 space in Turn 1, then up to 2 spaces in Turns 2 and 3.&lt;br /&gt;
* Level 4: Move up to 2 spaces in all Turns.&lt;br /&gt;
* Level 5: Move up to 2 spaces in Turns 1 and 2, then up to 3 spaces in Turn 3.&lt;br /&gt;
* Level 6: Move up to 2 spaces in Turn 1, then up to 3 spaces in Turns 2 and 3.&lt;br /&gt;
* Level 7: Move up to 3 spaces in all Turns.&lt;br /&gt;
Miners, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
Shipyards and Bases cannot move.&lt;br /&gt;
&lt;br /&gt;
=== Movement Restrictions ===&lt;br /&gt;
Units may not enter a hex with a face-down (unexplored) System marker, a Nebula, or Asteroids, unless it starts its turn adjacent to it. Entering a hex with any of these markers ends that unit’s movement, regardless of its Movement Technology Level.&lt;br /&gt;
&lt;br /&gt;
Moving a unit without Attack Strength (ie: Miners, Colony Ships, or Decoys) into a hex with a face-down (unexplored) System marker, enemy unit, or enemy colony is not allowed &#039;&#039;unless&#039;&#039; a combat capable ship has also entered that hex.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Occupied Hexes ===&lt;br /&gt;
If you enter a hex occupied by a combat-capable enemy unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop movement and attack during the Combat phase. If the hex is occupied by enemy units without combat capability, they are immediately destroyed and do not impede movement. You may ignore an enemy Colony and move through the planet or you may stop and attack it during Combat phase.&lt;br /&gt;
&lt;br /&gt;
=== Planets and Colonization ===&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
==== Initiating Colonization ====&lt;br /&gt;
Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
==== Colonizing Barren Planets ====&lt;br /&gt;
You may encounter Barren (monochrome colored) planets while scouting. If you have developed Terra-forming Technology you can Colonize it just like a habitable planet. Once Colonized, it performs just like any other planet. If the Colony is destroyed, however, it will revert to a Barren Planet.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat Phase occurs whenever two enemy units occupy the same System (hex). The player that moved into the occupied System is the Attacker. If there is more than one battle, the Attacker will choose the order. During Combat both attacker and defender will fire, often multiple times, until only one player remains in the System. Combat may last any number of rounds.&lt;br /&gt;
&lt;br /&gt;
=== Combat Procedure ===&lt;br /&gt;
The Combat Phase window appears with opposing ships organized along battles lines and Class level (A through E). Any Decoy units are destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
==== Combat Screening ====&lt;br /&gt;
A player with a greater number of Combat capable ships than their opponent may optionally choose to Screen ships from Combat (up to the difference in ship count). Screened ships may not fire or be fired upon for that Combat round and they may Retreat on their turn. Screened ships can be changed each Combat round. Non-combat ships are automatically Screened.&lt;br /&gt;
&lt;br /&gt;
==== Fleet Size Bonus ====&lt;br /&gt;
At the start of each Combat round, if your fleet is twice as large as your opponent, your firing units receive +1 Attack bonus. Mines do not count towards Fleet Size.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Combat ====&lt;br /&gt;
Starting with your A Class units, and proceeding down through every Class, each ship has the opportunity to fire one time. A ship can be a target more than once. After the first round of Combat any firing unit may instead choose to Retreat.&lt;br /&gt;
&lt;br /&gt;
=== Firing Order ===&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
=== Who May Fire ===&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
=== Non-Combat Units ===&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Fire Resolution ===&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
=== Recording Hits ===&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
=== Special Conditions ===&lt;br /&gt;
; Asteroids&lt;br /&gt;
: When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
; Nebula&lt;br /&gt;
: When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
=== Colonies and Combat ===&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
=== Post Combat ===&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for the players&#039; Homeworlds. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
=== Planets, Nebulae, Asteroids ===&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
=== Minerals === &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Black Holes ===&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Danger! ===&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
=== Super Nova ===&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Lost in Space ===&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== Space Wreck ===&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
* 1-2: Ship Size upgrade&lt;br /&gt;
* 3-4: Attack upgrade&lt;br /&gt;
* 5-6: Defense upgrade&lt;br /&gt;
* 7: Tactics upgrade&lt;br /&gt;
* 8-9: Move upgrade&lt;br /&gt;
*10: Ship Yard upgrade&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will see the amount of CP (Colonization Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player retains the position in first. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or Homeworld to see which ship units can be built there. Unspent CP can be carried forward to the next Economic Phase but never more than 30 CP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income (they can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Maintenance Costs ===&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchase Units and Technology ===&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
==== Ship Technology Level ====&lt;br /&gt;
Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades).&lt;br /&gt;
&lt;br /&gt;
===== Purchase Limits =====&lt;br /&gt;
You may not build ships if all counters of that ship type are already in play (unless you Scuttle ships to reuse the counter).&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
=== Attack and Defense Technology ===&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
=== Tactics Technology ===&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
=== Ship Size Technology ===&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
=== Movement Technology ===&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
=== Ship Yard Technology ===&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
=== Terraforming Technology ===&lt;br /&gt;
Once purchased, your Colony Ships can Terraform Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
=== Exploration Technology ===&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: This means that a Cruiser equipped with Exploration Technology can explore 2 hexes each turn (one with its Exploration Technology and one by moving into the hex).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Ship Yards&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* Construction Point (CP): Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* Enemy: Any other player&#039;s unit(s)&lt;br /&gt;
* Group: A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* Home System: The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* System: A single hex on the board.&lt;br /&gt;
* Unit: A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18759</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18759"/>
		<updated>2023-11-04T22:33:11Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: /* Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss this game in the [https://boardgamearena.com/group?id=10418422 Space Empires Group].&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs, please [https://boardgamearena.com/bugs?game=1488 fill out a bug report here]!&lt;br /&gt;
&lt;br /&gt;
= Space Empires 4X =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039; is a game in the 4X empire-building genre (&#039;&#039;eXplore, eXpand, eXploit, eXterminate&#039;&#039;) for one to four players. To win, you must destroy each opponent&#039;s Homeworld. Beginners should start with the Basic Rules. The game board is made up of hexes representing space, and game pieces are square counters (aka chits or tokens). All die rolls in the game are done with 10-sided dice, with the &amp;quot;0&amp;quot; face equal to 10.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
Choose the hex in your Home System where you&#039;d like your Homeworld to be located.&lt;br /&gt;
Once all players have made their choice, the remaining playable area of the board is populated randomly with face-down Deep Space counters (square tokens). &lt;br /&gt;
Each player start with the following units, located at their Homeworld:&lt;br /&gt;
* 1 Shipyard&lt;br /&gt;
* 1 Miner&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
At the start of the game, a die roll determines the first player for the round. Subsequently, players may bid during the Economic Phase to go first during the next round. Each Turn, Player 1 may perform Movement, Combat, and Exploration (in that order). Then Players 2-4 repeat the same sequence until all players are done. Turns 2 and 3 are the same as Turn 1. After Turn 3, all players perform the Economic Phase simultaneously.&lt;br /&gt;
&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
#* Player 1&lt;br /&gt;
## Movement&lt;br /&gt;
## Combat&lt;br /&gt;
## Exploration&lt;br /&gt;
#* Players 2-4: Same sequence as Player 1&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players conduct this phase simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase you may move some, all, or none of your units that are capable of movement. Move each unit 1 space at a time up to the limit set by your Movement Technology Level (which starts at 1 space per Turn). You must complete a unit&#039;s movement before moving another unit. To increase your rate of movement, you must improve your Movement Technology (see below) and then Upgrade your units.&lt;br /&gt;
* Movement Technology Level 2: Move 1 space in Turns 1 and 2, then up to 2 spaces in Turn 3.&lt;br /&gt;
* Level 3: Move 1 space in Turn 1, then up to 2 spaces in Turns 2 and 3.&lt;br /&gt;
* Level 4: Move up to 2 spaces in all Turns.&lt;br /&gt;
* Level 5: Move up to 2 spaces in Turns 1 and 2, then up to 3 spaces in Turn 3.&lt;br /&gt;
* Level 6: Move up to 2 spaces in Turn 1, then up to 3 spaces in Turns 2 and 3.&lt;br /&gt;
* Level 7: Move up to 3 spaces in all Turns.&lt;br /&gt;
Miners, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
Shipyards and Bases cannot move.&lt;br /&gt;
&lt;br /&gt;
=== Movement Restrictions ===&lt;br /&gt;
Units may not enter a hex with a face-down (unexplored) System marker, a Nebula, or Asteroids, unless it starts its turn adjacent to it. Entering a hex with any of these markers ends that unit’s movement, regardless of its Movement Technology Level.&lt;br /&gt;
&lt;br /&gt;
