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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Moonpost</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-27T23:36:54Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpquibbles&amp;diff=24959</id>
		<title>Gamehelpquibbles</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpquibbles&amp;diff=24959"/>
		<updated>2025-05-14T00:19:29Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: /* Gameplay */ clarified the ACTIONS to match the actual rules and the buttons here on BGA.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Quibbles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2-5 players, 8+, 5 minutes per player&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 132 cards, numbered 1 to 6: 20×1, 20×2, 20×3, 22×4, 24×5, 26×6&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# Shuffle the cards thoroughly.&lt;br /&gt;
# Draw 6 cards and put them in a &#039;&#039;&#039;face up row&#039;&#039;&#039; in the middle of the table.&lt;br /&gt;
# Deal every player a &#039;&#039;&#039;hand of 6&#039;&#039;&#039; cards.&lt;br /&gt;
# Form a face down &#039;&#039;&#039;draw pile&#039;&#039;&#039; from the remaining cards and put it in the middle of the table.&lt;br /&gt;
# Make room for a discard pile.&lt;br /&gt;
# Every player makes room in front of them for a &#039;&#039;&#039;collection&#039;&#039;&#039; of 6 cards.&lt;br /&gt;
&lt;br /&gt;
== Goal of the game ==&lt;br /&gt;
&lt;br /&gt;
To be the first player to collect cards with a total value of 21 points or more.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Play in turns. When it is your turn, you first choose to either &#039;&#039;&#039;SPLIT/COMBINE&#039;&#039;&#039; or &#039;&#039;&#039;DRAW.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SPLIT/COMBINE ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Play 1 to 6 cards from your hand&#039;&#039;&#039; with a total value of 6 or less. Put them on the discard pile. Now take cards from the central row on the table in your hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPLIT&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
• If you played a &#039;&#039;&#039;single card&#039;&#039;&#039;, you may take all sets of 2 or more cards with the same total value as the card you played.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: you play a 6 from your hand and now take back a pair of 3s, and a 2+4 set from the table. You leave a 1+5 set on the table, even though you were allowed to take it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: every card in the row on the table can only be part of 1 set.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
COMBINE&lt;br /&gt;
&lt;br /&gt;
• If you played &#039;&#039;&#039;2 or more cards&#039;&#039;&#039;, you may take all single cards with the same value as the total value of the cards you played.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: play a 1, a 2, and a 3 and take all three 6s from the table.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== DRAW ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add 1 card from your hand&#039;&#039;&#039; face up to the row on the table, draw 2 cards from the draw pile, and put them in your hand.&lt;br /&gt;
&lt;br /&gt;
NOTE: There is no hand limit.&lt;br /&gt;
&lt;br /&gt;
==== ADDING TO COLLECTION ====&lt;br /&gt;
&lt;br /&gt;
You may optionally &#039;&#039;&#039;move 1 card from your hand to your collection&#039;&#039;&#039;, for scoring. To do this, you must take &#039;&#039;&#039;all cards of the same value&#039;&#039;&#039; from your hand, with a minimum amount equal to the value of the card. Add one of them to your collection and discard the other cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In other words&#039;&#039;&#039;: to add a 5 to your collection, you need to have at least five 5s. But for a 2 you only need two 2s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: you take all four 4s from your hand, put one 4 in your collection and discard the remaining 4s. You now have no more 4s in your hand.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE: you can have only 6 cards in your collection&#039;&#039;&#039;. If you still want to add a card to your collection, you will have to remove one card from your collection first, and put it on the discard pile.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== FINALLY ====&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Refill the central row&#039;&#039;&#039; to 6 face up cards with cards from the draw pile.&lt;br /&gt;
&lt;br /&gt;
• When there are &#039;&#039;&#039;10 cards in the central row&#039;&#039;&#039;, discard all cards and put 6 new face up cards on the table.&lt;br /&gt;
&lt;br /&gt;
• If your &#039;&#039;&#039;hand is empty&#039;&#039;&#039;, all players have to discard the cards they hold in their hands. Deal every player a hand of 6 new cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: if the draw pile is empty, shuffle the discard pile and form a new pile.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
You win as soon as you have a collection of six cards with a total value of at least 21 (for instance, a 1, 2, 3, 4, 5, and 6). The game ends immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;© 2023 by Gam’inBIZ - All rights reserved&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaganfateofroanoke&amp;diff=24851</id>
		<title>Gamehelppaganfateofroanoke</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppaganfateofroanoke&amp;diff=24851"/>
		<updated>2025-05-03T03:56:43Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: /* Action Phase */  made edit to identify the Witch&amp;#039;s regular action pawn icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
Two players take on the roles of Witch and Witch Hunter in this asymmetrical card game. The Witch collects secrets to perform a ritual so Mother Nature reclaims the colony. The Witch Hunter gathers allies to bring the Witch to justice.&lt;br /&gt;