Moving a unit without Attack Strength (ie: Miners, Colony Ships, or Decoys) into a hex with a face-down (unexplored) System marker, enemy unit, or enemy colony is not allowed &#039;&#039;unless&#039;&#039; a combat capable ship has also entered that hex.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Occupied Hexes ===&lt;br /&gt;
If you enter a hex occupied by a combat-capable enemy unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop movement and attack during the Combat phase. If the hex is occupied by enemy units without combat capability, they are immediately destroyed and do not impede movement. You may ignore an enemy Colony and move through the planet or you may stop and attack it during Combat phase.&lt;br /&gt;
&lt;br /&gt;
=== Planets and Colonization ===&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
==== Initiating Colonization ====&lt;br /&gt;
Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
==== Colonizing Barren Planets ====&lt;br /&gt;
You may encounter Barren (monochrome colored) planets while scouting. If you have developed Terra-forming Technology you can Colonize it just like a habitable planet. Once Colonized, it performs just like any other planet. If the Colony is destroyed, however, it will revert to a Barren Planet.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat Phase occurs whenever two enemy units occupy the same System (hex). The player that moved into the occupied System is the Attacker. If there is more than one battle, the Attacker will choose the order. During Combat both attacker and defender will fire, often multiple times, until only one player remains in the System. Combat may last any number of rounds.&lt;br /&gt;
&lt;br /&gt;
=== Combat Procedure ===&lt;br /&gt;
The Combat Phase window appears with opposing ships organized along battles lines and Class level (A through E). Any Decoy units are destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
==== Combat Screening ====&lt;br /&gt;
A player with a greater number of Combat capable ships than their opponent may optionally choose to Screen ships from Combat (up to the difference in ship count). Screened ships may not fire or be fired upon for that Combat round and they may Retreat on their turn. Screened ships can be changed each Combat round. Non-combat ships are automatically Screened.&lt;br /&gt;
&lt;br /&gt;
==== Fleet Size Bonus ====&lt;br /&gt;
At the start of each Combat round, if your fleet is twice as large as your opponent, your firing units receive +1 Attack bonus. Mines do not count towards Fleet Size.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Combat ====&lt;br /&gt;
Starting with your A Class units, and proceeding down through every Class, each ship has the opportunity to fire one time. A ship can be a target more than once. After the first round of Combat any firing unit may instead choose to Retreat.&lt;br /&gt;
&lt;br /&gt;
=== Firing Order ===&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
=== Who May Fire ===&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
=== Non-Combat Units ===&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Fire Resolution ===&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
=== Recording Hits ===&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
=== Special Conditions ===&lt;br /&gt;
; Asteroids&lt;br /&gt;
: When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
; Nebula&lt;br /&gt;
: When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
=== Colonies and Combat ===&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
=== Post Combat ===&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for the players&#039; Homeworlds. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
=== Planets, Nebulae, Asteroids ===&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
=== Minerals === &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Black Holes ===&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Danger! ===&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
=== Super Nova ===&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Lost in Space ===&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== Space Wreck ===&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
* 1-2: Ship Size upgrade&lt;br /&gt;
* 3-4: Attack upgrade&lt;br /&gt;
* 5-6: Defense upgrade&lt;br /&gt;
* 7: Tactics upgrade&lt;br /&gt;
* 8-9: Move upgrade&lt;br /&gt;
*10: Ship Yard upgrade&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will see the amount of CP (Colonization Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player retains the position in first. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or Homeworld to see which ship units can be built there. Unspent CP can be carried forward to the next Economic Phase but never more than 30 CP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income (they can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Maintenance Costs ===&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchase Units and Technology ===&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
==== Ship Technology Level ====&lt;br /&gt;
Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades).&lt;br /&gt;
&lt;br /&gt;
===== Purchase Limits =====&lt;br /&gt;
You may not build ships if all counters of that ship type are already in play (unless you Scuttle ships to reuse the counter).&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
=== Attack and Defense Technology ===&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
=== Tactics Technology ===&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
=== Ship Size Technology ===&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
=== Movement Technology ===&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
=== Ship Yard Technology ===&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
=== Terraforming Technology ===&lt;br /&gt;
Once purchased, your Colony Ships can Terraform Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
=== Exploration Technology ===&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: This means that a Cruiser equipped with Exploration Technology can explore 2 hexes each turn (one with its Exploration Technology and one by moving into the hex).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Ship Yards&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* Construction Point (CP): Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* Enemy: Any other player&#039;s unit(s)&lt;br /&gt;
* Group: A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* Home System: The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* System: A single hex on the board.&lt;br /&gt;
* Unit: A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18758</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18758"/>
		<updated>2023-11-04T22:32:02Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: /* Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss this game in the [https://boardgamearena.com/group?id=10418422 Space Empires Group].&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs, please [https://boardgamearena.com/bugs?game=1488 fill out a bug report here]!&lt;br /&gt;
&lt;br /&gt;
= Space Empires 4X =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039; is a game in the 4X empire-building genre (&#039;&#039;eXplore, eXpand, eXploit, eXterminate&#039;&#039;) for one to four players. To win, you must destroy each opponent&#039;s Homeworld. Beginners should start with the Basic Rules. The game board is made up of hexes representing space, and game pieces are square counters (aka chits or tokens). All die rolls in the game are done with 10-sided dice, with the &amp;quot;0&amp;quot; face equal to 10.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
Choose the hex in your Home System where you&#039;d like your Homeworld to be located.&lt;br /&gt;
Once all players have made their choice, the remaining playable area of the board is populated randomly with face-down Deep Space counters (square tokens). &lt;br /&gt;
Each player start with the following units, located at their Homeworld:&lt;br /&gt;
* 1 Shipyard&lt;br /&gt;
* 1 Miner&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
At the start of the game, a die roll determines the first player for the round. Subsequently, players may bid during the Economic Phase to go first during the next round. Each Turn, Player 1 may perform Movement, Combat, and Exploration (in that order). Then Players 2-4 repeat the same sequence until all players are done. Turns 2 and 3 are the same as Turn 1. After Turn 3, all players perform the Economic Phase simultaneously.&lt;br /&gt;
&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
#* Player 1&lt;br /&gt;
## Movement&lt;br /&gt;
## Combat&lt;br /&gt;
## Exploration&lt;br /&gt;
#* Players 2-4: Same sequence as Player 1&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players conduct this phase simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase you may move some, all, or none of your units that are capable of movement. Move each unit 1 space at a time up to the limit set by your Movement Technology Level (which starts at 1 space per Turn). You must complete a unit&#039;s movement before moving another unit. To increase your rate of movement, you must improve your Movement Technology and then Upgrade your units.&lt;br /&gt;
* Movement Technology Level 2: Ships move 1 space in Turns 1 and 2, then 2 spaces in Turn 3.&lt;br /&gt;
* Level 3: Ships move 1 space in Turn 1, then up to 2 spaces in Turns 2 and 3.&lt;br /&gt;
* Level 4: Ships move up to 2 spaces in all Turns.&lt;br /&gt;
* Level 5: Ships move up to 2 spaces in Turns 1 and 2, then up to 3 spaces in Turn 3.&lt;br /&gt;
* Level 6: Ships move up to 2 spaces in Turn 1, then up to 3 spaces in Turns 2 and 3.&lt;br /&gt;
* Level 7: Ships move up to 3 spaces in all Turns.&lt;br /&gt;
Miners, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
Shipyards and Bases cannot move.&lt;br /&gt;
&lt;br /&gt;
=== Movement Restrictions ===&lt;br /&gt;
Units may not enter a hex with a face-down (unexplored) System marker, a Nebula, or Asteroids, unless it starts its turn adjacent to it. Entering a hex with any of these markers ends that unit’s movement, regardless of its Movement Technology Level.&lt;br /&gt;
&lt;br /&gt;
Moving a unit without Attack Strength (ie: Miners, Colony Ships, or Decoys) into a hex with a face-down (unexplored) System marker, enemy unit, or enemy colony is not allowed &#039;&#039;unless&#039;&#039; a combat capable ship has also entered that hex.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Occupied Hexes ===&lt;br /&gt;
If you enter a hex occupied by a combat-capable enemy unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop movement and attack during the Combat phase. If the hex is occupied by enemy units without combat capability, they are immediately destroyed and do not impede movement. You may ignore an enemy Colony and move through the planet or you may stop and attack it during Combat phase.&lt;br /&gt;
&lt;br /&gt;
=== Planets and Colonization ===&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
==== Initiating Colonization ====&lt;br /&gt;
Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
==== Colonizing Barren Planets ====&lt;br /&gt;
You may encounter Barren (monochrome colored) planets while scouting. If you have developed Terra-forming Technology you can Colonize it just like a habitable planet. Once Colonized, it performs just like any other planet. If the Colony is destroyed, however, it will revert to a Barren Planet.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat Phase occurs whenever two enemy units occupy the same System (hex). The player that moved into the occupied System is the Attacker. If there is more than one battle, the Attacker will choose the order. During Combat both attacker and defender will fire, often multiple times, until only one player remains in the System. Combat may last any number of rounds.&lt;br /&gt;
&lt;br /&gt;
=== Combat Procedure ===&lt;br /&gt;
The Combat Phase window appears with opposing ships organized along battles lines and Class level (A through E). Any Decoy units are destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
==== Combat Screening ====&lt;br /&gt;
A player with a greater number of Combat capable ships than their opponent may optionally choose to Screen ships from Combat (up to the difference in ship count). Screened ships may not fire or be fired upon for that Combat round and they may Retreat on their turn. Screened ships can be changed each Combat round. Non-combat ships are automatically Screened.&lt;br /&gt;
&lt;br /&gt;
==== Fleet Size Bonus ====&lt;br /&gt;
At the start of each Combat round, if your fleet is twice as large as your opponent, your firing units receive +1 Attack bonus. Mines do not count towards Fleet Size.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Combat ====&lt;br /&gt;
Starting with your A Class units, and proceeding down through every Class, each ship has the opportunity to fire one time. A ship can be a target more than once. After the first round of Combat any firing unit may instead choose to Retreat.&lt;br /&gt;
&lt;br /&gt;
=== Firing Order ===&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
=== Who May Fire ===&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
=== Non-Combat Units ===&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Fire Resolution ===&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
=== Recording Hits ===&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
=== Special Conditions ===&lt;br /&gt;
; Asteroids&lt;br /&gt;
: When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
; Nebula&lt;br /&gt;
: When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
=== Colonies and Combat ===&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
=== Post Combat ===&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for the players&#039; Homeworlds. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
=== Planets, Nebulae, Asteroids ===&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
=== Minerals === &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Black Holes ===&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Danger! ===&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
=== Super Nova ===&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Lost in Space ===&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== Space Wreck ===&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
* 1-2: Ship Size upgrade&lt;br /&gt;
* 3-4: Attack upgrade&lt;br /&gt;
* 5-6: Defense upgrade&lt;br /&gt;
* 7: Tactics upgrade&lt;br /&gt;
* 8-9: Move upgrade&lt;br /&gt;
*10: Ship Yard upgrade&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will see the amount of CP (Colonization Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player retains the position in first. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or Homeworld to see which ship units can be built there. Unspent CP can be carried forward to the next Economic Phase but never more than 30 CP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income (they can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Maintenance Costs ===&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchase Units and Technology ===&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
==== Ship Technology Level ====&lt;br /&gt;
Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades).&lt;br /&gt;
&lt;br /&gt;
===== Purchase Limits =====&lt;br /&gt;
You may not build ships if all counters of that ship type are already in play (unless you Scuttle ships to reuse the counter).&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
=== Attack and Defense Technology ===&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
=== Tactics Technology ===&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
=== Ship Size Technology ===&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
=== Movement Technology ===&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
=== Ship Yard Technology ===&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
=== Terraforming Technology ===&lt;br /&gt;
Once purchased, your Colony Ships can Terraform Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
=== Exploration Technology ===&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: This means that a Cruiser equipped with Exploration Technology can explore 2 hexes each turn (one with its Exploration Technology and one by moving into the hex).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Ship Yards&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* Construction Point (CP): Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* Enemy: Any other player&#039;s unit(s)&lt;br /&gt;
* Group: A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* Home System: The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* System: A single hex on the board.&lt;br /&gt;
* Unit: A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18757</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18757"/>
		<updated>2023-11-04T22:30:34Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: /* Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss this game in the [https://boardgamearena.com/group?id=10418422 Space Empires Group].&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs, please [https://boardgamearena.com/bugs?game=1488 fill out a bug report here]!&lt;br /&gt;
&lt;br /&gt;
= Space Empires 4X =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039; is a game in the 4X empire-building genre (&#039;&#039;eXplore, eXpand, eXploit, eXterminate&#039;&#039;) for one to four players. To win, you must destroy each opponent&#039;s Homeworld. Beginners should start with the Basic Rules. The game board is made up of hexes representing space, and game pieces are square counters (aka chits or tokens). All die rolls in the game are done with 10-sided dice, with the &amp;quot;0&amp;quot; face equal to 10.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
Choose the hex in your Home System where you&#039;d like your Homeworld to be located.&lt;br /&gt;
Once all players have made their choice, the remaining playable area of the board is populated randomly with face-down Deep Space counters (square tokens). &lt;br /&gt;
Each player start with the following units, located at their Homeworld:&lt;br /&gt;
* 1 Shipyard&lt;br /&gt;
* 1 Miner&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
At the start of the game, a die roll determines the first player for the round. Subsequently, players may bid during the Economic Phase to go first during the next round. Each Turn, Player 1 may perform Movement, Combat, and Exploration (in that order). Then Players 2-4 repeat the same sequence until all players are done. Turns 2 and 3 are the same as Turn 1. After Turn 3, all players perform the Economic Phase simultaneously.&lt;br /&gt;
&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
#* Player 1&lt;br /&gt;
## Movement&lt;br /&gt;
## Combat&lt;br /&gt;
## Exploration&lt;br /&gt;
#* Players 2-4: Same sequence as Player 1&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players conduct this phase simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase you may move some, all, or none of your units that are capable of movement. Move each unit 1 space at a time up to the limit set by your Movement Technology Level (which starts at 1 space per Turn). You must complete a unit&#039;s movement before moving another unit. To increase your rate of movement, you must improve your Movement Technology and then Upgrade your units.&lt;br /&gt;
* Movement Technology Level 2: Ships move 1 space in Turns 1 and -2 and then 2 spaces in Turn 3.&lt;br /&gt;
* Level 3: Ships move 1 space in Turn 1 and then up to 2 spaces in Turns 2-3.&lt;br /&gt;
* Level 4: Ships move up to 2 spaces in all Turns.&lt;br /&gt;
* Level 5: Ships move up to 2 spaces in Turns 1 and 2 and up to 3 spaces in Turn 3.&lt;br /&gt;
* Level 6: Ships move up to 2 spaces in Turn 1 and up to 3 spaces in Turns 2 and 3.&lt;br /&gt;
* Level 7: Ships move up to 3 spaces in all Turns.&lt;br /&gt;
Mining Ships, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
Shipyards and Bases cannot move.&lt;br /&gt;
&lt;br /&gt;
=== Movement Restrictions ===&lt;br /&gt;
Units may not enter a hex with a face-down (unexplored) System marker, a Nebula, or Asteroids, unless it starts its turn adjacent to it. Entering a hex with any of these markers ends that unit’s movement, regardless of its Movement Technology Level.&lt;br /&gt;
&lt;br /&gt;
Moving a unit without Attack Strength (ie: Miners, Colony Ships, or Decoys) into a hex with a face-down (unexplored) System marker, enemy unit, or enemy colony is not allowed &#039;&#039;unless&#039;&#039; a combat capable ship has also entered that hex.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Occupied Hexes ===&lt;br /&gt;
If you enter a hex occupied by a combat-capable enemy unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop movement and attack during the Combat phase. If the hex is occupied by enemy units without combat capability, they are immediately destroyed and do not impede movement. You may ignore an enemy Colony and move through the planet or you may stop and attack it during Combat phase.&lt;br /&gt;
&lt;br /&gt;
=== Planets and Colonization ===&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
==== Initiating Colonization ====&lt;br /&gt;
Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
==== Colonizing Barren Planets ====&lt;br /&gt;
You may encounter Barren (monochrome colored) planets while scouting. If you have developed Terra-forming Technology you can Colonize it just like a habitable planet. Once Colonized, it performs just like any other planet. If the Colony is destroyed, however, it will revert to a Barren Planet.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat Phase occurs whenever two enemy units occupy the same System (hex). The player that moved into the occupied System is the Attacker. If there is more than one battle, the Attacker will choose the order. During Combat both attacker and defender will fire, often multiple times, until only one player remains in the System. Combat may last any number of rounds.&lt;br /&gt;
&lt;br /&gt;
=== Combat Procedure ===&lt;br /&gt;