&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
Shuffle the nine Suspects. The Witch draws the top of the Suspect Deck and secretly looks at it to find out their true identity. Both players shuffle their decks and draw three cards to start. Set each Influence Disc to 2.&lt;br /&gt;
&lt;br /&gt;
=== Winning The Game ===&lt;br /&gt;
The Witch wins by placing 3 or more Favor Tokens on the villager who represents their true identity and then using the Perform Ritual action. The Witch also wins if the Hunter eliminates 3 innocent villagers.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Hunter wins by Eliminating the true Witch or by Exonerating the other 8 villagers.&lt;br /&gt;
&lt;br /&gt;
=== Game Turns ===&lt;br /&gt;
Players take turns as the active player. Witch goes first.&lt;br /&gt;
&lt;br /&gt;
==== Upkeep Phase ====&lt;br /&gt;
# Return your &#039;&#039;&#039;Action Pawns&#039;&#039;&#039; to your supply.&lt;br /&gt;
# Perform any &amp;quot;Start of Upkeep&amp;quot; effects on cards in play.&lt;br /&gt;
# Perform any obligatory (must) &amp;quot;during Upkeep&amp;quot; effects as well as any voluntary (may) &amp;quot;during Upkeep&amp;quot; effects in any order you wish.&lt;br /&gt;
# &#039;&#039;&#039;HUNTER ONLY:&#039;&#039;&#039; Pay Upkeep for your Allies in play, by paying Influence equal to total Upkeep of all Allies. Discard any Ally you don&#039;t pay for.&lt;br /&gt;
# Perform any &amp;quot;at end of Upkeep&amp;quot; effects on cards in play.&lt;br /&gt;
# If you have more than 7 cards in your hand, discard down to 7.&lt;br /&gt;
&lt;br /&gt;
==== Action Phase ====&lt;br /&gt;
Perform 3 Actions by placing your Action Pawns, one at a time, on available action spots. There are two main types of actions: (A) Villager Action and (B) Player Board Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: In the first turn of the game the Witch only has 2 regular Action Pawns (bird foot icon) which they must use to visit villagers of the same Faction. In the second turn the Witch can use all 3 Action Pawns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(A) Visit A Villager:&#039;&#039;&#039; Place an Action Pawn on a ready villager. A villager is only ready if they have no Action Pawns on them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(B) Player Board Action:&#039;&#039;&#039; Place an Action Pawn on one of the action spots on your player board (same spot can be used more than once) or on a ready Location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Visiting a Villager =====&lt;br /&gt;
Place an Action Pawn on a ready villager to distribute Secrets for the Witch or Clues for the Hunter and use the villager&#039;s skill.&lt;br /&gt;
&lt;br /&gt;
# Trigger Investigation Card if present on your side of the visited villager.&lt;br /&gt;
# Convert Secrets (Witch) or Gain Evidence Tokens (Hunter). If you have 3 or more Secrets on the visited villager, you may convert 3 Secrets to 1 Favor up to 2 times. If the villager has at least 3 Clues on it, you gain exactly 1 Evidence. &#039;&#039;&#039;Important: Clues remain on the villager.&#039;&#039;&#039;&lt;br /&gt;
# Distribute Assets equal to the value shown on the visited villager, to villagers matching the color shown. The Assets are Clues (Hunter) or Secrets (Witch). If you distribute more than 1 token, you may split them between legal targets as you wish. Brews count as targets for the Witch.&lt;br /&gt;
# Use Villager Skill. These are usually to gain Influence, draw card(s) or play card(s). Witch: If villager has at least 2 Favors on it, you may use the villager skill one additional time.&lt;br /&gt;
# Familiar Action (Witch). The Witch has 2 regular (bird foot icon) and 1 Familiar (bird head icon) Action Pawns. The Familiar Action Pawn works like the other except that the action may be augmented by a Familiar. You may select one Familiar in play and use its effect to augment the action. You may only use one Familiar during your turn. You may use the Empowered version of the Familiar by paying the resources listed (in the red section).&lt;br /&gt;
&lt;br /&gt;
===== Common Board Actions =====&lt;br /&gt;
&#039;&#039;&#039;Gain 2 Influence:&#039;&#039;&#039; Add 2 Influence to your Influence disc.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Draw 1 Card:&#039;&#039;&#039; Draw the top card of your deck.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Play 1 Card:&#039;&#039;&#039; Play a card by paying its Influence cost from your Influence Wheel. If you don&#039;t have adequate Influence, you may not play the card.&lt;br /&gt;
&lt;br /&gt;
===== Witch Board Actions =====&lt;br /&gt;
&#039;&#039;&#039;Consume Brew:&#039;&#039;&#039; This is a free action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Perform Ritual:&#039;&#039;&#039; Place an Action Pawn on a ready villager who is the true Witch has at least 3 Favors on it. You win the game.&lt;br /&gt;
&lt;br /&gt;
===== Hunter Board Actions =====&lt;br /&gt;
&#039;&#039;&#039;Activate Location:&#039;&#039;&#039; You may activate any ready Location on your player board with an Action Pawn. Some Locations require you play a cost for activation to take effect. If you cannot pay, you may not perform the action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lift Enchantment:&#039;&#039;&#039; If Enchantments are in play on the Enchantment board, you may place an Action Pawn on this spot and pay the cost listed next to the action symbol on the Enchantment card. Then discard the Enchantment and slide any remaining Enchantments to the left if possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exonerate Villager:&#039;&#039;&#039; Place Action Pawn and pay 3 Evidence to draw top card of the Suspect Deck. Keep the card secret from the Witch. You win if you have Exonerated all 8 Suspect Cards.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Raid Villager:&#039;&#039;&#039; Place an Action Pawn on a ready villager and pay 3 Clues from villagers of the same color as that villager to remove 1 Favor OR all Secrets from that villager. If you don&#039;t have at least 3 Clues on like-colored villagers, you may not perform this action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eliminate Villager:&#039;&#039;&#039; Place an Action Pawn on this spot to eliminate a ready villager. The target villager must have at least 3 Clues on it and every other living villager must have at least 1 Clue on them. When a villager is Eliminated, the Witch must announce if it was the true Witch. If it was the Witch, the Hunter wins the game. If the villager was innocent, turn the Eliminated village face down and return all tokens on it and well as all Clues from all villagers to the supply. If 3 innocent villages have been Eliminated, the Witch wins the game.&lt;br /&gt;