The Combat Phase window appears with opposing ships organized along battles lines and Class level (A through E). Any Decoy units are destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
==== Combat Screening ====&lt;br /&gt;
A player with a greater number of Combat capable ships than their opponent may optionally choose to Screen ships from Combat (up to the difference in ship count). Screened ships may not fire or be fired upon for that Combat round and they may Retreat on their turn. Screened ships can be changed each Combat round. Non-combat ships are automatically Screened.&lt;br /&gt;
&lt;br /&gt;
==== Fleet Size Bonus ====&lt;br /&gt;
At the start of each Combat round, if your fleet is twice as large as your opponent, your firing units receive +1 Attack bonus. Mines do not count towards Fleet Size.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Combat ====&lt;br /&gt;
Starting with your A Class units, and proceeding down through every Class, each ship has the opportunity to fire one time. A ship can be a target more than once. After the first round of Combat any firing unit may instead choose to Retreat.&lt;br /&gt;
&lt;br /&gt;
=== Firing Order ===&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
=== Who May Fire ===&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
=== Non-Combat Units ===&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Fire Resolution ===&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
=== Recording Hits ===&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
=== Special Conditions ===&lt;br /&gt;
; Asteroids&lt;br /&gt;
: When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
; Nebula&lt;br /&gt;
: When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
=== Colonies and Combat ===&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
=== Post Combat ===&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for the players&#039; Homeworlds. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
=== Planets, Nebulae, Asteroids ===&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
=== Minerals === &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Black Holes ===&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Danger! ===&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
=== Super Nova ===&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Lost in Space ===&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== Space Wreck ===&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
* 1-2: Ship Size upgrade&lt;br /&gt;
* 3-4: Attack upgrade&lt;br /&gt;
* 5-6: Defense upgrade&lt;br /&gt;
* 7: Tactics upgrade&lt;br /&gt;
* 8-9: Move upgrade&lt;br /&gt;
*10: Ship Yard upgrade&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will see the amount of CP (Colonization Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player retains the position in first. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or Homeworld to see which ship units can be built there. Unspent CP can be carried forward to the next Economic Phase but never more than 30 CP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income (they can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Maintenance Costs ===&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchase Units and Technology ===&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
==== Ship Technology Level ====&lt;br /&gt;
Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades).&lt;br /&gt;
&lt;br /&gt;
===== Purchase Limits =====&lt;br /&gt;
You may not build ships if all counters of that ship type are already in play (unless you Scuttle ships to reuse the counter).&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
=== Attack and Defense Technology ===&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
=== Tactics Technology ===&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
=== Ship Size Technology ===&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
=== Movement Technology ===&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
=== Ship Yard Technology ===&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
=== Terraforming Technology ===&lt;br /&gt;
Once purchased, your Colony Ships can Terraform Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
=== Exploration Technology ===&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: This means that a Cruiser equipped with Exploration Technology can explore 2 hexes each turn (one with its Exploration Technology and one by moving into the hex).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Ship Yards&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* Construction Point (CP): Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* Enemy: Any other player&#039;s unit(s)&lt;br /&gt;
* Group: A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* Home System: The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* System: A single hex on the board.&lt;br /&gt;
* Unit: A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18756</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18756"/>
		<updated>2023-11-04T22:29:49Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: /* Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss this game in the [https://boardgamearena.com/group?id=10418422 Space Empires Group].&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs, please [https://boardgamearena.com/bugs?game=1488 fill out a bug report here]!&lt;br /&gt;
&lt;br /&gt;
= Space Empires 4X =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039; is a game in the 4X empire-building genre (&#039;&#039;eXplore, eXpand, eXploit, eXterminate&#039;&#039;) for one to four players. To win, you must destroy each opponent&#039;s Homeworld. Beginners should start with the Basic Rules. The game board is made up of hexes representing space, and game pieces are square counters (aka chits or tokens). All die rolls in the game are done with 10-sided dice, with the &amp;quot;0&amp;quot; face equal to 10.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
Choose the hex in your Home System where you&#039;d like your Homeworld to be located.&lt;br /&gt;
Once all players have made their choice, the remaining playable area of the board is populated randomly with face-down Deep Space counters (square tokens). &lt;br /&gt;
Each player start with the following units, located at their Homeworld:&lt;br /&gt;
* 1 Shipyard&lt;br /&gt;
* 1 Miner&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
At the start of the game, a die roll determines the first player for the round. Subsequently, players may bid during the Economic Phase to go first during the next round. Each Turn, Player 1 may perform Movement, Combat, and Exploration (in that order). Then Players 2-4 repeat the same sequence until all players are done. Turns 2 and 3 are the same as Turn 1. After Turn 3, all players perform the Economic Phase simultaneously.&lt;br /&gt;
&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
#* Player 1&lt;br /&gt;
## Movement&lt;br /&gt;
## Combat&lt;br /&gt;
## Exploration&lt;br /&gt;
#* Players 2-4: Same sequence as Player 1&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players conduct this phase simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase you may move one, some, all, or none of your units that are capable of movement. Move each unit 1 space at a time up to the limit set by your Movement Technology Level (which starts at 1 space per Turn). You must complete a unit&#039;s movement before moving another unit. To increase your rate of movement, you must improve your Movement Technology and then Upgrade your units.&lt;br /&gt;
* Movement Technology Level 2: Ships move 1 space in Turns 1 and -2 and then 2 spaces in Turn 3.&lt;br /&gt;
* Level 3: Ships move 1 space in Turn 1 and then up to 2 spaces in Turns 2-3.&lt;br /&gt;
* Level 4: Ships move up to 2 spaces in all Turns.&lt;br /&gt;
* Level 5: Ships move up to 2 spaces in Turns 1 and 2 and up to 3 spaces in Turn 3.&lt;br /&gt;
* Level 6: Ships move up to 2 spaces in Turn 1 and up to 3 spaces in Turns 2 and 3.&lt;br /&gt;
* Level 7: Ships move up to 3 spaces in all Turns.&lt;br /&gt;
Mining Ships, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
Shipyards and Bases cannot move.&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Movement Restrictions ===&lt;br /&gt;
Units may not enter a hex with a face-down (unexplored) System marker, a Nebula, or Asteroids, unless it starts its turn adjacent to it. Entering a hex with any of these markers ends that unit’s movement, regardless of its Movement Technology Level.&lt;br /&gt;
&lt;br /&gt;
Moving a unit without Attack Strength (ie: Miners, Colony Ships, or Decoys) into a hex with a face-down (unexplored) System marker, enemy unit, or enemy colony is not allowed &#039;&#039;unless&#039;&#039; a combat capable ship has also entered that hex.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Occupied Hexes ===&lt;br /&gt;
If you enter a hex occupied by a combat-capable enemy unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop movement and attack during the Combat phase. If the hex is occupied by enemy units without combat capability, they are immediately destroyed and do not impede movement. You may ignore an enemy Colony and move through the planet or you may stop and attack it during Combat phase.&lt;br /&gt;
&lt;br /&gt;
=== Planets and Colonization ===&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
==== Initiating Colonization ====&lt;br /&gt;
Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
==== Colonizing Barren Planets ====&lt;br /&gt;
You may encounter Barren (monochrome colored) planets while scouting. If you have developed Terra-forming Technology you can Colonize it just like a habitable planet. Once Colonized, it performs just like any other planet. If the Colony is destroyed, however, it will revert to a Barren Planet.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat Phase occurs whenever two enemy units occupy the same System (hex). The player that moved into the occupied System is the Attacker. If there is more than one battle, the Attacker will choose the order. During Combat both attacker and defender will fire, often multiple times, until only one player remains in the System. Combat may last any number of rounds.&lt;br /&gt;
&lt;br /&gt;
=== Combat Procedure ===&lt;br /&gt;
The Combat Phase window appears with opposing ships organized along battles lines and Class level (A through E). Any Decoy units are destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
==== Combat Screening ====&lt;br /&gt;
A player with a greater number of Combat capable ships than their opponent may optionally choose to Screen ships from Combat (up to the difference in ship count). Screened ships may not fire or be fired upon for that Combat round and they may Retreat on their turn. Screened ships can be changed each Combat round. Non-combat ships are automatically Screened.&lt;br /&gt;
&lt;br /&gt;
==== Fleet Size Bonus ====&lt;br /&gt;
At the start of each Combat round, if your fleet is twice as large as your opponent, your firing units receive +1 Attack bonus. Mines do not count towards Fleet Size.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Combat ====&lt;br /&gt;