&lt;br /&gt;
=== Cards ===&lt;br /&gt;
You may play cards by visiting a villager with a &amp;quot;play&amp;quot; action or by using a &amp;quot;play&amp;quot; effect of another card or board item.&lt;br /&gt;
&lt;br /&gt;
Cards with a one-time effect (ie: Charms or Events) apply the card effect immediately and then are placed in your discard pile.&lt;br /&gt;
&lt;br /&gt;
When you play a card with a lasting effect, place it on an appropriate spot on your player board. If the spots are full, you must remove a card of the same type to make room for the new card. You cannot voluntarily remove a card of your origin to make room for another card.&lt;br /&gt;
&lt;br /&gt;
Brews and Familiars are placed on the Witch player board.&amp;lt;br /&amp;gt;&lt;br /&gt;
Allies and Locations go on the Hunter player board.&amp;lt;br /&amp;gt;&lt;br /&gt;
Enchantments are placed on the Enchantment board. &amp;lt;br /&amp;gt;&lt;br /&gt;
Investigations are placed on the village board.&lt;br /&gt;
&lt;br /&gt;
The card type (Ally, Event, Investigation, Location, Brew, Charm, Enchantment, Familiar) is shown by the icon in the upper left corner.&lt;br /&gt;
&lt;br /&gt;
The Influence Cost to play the card is shown by number in the upper right corner of the card.&lt;br /&gt;
&lt;br /&gt;
The Card Effect is shown in the lower half of the card.&lt;br /&gt;
&lt;br /&gt;
There are 3 blue, 3 red and 3 green villagers. A villager is either ready, occupied by an Action Pawn (and thus blocked) or eliminated. The Suspect Deck corresponds to each villager on the village board.&lt;br /&gt;
&lt;br /&gt;
===== Hunter Cards =====&lt;br /&gt;
&#039;&#039;&#039;Ally:&#039;&#039;&#039; Played to one of the 3 Ally spots on the Hunter board. Assists you while they are alive. Costs Influence every turn. If you cannot afford to pay each turn, you must discard the Ally.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; Played to one of the 3 Location spots on the Hunter board. Offers a new Action spot. Place an Action Pawn to trigger the Location&#039;s effect.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Event:&#039;&#039;&#039; An unexpected and sudden change. Played and handled instantly and then discarded.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Investigation:&#039;&#039;&#039; Place it on the a target villager on the village board. If it affects the Witch (bird head or foot icon), place it on the Witch&#039;s side of the board. There can only be on Investigation on any given villager at a time.&lt;br /&gt;
&lt;br /&gt;
===== Witch Cards =====&lt;br /&gt;
&#039;&#039;&#039;Brew:&#039;&#039;&#039; Played to one of the 3 Brew spots on the Witch board. Brews require a number of Secrets added to them (shown in upper left under the icon). Brews can be saved for opportune moments and are discarded once the Brew has been used.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Familiar:&#039;&#039;&#039; Played to one of the 3 Familiar spots on the Witch board. Can help you activate powerful effects. Can be further Empowered by discarding a certain amount of hand cards or Influence.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enchantment:&#039;&#039;&#039; Powerful effects that help the Witch or hinder the Hunter. Once cast can only be removed by Hunter action and paying cost shown on middle right of card. Play Enchantment on the leftmost space of Enchantment board. Enchantments cost 1 additional Influence for each other Enchantment in play. If there are already 3 Enchantments, you can discard one to make space for the new Enchantment. Slide remaining Enchantments to the left if possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charm:&#039;&#039;&#039; Can manipulate the village board. Played and handled instantly.&lt;/div&gt;</summary>
		<author><name>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaganfateofroanoke&amp;diff=24850</id>
		<title>Gamehelppaganfateofroanoke</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppaganfateofroanoke&amp;diff=24850"/>
		<updated>2025-05-03T03:54:00Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: added all the rules for gameplay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
Two players take on the roles of Witch and Witch Hunter in this asymmetrical card game. The Witch collects secrets to perform a ritual so Mother Nature reclaims the colony. The Witch Hunter gathers allies to bring the Witch to justice.&lt;br /&gt;
&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
Shuffle the nine Suspects. The Witch draws the top of the Suspect Deck and secretly looks at it to find out their true identity. Both players shuffle their decks and draw three cards to start. Set each Influence Disc to 2.&lt;br /&gt;
&lt;br /&gt;
=== Winning The Game ===&lt;br /&gt;
The Witch wins by placing 3 or more Favor Tokens on the villager who represents their true identity and then using the Perform Ritual action. The Witch also wins if the Hunter eliminates 3 innocent villagers.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Hunter wins by Eliminating the true Witch or by Exonerating the other 8 villagers.&lt;br /&gt;
&lt;br /&gt;
=== Game Turns ===&lt;br /&gt;
Players take turns as the active player. Witch goes first.&lt;br /&gt;
&lt;br /&gt;
==== Upkeep Phase ====&lt;br /&gt;