Starting with your A Class units, and proceeding down through every Class, each ship has the opportunity to fire one time. A ship can be a target more than once. After the first round of Combat any firing unit may instead choose to Retreat.&lt;br /&gt;
&lt;br /&gt;
=== Firing Order ===&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
=== Who May Fire ===&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
=== Non-Combat Units ===&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Fire Resolution ===&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
=== Recording Hits ===&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
=== Special Conditions ===&lt;br /&gt;
; Asteroids&lt;br /&gt;
: When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
; Nebula&lt;br /&gt;
: When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
=== Colonies and Combat ===&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
=== Post Combat ===&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for the players&#039; Homeworlds. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
=== Planets, Nebulae, Asteroids ===&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
=== Minerals === &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Black Holes ===&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Danger! ===&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
=== Super Nova ===&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Lost in Space ===&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== Space Wreck ===&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
* 1-2: Ship Size upgrade&lt;br /&gt;
* 3-4: Attack upgrade&lt;br /&gt;
* 5-6: Defense upgrade&lt;br /&gt;
* 7: Tactics upgrade&lt;br /&gt;
* 8-9: Move upgrade&lt;br /&gt;
*10: Ship Yard upgrade&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will see the amount of CP (Colonization Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player retains the position in first. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or Homeworld to see which ship units can be built there. Unspent CP can be carried forward to the next Economic Phase but never more than 30 CP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income (they can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Maintenance Costs ===&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchase Units and Technology ===&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
==== Ship Technology Level ====&lt;br /&gt;
Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades).&lt;br /&gt;
&lt;br /&gt;
===== Purchase Limits =====&lt;br /&gt;
You may not build ships if all counters of that ship type are already in play (unless you Scuttle ships to reuse the counter).&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
=== Attack and Defense Technology ===&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
=== Tactics Technology ===&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
=== Ship Size Technology ===&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
=== Movement Technology ===&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
=== Ship Yard Technology ===&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
=== Terraforming Technology ===&lt;br /&gt;
Once purchased, your Colony Ships can Terraform Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
=== Exploration Technology ===&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: This means that a Cruiser equipped with Exploration Technology can explore 2 hexes each turn (one with its Exploration Technology and one by moving into the hex).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Ship Yards&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* Construction Point (CP): Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* Enemy: Any other player&#039;s unit(s)&lt;br /&gt;
* Group: A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* Home System: The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* System: A single hex on the board.&lt;br /&gt;
* Unit: A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18755</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18755"/>
		<updated>2023-11-04T22:28:00Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: /* Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss this game in the [https://boardgamearena.com/group?id=10418422 Space Empires Group].&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs, please [https://boardgamearena.com/bugs?game=1488 fill out a bug report here]!&lt;br /&gt;
&lt;br /&gt;
= Space Empires 4X =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039; is a game in the 4X empire-building genre (&#039;&#039;eXplore, eXpand, eXploit, eXterminate&#039;&#039;) for one to four players. To win, you must destroy each opponent&#039;s Homeworld. Beginners should start with the Basic Rules. The game board is made up of hexes representing space, and game pieces are square counters (aka chits or tokens). All die rolls in the game are done with 10-sided dice, with the &amp;quot;0&amp;quot; face equal to 10.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
Choose the hex in your Home System where you&#039;d like your Homeworld to be located.&lt;br /&gt;
Once all players have made their choice, the remaining playable area of the board is populated randomly with face-down Deep Space counters (square tokens). &lt;br /&gt;
Each player start with the following units, located at their Homeworld:&lt;br /&gt;
* 1 Shipyard&lt;br /&gt;
* 1 Miner&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
At the start of the game, a die roll determines the first player for the round. Subsequently, players may bid during the Economic Phase to go first during the next round. Each Turn, Player 1 may perform Movement, Combat, and Exploration (in that order). Then Players 2-4 repeat the same sequence until all players are done. Turns 2 and 3 are the same as Turn 1. After Turn 3, all players perform the Economic Phase simultaneously.&lt;br /&gt;
&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
#* Player 1&lt;br /&gt;
## Movement&lt;br /&gt;
## Combat&lt;br /&gt;
## Exploration&lt;br /&gt;
#* Players 2-4: Same sequence as Player 1&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players conduct this phase simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
During your Movement phase you may move one, some, all, or none of your units that are capable of movement. Move each unit 1 space at a time up to the limit set by your Movement Technology Level (which starts at 1 space per Turn). You must improve your Movement Technology and then Upgrade your units to increase your rate of movement.&lt;br /&gt;
* Movement Technology Level 2: Ships move 1 space in Turns 1 and -2 and then 2 spaces in Turn 3.&lt;br /&gt;
* Level 3: Ships move 1 space in Turn 1 and then up to 2 spaces in Turns 2-3.&lt;br /&gt;
* Level 4: Ships move up to 2 spaces in all Turns.&lt;br /&gt;
* Level 5: Ships move up to 2 spaces in Turns 1 and 2 and up to 3 spaces in Turn 3.&lt;br /&gt;
* Level 6: Ships move up to 2 spaces in Turn 1 and up to 3 spaces in Turns 2 and 3.&lt;br /&gt;
* Level 7: Ships move up to 3 spaces in all Turns.&lt;br /&gt;
Mining Ships, Colony Ships, MS Pipelines, and Mines may never move more than 1 space per Turn.&lt;br /&gt;
Shipyards and Bases cannot move.&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Movement Restrictions ===&lt;br /&gt;
Units may not enter a hex with a face-down (unexplored) System marker, a Nebula, or Asteroids, unless it starts its turn adjacent to it. Entering a hex with any of these markers ends that unit’s movement, regardless of its Movement Technology Level.&lt;br /&gt;
&lt;br /&gt;
Moving a unit without Attack Strength (ie: Miners, Colony Ships, or Decoys) into a hex with a face-down (unexplored) System marker, enemy unit, or enemy colony is not allowed &#039;&#039;unless&#039;&#039; a combat capable ship has also entered that hex.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Occupied Hexes ===&lt;br /&gt;
If you enter a hex occupied by a combat-capable enemy unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop movement and attack during the Combat phase. If the hex is occupied by enemy units without combat capability, they are immediately destroyed and do not impede movement. You may ignore an enemy Colony and move through the planet or you may stop and attack it during Combat phase.&lt;br /&gt;
&lt;br /&gt;
=== Planets and Colonization ===&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
==== Initiating Colonization ====&lt;br /&gt;
Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
==== Colonizing Barren Planets ====&lt;br /&gt;
You may encounter Barren (monochrome colored) planets while scouting. If you have developed Terra-forming Technology you can Colonize it just like a habitable planet. Once Colonized, it performs just like any other planet. If the Colony is destroyed, however, it will revert to a Barren Planet.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat Phase occurs whenever two enemy units occupy the same System (hex). The player that moved into the occupied System is the Attacker. If there is more than one battle, the Attacker will choose the order. During Combat both attacker and defender will fire, often multiple times, until only one player remains in the System. Combat may last any number of rounds.&lt;br /&gt;
&lt;br /&gt;
=== Combat Procedure ===&lt;br /&gt;
The Combat Phase window appears with opposing ships organized along battles lines and Class level (A through E). Any Decoy units are destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
==== Combat Screening ====&lt;br /&gt;
A player with a greater number of Combat capable ships than their opponent may optionally choose to Screen ships from Combat (up to the difference in ship count). Screened ships may not fire or be fired upon for that Combat round and they may Retreat on their turn. Screened ships can be changed each Combat round. Non-combat ships are automatically Screened.&lt;br /&gt;
&lt;br /&gt;
==== Fleet Size Bonus ====&lt;br /&gt;
At the start of each Combat round, if your fleet is twice as large as your opponent, your firing units receive +1 Attack bonus. Mines do not count towards Fleet Size.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Combat ====&lt;br /&gt;
Starting with your A Class units, and proceeding down through every Class, each ship has the opportunity to fire one time. A ship can be a target more than once. After the first round of Combat any firing unit may instead choose to Retreat.&lt;br /&gt;
&lt;br /&gt;
=== Firing Order ===&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
=== Who May Fire ===&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
=== Non-Combat Units ===&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Fire Resolution ===&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
=== Recording Hits ===&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
=== Special Conditions ===&lt;br /&gt;
; Asteroids&lt;br /&gt;
: When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
; Nebula&lt;br /&gt;
: When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