# Return your &#039;&#039;&#039;Action Pawns&#039;&#039;&#039; to your supply.&lt;br /&gt;
# Perform any &amp;quot;Start of Upkeep&amp;quot; effects on cards in play.&lt;br /&gt;
# Perform any obligatory (must) &amp;quot;during Upkeep&amp;quot; effects as well as any voluntary (may) &amp;quot;during Upkeep&amp;quot; effects in any order you wish.&lt;br /&gt;
# &#039;&#039;&#039;HUNTER ONLY:&#039;&#039;&#039; Pay Upkeep for your Allies in play, by paying Influence equal to total Upkeep of all Allies. Discard any Ally you don&#039;t pay for.&lt;br /&gt;
# Perform any &amp;quot;at end of Upkeep&amp;quot; effects on cards in play.&lt;br /&gt;
# If you have more than 7 cards in your hand, discard down to 7.&lt;br /&gt;
&lt;br /&gt;
==== Action Phase ====&lt;br /&gt;
Perform 3 Actions by placing your Action Pawns, one at a time, on available action spots. There are two main types of actions: (A) Villager Action and (B) Player Board Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: In the first turn of the game the Witch only has 2 regular Action Pawns which they must use to visit villagers of the same Faction. In the second turn the Witch can use all 3 Action Pawns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(A) Visit A Villager:&#039;&#039;&#039; Place an Action Pawn on a ready villager. A villager is only ready if they have no Action Pawns on them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(B) Player Board Action:&#039;&#039;&#039; Place an Action Pawn on one of the action spots on your player board (same spot can be used more than once) or on a ready Location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Visiting a Villager =====&lt;br /&gt;
Place an Action Pawn on a ready villager to distribute Secrets for the Witch or Clues for the Hunter and use the villager&#039;s skill.&lt;br /&gt;
&lt;br /&gt;
# Trigger Investigation Card if present on your side of the visited villager.&lt;br /&gt;
# Convert Secrets (Witch) or Gain Evidence Tokens (Hunter). If you have 3 or more Secrets on the visited villager, you may convert 3 Secrets to 1 Favor up to 2 times. If the villager has at least 3 Clues on it, you gain exactly 1 Evidence. &#039;&#039;&#039;Important: Clues remain on the villager.&#039;&#039;&#039;&lt;br /&gt;
# Distribute Assets equal to the value shown on the visited villager, to villagers matching the color shown. The Assets are Clues (Hunter) or Secrets (Witch). If you distribute more than 1 token, you may split them between legal targets as you wish. Brews count as targets for the Witch.&lt;br /&gt;
# Use Villager Skill. These are usually to gain Influence, draw card(s) or play card(s). Witch: If villager has at least 2 Favors on it, you may use the villager skill one additional time.&lt;br /&gt;
# Familiar Action (Witch). The Witch has 2 regular (bird foot icon) and 1 Familiar (bird head icon) Action Pawns. The Familiar Action Pawn works like the other except that the action may be augmented by a Familiar. You may select one Familiar in play and use its effect to augment the action. You may only use one Familiar during your turn. You may use the Empowered version of the Familiar by paying the resources listed (in the red section).&lt;br /&gt;
&lt;br /&gt;
===== Common Board Actions =====&lt;br /&gt;
&#039;&#039;&#039;Gain 2 Influence:&#039;&#039;&#039; Add 2 Influence to your Influence disc.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Draw 1 Card:&#039;&#039;&#039; Draw the top card of your deck.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Play 1 Card:&#039;&#039;&#039; Play a card by paying its Influence cost from your Influence Wheel. If you don&#039;t have adequate Influence, you may not play the card.&lt;br /&gt;
&lt;br /&gt;
===== Witch Board Actions =====&lt;br /&gt;
&#039;&#039;&#039;Consume Brew:&#039;&#039;&#039; This is a free action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Perform Ritual:&#039;&#039;&#039; Place an Action Pawn on a ready villager who is the true Witch has at least 3 Favors on it. You win the game.&lt;br /&gt;
&lt;br /&gt;
===== Hunter Board Actions =====&lt;br /&gt;
&#039;&#039;&#039;Activate Location:&#039;&#039;&#039; You may activate any ready Location on your player board with an Action Pawn. Some Locations require you play a cost for activation to take effect. If you cannot pay, you may not perform the action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lift Enchantment:&#039;&#039;&#039; If Enchantments are in play on the Enchantment board, you may place an Action Pawn on this spot and pay the cost listed next to the action symbol on the Enchantment card. Then discard the Enchantment and slide any remaining Enchantments to the left if possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exonerate Villager:&#039;&#039;&#039; Place Action Pawn and pay 3 Evidence to draw top card of the Suspect Deck. Keep the card secret from the Witch. You win if you have Exonerated all 8 Suspect Cards.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Raid Villager:&#039;&#039;&#039; Place an Action Pawn on a ready villager and pay 3 Clues from villagers of the same color as that villager to remove 1 Favor OR all Secrets from that villager. If you don&#039;t have at least 3 Clues on like-colored villagers, you may not perform this action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eliminate Villager:&#039;&#039;&#039; Place an Action Pawn on this spot to eliminate a ready villager. The target villager must have at least 3 Clues on it and every other living villager must have at least 1 Clue on them. When a villager is Eliminated, the Witch must announce if it was the true Witch. If it was the Witch, the Hunter wins the game. If the villager was innocent, turn the Eliminated village face down and return all tokens on it and well as all Clues from all villagers to the supply. If 3 innocent villages have been Eliminated, the Witch wins the game.&lt;br /&gt;
&lt;br /&gt;
=== Cards ===&lt;br /&gt;
You may play cards by visiting a villager with a &amp;quot;play&amp;quot; action or by using a &amp;quot;play&amp;quot; effect of another card or board item.&lt;br /&gt;
&lt;br /&gt;
Cards with a one-time effect (ie: Charms or Events) apply the card effect immediately and then are placed in your discard pile.&lt;br /&gt;
&lt;br /&gt;
When you play a card with a lasting effect, place it on an appropriate spot on your player board. If the spots are full, you must remove a card of the same type to make room for the new card. You cannot voluntarily remove a card of your origin to make room for another card.&lt;br /&gt;
&lt;br /&gt;
Brews and Familiars are placed on the Witch player board.&amp;lt;br /&amp;gt;&lt;br /&gt;
Allies and Locations go on the Hunter player board.&amp;lt;br /&amp;gt;&lt;br /&gt;
Enchantments are placed on the Enchantment board. &amp;lt;br /&amp;gt;&lt;br /&gt;
Investigations are placed on the village board.&lt;br /&gt;
&lt;br /&gt;
The card type (Ally, Event, Investigation, Location, Brew, Charm, Enchantment, Familiar) is shown by the icon in the upper left corner.&lt;br /&gt;
&lt;br /&gt;
The Influence Cost to play the card is shown by number in the upper right corner of the card.&lt;br /&gt;
&lt;br /&gt;
The Card Effect is shown in the lower half of the card.&lt;br /&gt;
&lt;br /&gt;
There are 3 blue, 3 red and 3 green villagers. A villager is either ready, occupied by an Action Pawn (and thus blocked) or eliminated. The Suspect Deck corresponds to each villager on the village board.&lt;br /&gt;
&lt;br /&gt;
===== Hunter Cards =====&lt;br /&gt;
&#039;&#039;&#039;Ally:&#039;&#039;&#039; Played to one of the 3 Ally spots on the Hunter board. Assists you while they are alive. Costs Influence every turn. If you cannot afford to pay each turn, you must discard the Ally.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; Played to one of the 3 Location spots on the Hunter board. Offers a new Action spot. Place an Action Pawn to trigger the Location&#039;s effect.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Event:&#039;&#039;&#039; An unexpected and sudden change. Played and handled instantly and then discarded.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Investigation:&#039;&#039;&#039; Place it on the a target villager on the village board. If it affects the Witch (bird head or foot icon), place it on the Witch&#039;s side of the board. There can only be on Investigation on any given villager at a time.&lt;br /&gt;
&lt;br /&gt;
===== Witch Cards =====&lt;br /&gt;
&#039;&#039;&#039;Brew:&#039;&#039;&#039; Played to one of the 3 Brew spots on the Witch board. Brews require a number of Secrets added to them (shown in upper left under the icon). Brews can be saved for opportune moments and are discarded once the Brew has been used.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Familiar:&#039;&#039;&#039; Played to one of the 3 Familiar spots on the Witch board. Can help you activate powerful effects. Can be further Empowered by discarding a certain amount of hand cards or Influence.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enchantment:&#039;&#039;&#039; Powerful effects that help the Witch or hinder the Hunter. Once cast can only be removed by Hunter action and paying cost shown on middle right of card. Play Enchantment on the leftmost space of Enchantment board. Enchantments cost 1 additional Influence for each other Enchantment in play. If there are already 3 Enchantments, you can discard one to make space for the new Enchantment. Slide remaining Enchantments to the left if possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charm:&#039;&#039;&#039; Can manipulate the village board. Played and handled instantly.&lt;/div&gt;</summary>
		<author><name>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpvoyages&amp;diff=24587</id>
		<title>Gamehelpvoyages</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpvoyages&amp;diff=24587"/>
		<updated>2025-04-05T21:53:52Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: line breaks and text flow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== TRADE WINDS BLOW MAP RULES ==&lt;br /&gt;
&lt;br /&gt;
Roll dice to draw lines to take a voyage in your ship. Depending on your ending map location, perform actions or land on islands. Some actions will earn legendary stars. End game is triggered when one or more players earns their third legendary star and one final round is played.&lt;br /&gt;
&lt;br /&gt;
== GAME ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
1. One player rolls three six-sided dice (3D6). Each player uses each of the dice exactly once.&lt;br /&gt;
&lt;br /&gt;
MODIFY&lt;br /&gt;
&lt;br /&gt;
You can modify a dice roll +/-1 by using (exhausting) your sailors. Heroic sailors (with a relic cup) are wild and allow you to choose any (1-6) result. You cannot go above a value of 6 or below a value of 1, but a 6 can wrap around to a 1 or vice versa. Each player has six starting sailors aboard their ship.&lt;br /&gt;
&lt;br /&gt;
2. Players pick two of the dice results to MOVE.&lt;br /&gt;
&lt;br /&gt;
MOVE&lt;br /&gt;
&lt;br /&gt;
Use one of the dice to set your direction of travel using the corresponding number on the windrose (compass), and then one of the dice for how many spaces you move. You must travel that whole distance unless you travel onto an island space, the DREAD space, or hit the edge of the map. Your ship always travels in a straight line but you may travel through spaces or to islands you have previously visited.&lt;br /&gt;
&lt;br /&gt;
3. Use the last die result to mark off a corresponding square in your Ship’s Duties. If you complete a row and/or a column, immediately claim that reward.&lt;br /&gt;
&lt;br /&gt;
4. Depending on the map location you have ended on, carry out any actions. Your ship does not collect from spaces traveled through or from spaces you&#039;ve previously collected.&lt;br /&gt;
&lt;br /&gt;
5. Check if end game has triggered. If any player(s) have three or more legendary stars, play one final round and tally scores.&lt;br /&gt;
&lt;br /&gt;
== SOLO GAME ==&lt;br /&gt;
&lt;br /&gt;