=== Colonies and Combat ===&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
=== Post Combat ===&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for the players&#039; Homeworlds. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
=== Planets, Nebulae, Asteroids ===&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
=== Minerals === &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Black Holes ===&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Danger! ===&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
=== Super Nova ===&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Lost in Space ===&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== Space Wreck ===&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
* 1-2: Ship Size upgrade&lt;br /&gt;
* 3-4: Attack upgrade&lt;br /&gt;
* 5-6: Defense upgrade&lt;br /&gt;
* 7: Tactics upgrade&lt;br /&gt;
* 8-9: Move upgrade&lt;br /&gt;
*10: Ship Yard upgrade&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will see the amount of CP (Colonization Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player retains the position in first. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or Homeworld to see which ship units can be built there. Unspent CP can be carried forward to the next Economic Phase but never more than 30 CP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income (they can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Maintenance Costs ===&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchase Units and Technology ===&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
==== Ship Technology Level ====&lt;br /&gt;
Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades).&lt;br /&gt;
&lt;br /&gt;
===== Purchase Limits =====&lt;br /&gt;
You may not build ships if all counters of that ship type are already in play (unless you Scuttle ships to reuse the counter).&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
=== Attack and Defense Technology ===&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
=== Tactics Technology ===&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
=== Ship Size Technology ===&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
=== Movement Technology ===&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
=== Ship Yard Technology ===&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
=== Terraforming Technology ===&lt;br /&gt;
Once purchased, your Colony Ships can Terraform Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
=== Exploration Technology ===&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: This means that a Cruiser equipped with Exploration Technology can explore 2 hexes each turn (one with its Exploration Technology and one by moving into the hex).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Ship Yards&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* Construction Point (CP): Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* Enemy: Any other player&#039;s unit(s)&lt;br /&gt;
* Group: A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* Home System: The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* System: A single hex on the board.&lt;br /&gt;
* Unit: A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18754</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18754"/>
		<updated>2023-11-04T22:09:01Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: /* Sequence of Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss this game in the [https://boardgamearena.com/group?id=10418422 Space Empires Group].&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs, please [https://boardgamearena.com/bugs?game=1488 fill out a bug report here]!&lt;br /&gt;
&lt;br /&gt;
= Space Empires 4X =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039; is a game in the 4X empire-building genre (&#039;&#039;eXplore, eXpand, eXploit, eXterminate&#039;&#039;) for one to four players. To win, you must destroy each opponent&#039;s Homeworld. Beginners should start with the Basic Rules. The game board is made up of hexes representing space, and game pieces are square counters (aka chits or tokens). All die rolls in the game are done with 10-sided dice, with the &amp;quot;0&amp;quot; face equal to 10.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
Choose the hex in your Home System where you&#039;d like your Homeworld to be located.&lt;br /&gt;
Once all players have made their choice, the remaining playable area of the board is populated randomly with face-down Deep Space counters (square tokens). &lt;br /&gt;
Each player start with the following units, located at their Homeworld:&lt;br /&gt;
* 1 Shipyard&lt;br /&gt;
* 1 Miner&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
At the start of the game, a die roll determines the first player for the round. Subsequently, players may bid during the Economic Phase to go first during the next round. Each Turn, Player 1 may perform Movement, Combat, and Exploration (in that order). Then Players 2-4 repeat the same sequence until all players are done. Turns 2 and 3 are the same as Turn 1. After Turn 3, all players perform the Economic Phase simultaneously.&lt;br /&gt;
&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
#* Player 1&lt;br /&gt;
## Movement&lt;br /&gt;
## Combat&lt;br /&gt;
## Exploration&lt;br /&gt;
#* Players 2-4: Same sequence as Player 1&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players conduct this phase simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Your units can move into adjacent hexes based on your Movement Technology Level, which starts at 1 hex. During your Move phase you can move one, some, all, or none of your units. When you develop your Movement Technology and Upgrade your ship(s) you are able to move additional hex spaces:&lt;br /&gt;
* Level 2: Ships move 1 space in turns 1-2 and then 2 spaces in turn 3.&lt;br /&gt;
* Level 3: Ships move 1 space in turn 1 and then 2 spaces in turns 2-3.&lt;br /&gt;
* Level 4: Ships move 2 spaces in all turns.&lt;br /&gt;
* Level 5: Ships move 2 spaces in turns 1-2 and then 3 spaces in turn 3.&lt;br /&gt;
* Level 6: Ships move 2 spaces in turn 1 and then 3 spaces in turns 2-3.&lt;br /&gt;
* Level 7: Ships move 3 spaces in all turns.&lt;br /&gt;
Mining Ships, Colony Ships, MS Pipelines, and Mines only ever move 1 space per turn.&lt;br /&gt;
Bases and Ship Yards do not move.&lt;br /&gt;
&lt;br /&gt;
=== Movement Restrictions ===&lt;br /&gt;
Units may not enter a hex with a face-down (unexplored) System marker, a Nebula, or Asteroids, unless it starts its turn adjacent to it. Entering a hex with any of these markers ends that unit’s movement, regardless of its Movement Technology Level.&lt;br /&gt;
&lt;br /&gt;
Moving a unit without Attack Strength (ie: Miners, Colony Ships, or Decoys) into a hex with a face-down (unexplored) System marker, enemy unit, or enemy colony is not allowed &#039;&#039;unless&#039;&#039; a combat capable ship has also entered that hex.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Occupied Hexes ===&lt;br /&gt;
If you enter a hex occupied by a combat-capable enemy unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop movement and attack during the Combat phase. If the hex is occupied by enemy units without combat capability, they are immediately destroyed and do not impede movement. You may ignore an enemy Colony and move through the planet or you may stop and attack it during Combat phase.&lt;br /&gt;
&lt;br /&gt;
=== Planets and Colonization ===&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
==== Initiating Colonization ====&lt;br /&gt;
Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
==== Colonizing Barren Planets ====&lt;br /&gt;
You may encounter Barren (monochrome colored) planets while scouting. If you have developed Terra-forming Technology you can Colonize it just like a habitable planet. Once Colonized, it performs just like any other planet. If the Colony is destroyed, however, it will revert to a Barren Planet.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat Phase occurs whenever two enemy units occupy the same System (hex). The player that moved into the occupied System is the Attacker. If there is more than one battle, the Attacker will choose the order. During Combat both attacker and defender will fire, often multiple times, until only one player remains in the System. Combat may last any number of rounds.&lt;br /&gt;
&lt;br /&gt;
=== Combat Procedure ===&lt;br /&gt;
The Combat Phase window appears with opposing ships organized along battles lines and Class level (A through E). Any Decoy units are destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
==== Combat Screening ====&lt;br /&gt;
A player with a greater number of Combat capable ships than their opponent may optionally choose to Screen ships from Combat (up to the difference in ship count). Screened ships may not fire or be fired upon for that Combat round and they may Retreat on their turn. Screened ships can be changed each Combat round. Non-combat ships are automatically Screened.&lt;br /&gt;
&lt;br /&gt;
==== Fleet Size Bonus ====&lt;br /&gt;
At the start of each Combat round, if your fleet is twice as large as your opponent, your firing units receive +1 Attack bonus. Mines do not count towards Fleet Size.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Combat ====&lt;br /&gt;
Starting with your A Class units, and proceeding down through every Class, each ship has the opportunity to fire one time. A ship can be a target more than once. After the first round of Combat any firing unit may instead choose to Retreat.&lt;br /&gt;
&lt;br /&gt;
=== Firing Order ===&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
=== Who May Fire ===&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
=== Non-Combat Units ===&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Fire Resolution ===&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
=== Recording Hits ===&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
=== Special Conditions ===&lt;br /&gt;
; Asteroids&lt;br /&gt;
: When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
; Nebula&lt;br /&gt;
: When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
=== Colonies and Combat ===&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
=== Post Combat ===&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for the players&#039; Homeworlds. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
=== Planets, Nebulae, Asteroids ===&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
=== Minerals === &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Black Holes ===&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Danger! ===&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
=== Super Nova ===&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Lost in Space ===&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== Space Wreck ===&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
* 1-2: Ship Size upgrade&lt;br /&gt;
* 3-4: Attack upgrade&lt;br /&gt;
* 5-6: Defense upgrade&lt;br /&gt;
* 7: Tactics upgrade&lt;br /&gt;
* 8-9: Move upgrade&lt;br /&gt;