You have sixteen (16) rounds to collect three stars. If you have less than three stars after 16 rounds, you lose. Three or more stars and you win! Tally up your gold as per normal game scoring. Use the outer windrose (compass) spaces to track your rounds.&lt;br /&gt;
&lt;br /&gt;
== SCORING ==&lt;br /&gt;
&lt;br /&gt;
Islands Visited = gold from visited islands. Printed number on island is gold you receive.&lt;br /&gt;
&lt;br /&gt;
Oceans Explored = earn 1/4/9/16/25/36/49 gold for each different unexplored ocean region traveled to or through.&lt;br /&gt;
&lt;br /&gt;
Cargo = gold from each piece of sold or unsold cargo.&lt;br /&gt;
&lt;br /&gt;
Heroes = earn 2 gold for every ready (unexhausted) heroic sailor.&lt;br /&gt;
&lt;br /&gt;
Defeated Dread = gain 14 gold if you defeat the Dread.&lt;br /&gt;
&lt;br /&gt;
Living Legend = earn 3 gold for every legendary star.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, all players share the victory.&lt;/div&gt;</summary>
		<author><name>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpvoyages&amp;diff=24586</id>
		<title>Gamehelpvoyages</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpvoyages&amp;diff=24586"/>
		<updated>2025-04-05T21:34:00Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: Created page with &amp;quot;== TRADE WINDS BLOW MAP RULES ==  Roll dice to draw lines to take a voyage in your ship. Depending on your ending map location, perform actions or land on islands. Some actions will earn legendary stars. End game is triggered when one or more players earns their third legendary star and one final round is played.  == GAME ROUNDS ==  1. One player rolls three six-sided dice (3D6). Each player uses each of the dice exactly once.  MODIFY You can modify a dice roll +/-1 by u...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== TRADE WINDS BLOW MAP RULES ==&lt;br /&gt;
&lt;br /&gt;
Roll dice to draw lines to take a voyage in your ship. Depending on your ending map location, perform actions or land on islands. Some actions will earn legendary stars. End game is triggered when one or more players earns their third legendary star and one final round is played.&lt;br /&gt;
&lt;br /&gt;
== GAME ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
1. One player rolls three six-sided dice (3D6). Each player uses each of the dice exactly once.&lt;br /&gt;
&lt;br /&gt;
MODIFY&lt;br /&gt;
You can modify a dice roll +/-1 by using (exhausting) your sailors. Heroic sailors (with a relic cup) allow you to choose any (1-6) result. You cannot go above a value of 6 or below a value of 1, but a 6 can wrap around to a 1 or vice versa. Each player has six starting sailors aboard their ship.&lt;br /&gt;
&lt;br /&gt;
2. Players pick two of the dice results to MOVE.&lt;br /&gt;
&lt;br /&gt;
MOVE&lt;br /&gt;
Use one of the dice to set your direction of travel using the corresponding number on the windrose (compass), and then one of the dice for how many spaces you move. You must travel that whole distance unless you travel onto an island space, the DREAD space, or hit the edge of the map. Your ship always travels in a straight line but you may travel through spaces, or to islands you have previously visited.&lt;br /&gt;
&lt;br /&gt;
3. Use the last die result to mark off a corresponding square in your Ship’s Duties. If you complete a row and/or a column, immediately claim that reward.&lt;br /&gt;
&lt;br /&gt;
4. Depending on the map location you have ended on, carry out any actions. Your ship does not collect from spaces traveled through or from spaces you&#039;ve previously collected.&lt;br /&gt;
&lt;br /&gt;
5. Check if end game has triggered. If any player(s) have three or more legendary stars, play one final round and tally scores.&lt;br /&gt;
&lt;br /&gt;
== SOLO GAME ==&lt;br /&gt;
&lt;br /&gt;
You have sixteen (16) rounds to collect three stars. If you have less than three after 16 rounds, you lose. Three or more stars and you win! Tally up your gold as per normal game scoring. Use the outer windrose (compass) spaces to track your rounds.&lt;br /&gt;
&lt;br /&gt;
== SCORING ==&lt;br /&gt;
&lt;br /&gt;
Islands Visited = gold from visited islands. Printed number on island is gold you receive.&lt;br /&gt;
Oceans Explored = earn 1/4/9/16/25/36/49 gold for each different unexplored ocean region traveled to or through.&lt;br /&gt;
Cargo = gold from each piece of sold or unsold cargo.&lt;br /&gt;
Heroes = earn 2 gold for every ready (unexhausted) heroic sailor.&lt;br /&gt;
Defeated Dread = gain 14 gold if you defeat the Dread.&lt;br /&gt;
Living Legend = earn 3 gold for every legendary star.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, all players share the victory.&lt;/div&gt;</summary>
		<author><name>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=12034</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=12034"/>
		<updated>2022-02-22T19:10:21Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: /* Special Unit Types */&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. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 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 2 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) in the direction of 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;
&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;
=== 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;
== 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>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=12033</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=12033"/>
		<updated>2022-02-22T18:53:43Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: /* Combat */&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. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 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 2 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) in the direction of 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;
&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;
=== 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;
== 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;
==== Bases ====&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
==== Mining Ships ====&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>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=12030</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=12030"/>
		<updated>2022-02-22T18:02:05Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: /* Combat */&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. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 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 2 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.&lt;br /&gt;
&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. Combat may last any number of rounds.&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;
== 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;
=== 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;
== 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;
==== Bases ====&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
==== Mining Ships ====&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>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=12029</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=12029"/>
		<updated>2022-02-22T17:44:47Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: /* Technology */&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. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 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 2 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;
&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;
=== 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;
== 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;
==== Bases ====&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
==== Mining Ships ====&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>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=12001</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=12001"/>
		<updated>2022-02-22T03:02:42Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: /* Economic Phase */&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. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 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 2 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;
&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;
=== 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;
&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;
==== Bases ====&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
==== Mining Ships ====&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>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=12000</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=12000"/>
		<updated>2022-02-22T02:39:11Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: /* Economic Phase */&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. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 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 2 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;
&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;
=== 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 see a negative number, which is the cost to keep your fleet maintained. 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;
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.&lt;br /&gt;
&lt;br /&gt;
== 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;
==== Bases ====&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
==== Mining Ships ====&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>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11999</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11999"/>
		<updated>2022-02-22T02:31:13Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: /* Exploration */&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. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 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 2 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;
&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;
=== 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;
&lt;br /&gt;
== 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;
==== Bases ====&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
==== Mining Ships ====&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>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11998</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11998"/>
		<updated>2022-02-22T02:20:37Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: /* Space Wreck */&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. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 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 2 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;
&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;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
=== Danger! ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Super Nova ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lost in Space ===&lt;br /&gt;
&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;
&lt;br /&gt;
== 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;
==== Bases ====&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
==== Mining Ships ====&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>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11997</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11997"/>
		<updated>2022-02-22T02:20:18Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: /* Exploration */&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. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 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 2 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;
&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;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
=== Danger! ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Super Nova ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lost in Space ===&lt;br /&gt;