*10: Ship Yard upgrade&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will see the amount of CP (Colonization Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player retains the position in first. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or Homeworld to see which ship units can be built there. Unspent CP can be carried forward to the next Economic Phase but never more than 30 CP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income (they can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Maintenance Costs ===&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchase Units and Technology ===&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
==== Ship Technology Level ====&lt;br /&gt;
Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades).&lt;br /&gt;
&lt;br /&gt;
===== Purchase Limits =====&lt;br /&gt;
You may not build ships if all counters of that ship type are already in play (unless you Scuttle ships to reuse the counter).&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
=== Attack and Defense Technology ===&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
=== Tactics Technology ===&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
=== Ship Size Technology ===&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
=== Movement Technology ===&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
=== Ship Yard Technology ===&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
=== Terraforming Technology ===&lt;br /&gt;
Once purchased, your Colony Ships can Terraform Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
=== Exploration Technology ===&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: This means that a Cruiser equipped with Exploration Technology can explore 2 hexes each turn (one with its Exploration Technology and one by moving into the hex).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Ship Yards&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* Construction Point (CP): Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* Enemy: Any other player&#039;s unit(s)&lt;br /&gt;
* Group: A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* Home System: The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* System: A single hex on the board.&lt;br /&gt;
* Unit: A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18752</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18752"/>
		<updated>2023-11-04T21:53:19Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: /* Game Start */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss this game in the [https://boardgamearena.com/group?id=10418422 Space Empires Group].&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs, please [https://boardgamearena.com/bugs?game=1488 fill out a bug report here]!&lt;br /&gt;
&lt;br /&gt;
= Space Empires 4X =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039; is a game in the 4X empire-building genre (&#039;&#039;eXplore, eXpand, eXploit, eXterminate&#039;&#039;) for one to four players. To win, you must destroy each opponent&#039;s Homeworld. Beginners should start with the Basic Rules. The game board is made up of hexes representing space, and game pieces are square counters (aka chits or tokens). All die rolls in the game are done with 10-sided dice, with the &amp;quot;0&amp;quot; face equal to 10.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
Choose the hex in your Home System where you&#039;d like your Homeworld to be located.&lt;br /&gt;
Once all players have made their choice, the remaining playable area of the board is populated randomly with face-down Deep Space counters (square tokens). &lt;br /&gt;
Each player start with the following units, located at their Homeworld:&lt;br /&gt;
* 1 Shipyard&lt;br /&gt;
* 1 Miner&lt;br /&gt;
* 3 Scouts&lt;br /&gt;
* 3 Colony Ships&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Space Empires 4X is played with 3 normal turns followed by an Economic Phase and then repeated. &lt;br /&gt;
On turn one, a die is rolled to determine first player. In future turns, first player is determined through bidding in the Economic Phase.&lt;br /&gt;
&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
#* Player 1&lt;br /&gt;
## Movement&lt;br /&gt;
## Combat&lt;br /&gt;
## Exploration&lt;br /&gt;
#* Players 2-4: Same as Player 1&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players conduct this phase simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Your units can move into adjacent hexes based on your Movement Technology Level, which starts at 1 hex. During your Move phase you can move one, some, all, or none of your units. When you develop your Movement Technology and Upgrade your ship(s) you are able to move additional hex spaces:&lt;br /&gt;
* Level 2: Ships move 1 space in turns 1-2 and then 2 spaces in turn 3.&lt;br /&gt;
* Level 3: Ships move 1 space in turn 1 and then 2 spaces in turns 2-3.&lt;br /&gt;
* Level 4: Ships move 2 spaces in all turns.&lt;br /&gt;
* Level 5: Ships move 2 spaces in turns 1-2 and then 3 spaces in turn 3.&lt;br /&gt;
* Level 6: Ships move 2 spaces in turn 1 and then 3 spaces in turns 2-3.&lt;br /&gt;
* Level 7: Ships move 3 spaces in all turns.&lt;br /&gt;
Mining Ships, Colony Ships, MS Pipelines, and Mines only ever move 1 space per turn.&lt;br /&gt;
Bases and Ship Yards do not move.&lt;br /&gt;
&lt;br /&gt;
=== Movement Restrictions ===&lt;br /&gt;
Units may not enter a hex with a face-down (unexplored) System marker, a Nebula, or Asteroids, unless it starts its turn adjacent to it. Entering a hex with any of these markers ends that unit’s movement, regardless of its Movement Technology Level.&lt;br /&gt;
&lt;br /&gt;
Moving a unit without Attack Strength (ie: Miners, Colony Ships, or Decoys) into a hex with a face-down (unexplored) System marker, enemy unit, or enemy colony is not allowed &#039;&#039;unless&#039;&#039; a combat capable ship has also entered that hex.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Occupied Hexes ===&lt;br /&gt;
If you enter a hex occupied by a combat-capable enemy unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop movement and attack during the Combat phase. If the hex is occupied by enemy units without combat capability, they are immediately destroyed and do not impede movement. You may ignore an enemy Colony and move through the planet or you may stop and attack it during Combat phase.&lt;br /&gt;
&lt;br /&gt;
=== Planets and Colonization ===&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
==== Initiating Colonization ====&lt;br /&gt;
Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
==== Colonizing Barren Planets ====&lt;br /&gt;
You may encounter Barren (monochrome colored) planets while scouting. If you have developed Terra-forming Technology you can Colonize it just like a habitable planet. Once Colonized, it performs just like any other planet. If the Colony is destroyed, however, it will revert to a Barren Planet.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat Phase occurs whenever two enemy units occupy the same System (hex). The player that moved into the occupied System is the Attacker. If there is more than one battle, the Attacker will choose the order. During Combat both attacker and defender will fire, often multiple times, until only one player remains in the System. Combat may last any number of rounds.&lt;br /&gt;
&lt;br /&gt;
=== Combat Procedure ===&lt;br /&gt;
The Combat Phase window appears with opposing ships organized along battles lines and Class level (A through E). Any Decoy units are destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
==== Combat Screening ====&lt;br /&gt;
A player with a greater number of Combat capable ships than their opponent may optionally choose to Screen ships from Combat (up to the difference in ship count). Screened ships may not fire or be fired upon for that Combat round and they may Retreat on their turn. Screened ships can be changed each Combat round. Non-combat ships are automatically Screened.&lt;br /&gt;
&lt;br /&gt;
==== Fleet Size Bonus ====&lt;br /&gt;
At the start of each Combat round, if your fleet is twice as large as your opponent, your firing units receive +1 Attack bonus. Mines do not count towards Fleet Size.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Combat ====&lt;br /&gt;
Starting with your A Class units, and proceeding down through every Class, each ship has the opportunity to fire one time. A ship can be a target more than once. After the first round of Combat any firing unit may instead choose to Retreat.&lt;br /&gt;
&lt;br /&gt;
=== Firing Order ===&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
=== Who May Fire ===&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
=== Non-Combat Units ===&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Fire Resolution ===&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
=== Recording Hits ===&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
=== Special Conditions ===&lt;br /&gt;
; Asteroids&lt;br /&gt;
: When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
; Nebula&lt;br /&gt;
: When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
=== Colonies and Combat ===&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
=== Post Combat ===&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for the players&#039; Homeworlds. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
=== Planets, Nebulae, Asteroids ===&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
=== Minerals === &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Black Holes ===&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Danger! ===&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
=== Super Nova ===&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Lost in Space ===&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== Space Wreck ===&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
* 1-2: Ship Size upgrade&lt;br /&gt;
* 3-4: Attack upgrade&lt;br /&gt;
* 5-6: Defense upgrade&lt;br /&gt;
* 7: Tactics upgrade&lt;br /&gt;
* 8-9: Move upgrade&lt;br /&gt;
*10: Ship Yard upgrade&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will see the amount of CP (Colonization Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player retains the position in first. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or Homeworld to see which ship units can be built there. Unspent CP can be carried forward to the next Economic Phase but never more than 30 CP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income (they can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Maintenance Costs ===&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchase Units and Technology ===&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
==== Ship Technology Level ====&lt;br /&gt;
Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades).&lt;br /&gt;
&lt;br /&gt;
===== Purchase Limits =====&lt;br /&gt;
You may not build ships if all counters of that ship type are already in play (unless you Scuttle ships to reuse the counter).&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
=== Attack and Defense Technology ===&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
=== Tactics Technology ===&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
=== Ship Size Technology ===&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
=== Movement Technology ===&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
=== Ship Yard Technology ===&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
=== Terraforming Technology ===&lt;br /&gt;
Once purchased, your Colony Ships can Terraform Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
=== Exploration Technology ===&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: This means that a Cruiser equipped with Exploration Technology can explore 2 hexes each turn (one with its Exploration Technology and one by moving into the hex).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Ship Yards&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* Construction Point (CP): Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* Enemy: Any other player&#039;s unit(s)&lt;br /&gt;
* Group: A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* Home System: The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* System: A single hex on the board.&lt;br /&gt;
* Unit: A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18751</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=18751"/>
		<updated>2023-11-04T21:51:15Z</updated>

		<summary type="html">&lt;p&gt;Brotrek: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss this game in the [https://boardgamearena.com/group?id=10418422 Space Empires Group].&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs, please [https://boardgamearena.com/bugs?game=1488 fill out a bug report here]!&lt;br /&gt;
&lt;br /&gt;
= Space Empires 4X =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039; is a game in the 4X empire-building genre (&#039;&#039;eXplore, eXpand, eXploit, eXterminate&#039;&#039;) for one to four players. To win, you must destroy each opponent&#039;s Homeworld. Beginners should start with the Basic Rules. The game board is made up of hexes representing space, and game pieces are square counters (aka chits or tokens). All die rolls in the game are done with 10-sided dice, with the &amp;quot;0&amp;quot; face equal to 10.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
Choose the hex in your Home System where you&#039;d like your Homeworld to be located.&lt;br /&gt;
Once all players have made their choice, the galaxy populates with random hidden counters (square tokens) and your Homeworld will appear with the following units:&lt;br /&gt;
* Shipyard&lt;br /&gt;
* Miner&lt;br /&gt;
* Scouts (x3)&lt;br /&gt;
* Colony Ships (x3)&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Space Empires 4X is played with 3 normal turns followed by an Economic Phase and then repeated. &lt;br /&gt;
On turn one, a die is rolled to determine first player. In future turns, first player is determined through bidding in the Economic Phase.&lt;br /&gt;
&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
#* Player 1&lt;br /&gt;
## Movement&lt;br /&gt;
## Combat&lt;br /&gt;
## Exploration&lt;br /&gt;
#* Players 2-4: Same as Player 1&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players conduct this phase simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Your units can move into adjacent hexes based on your Movement Technology Level, which starts at 1 hex. During your Move phase you can move one, some, all, or none of your units. When you develop your Movement Technology and Upgrade your ship(s) you are able to move additional hex spaces:&lt;br /&gt;
* Level 2: Ships move 1 space in turns 1-2 and then 2 spaces in turn 3.&lt;br /&gt;
* Level 3: Ships move 1 space in turn 1 and then 2 spaces in turns 2-3.&lt;br /&gt;
* Level 4: Ships move 2 spaces in all turns.&lt;br /&gt;
* Level 5: Ships move 2 spaces in turns 1-2 and then 3 spaces in turn 3.&lt;br /&gt;
* Level 6: Ships move 2 spaces in turn 1 and then 3 spaces in turns 2-3.&lt;br /&gt;
* Level 7: Ships move 3 spaces in all turns.&lt;br /&gt;
Mining Ships, Colony Ships, MS Pipelines, and Mines only ever move 1 space per turn.&lt;br /&gt;
Bases and Ship Yards do not move.&lt;br /&gt;
&lt;br /&gt;
=== Movement Restrictions ===&lt;br /&gt;
Units may not enter a hex with a face-down (unexplored) System marker, a Nebula, or Asteroids, unless it starts its turn adjacent to it. Entering a hex with any of these markers ends that unit’s movement, regardless of its Movement Technology Level.&lt;br /&gt;
&lt;br /&gt;
Moving a unit without Attack Strength (ie: Miners, Colony Ships, or Decoys) into a hex with a face-down (unexplored) System marker, enemy unit, or enemy colony is not allowed &#039;&#039;unless&#039;&#039; a combat capable ship has also entered that hex.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Occupied Hexes ===&lt;br /&gt;
If you enter a hex occupied by a combat-capable enemy unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop movement and attack during the Combat phase. If the hex is occupied by enemy units without combat capability, they are immediately destroyed and do not impede movement. You may ignore an enemy Colony and move through the planet or you may stop and attack it during Combat phase.&lt;br /&gt;
&lt;br /&gt;
=== Planets and Colonization ===&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
==== Initiating Colonization ====&lt;br /&gt;
Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
==== Colonizing Barren Planets ====&lt;br /&gt;
You may encounter Barren (monochrome colored) planets while scouting. If you have developed Terra-forming Technology you can Colonize it just like a habitable planet. Once Colonized, it performs just like any other planet. If the Colony is destroyed, however, it will revert to a Barren Planet.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat Phase occurs whenever two enemy units occupy the same System (hex). The player that moved into the occupied System is the Attacker. If there is more than one battle, the Attacker will choose the order. During Combat both attacker and defender will fire, often multiple times, until only one player remains in the System. Combat may last any number of rounds.&lt;br /&gt;
&lt;br /&gt;
=== Combat Procedure ===&lt;br /&gt;
The Combat Phase window appears with opposing ships organized along battles lines and Class level (A through E). Any Decoy units are destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
==== Combat Screening ====&lt;br /&gt;
A player with a greater number of Combat capable ships than their opponent may optionally choose to Screen ships from Combat (up to the difference in ship count). Screened ships may not fire or be fired upon for that Combat round and they may Retreat on their turn. Screened ships can be changed each Combat round. Non-combat ships are automatically Screened.&lt;br /&gt;
&lt;br /&gt;
==== Fleet Size Bonus ====&lt;br /&gt;
At the start of each Combat round, if your fleet is twice as large as your opponent, your firing units receive +1 Attack bonus. Mines do not count towards Fleet Size.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Combat ====&lt;br /&gt;
Starting with your A Class units, and proceeding down through every Class, each ship has the opportunity to fire one time. A ship can be a target more than once. After the first round of Combat any firing unit may instead choose to Retreat.&lt;br /&gt;
&lt;br /&gt;
=== Firing Order ===&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
=== Who May Fire ===&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
=== Non-Combat Units ===&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Fire Resolution ===&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
=== Recording Hits ===&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
=== Special Conditions ===&lt;br /&gt;
; Asteroids&lt;br /&gt;
: When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
; Nebula&lt;br /&gt;
: When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
=== Colonies and Combat ===&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
=== Post Combat ===&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for the players&#039; Homeworlds. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
=== Planets, Nebulae, Asteroids ===&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
=== Minerals === &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Black Holes ===&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Danger! ===&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
=== Super Nova ===&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Lost in Space ===&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== Space Wreck ===&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
* 1-2: Ship Size upgrade&lt;br /&gt;
* 3-4: Attack upgrade&lt;br /&gt;
* 5-6: Defense upgrade&lt;br /&gt;
* 7: Tactics upgrade&lt;br /&gt;
* 8-9: Move upgrade&lt;br /&gt;
*10: Ship Yard upgrade&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will see the amount of CP (Colonization Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player retains the position in first. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or Homeworld to see which ship units can be built there. Unspent CP can be carried forward to the next Economic Phase but never more than 30 CP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income (they can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Maintenance Costs ===&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchase Units and Technology ===&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
==== Ship Technology Level ====&lt;br /&gt;
Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades).&lt;br /&gt;
&lt;br /&gt;
===== Purchase Limits =====&lt;br /&gt;
You may not build ships if all counters of that ship type are already in play (unless you Scuttle ships to reuse the counter).&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
=== Attack and Defense Technology ===&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
=== Tactics Technology ===&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
=== Ship Size Technology ===&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
=== Movement Technology ===&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
=== Ship Yard Technology ===&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
=== Terraforming Technology ===&lt;br /&gt;
Once purchased, your Colony Ships can Terraform Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
=== Exploration Technology ===&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: This means that a Cruiser equipped with Exploration Technology can explore 2 hexes each turn (one with its Exploration Technology and one by moving into the hex).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Ship Yards&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* Construction Point (CP): Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* Enemy: Any other player&#039;s unit(s)&lt;br /&gt;
* Group: A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* Home System: The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* System: A single hex on the board.&lt;br /&gt;
* Unit: A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Brotrek</name></author>
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