&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 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;
&lt;br /&gt;
== 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;
==== Bases ====&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
==== Mining Ships ====&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>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11996</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11996"/>
		<updated>2022-02-22T01:55:04Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: /* Planets and Colonization */&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. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 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 2 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;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
&lt;br /&gt;
== 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;
==== Bases ====&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
==== Mining Ships ====&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>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11995</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11995"/>
		<updated>2022-02-22T01:45:58Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: /* 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. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 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 2 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;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
&lt;br /&gt;
== 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;
==== Bases ====&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
==== Mining Ships ====&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>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11993</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11993"/>
		<updated>2022-02-22T01:24:42Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: &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. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 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;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
&lt;br /&gt;
== 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;
==== Bases ====&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
==== Mining Ships ====&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>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11992</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11992"/>
		<updated>2022-02-22T01:17:03Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: /* Homeworld */&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. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 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;
== 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;
* Base&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;
== 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>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11991</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11991"/>
		<updated>2022-02-22T01:14:50Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: /* 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. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 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;
== 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. 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;
* Base&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;
== 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>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11990</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11990"/>
		<updated>2022-02-22T01:11:48Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: &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. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 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, roll a die 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;
== 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. 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;
* Base&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;
== 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>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11989</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11989"/>
		<updated>2022-02-22T00:59:23Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: /* Playing Pieces */&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. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 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;
== 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. 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;
* Base&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;
== 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>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11988</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=11988"/>
		<updated>2022-02-22T00:41:04Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: &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. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 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;
== 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. 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;
== 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>Moonpost</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdombuilder&amp;diff=5744</id>
		<title>Gamehelpkingdombuilder</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdombuilder&amp;diff=5744"/>
		<updated>2020-09-27T23:52:37Z</updated>

		<summary type="html">&lt;p&gt;Moonpost: /* Rules overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rules overview ==&lt;br /&gt;
Place three settlements per turn on the same terrain type shown on your card with the following constraint : if possible you &#039;&#039;&#039;must&#039;&#039;&#039; build adjacent to your existing settlements. Never forget this, managing adjacency is the key of this game.&lt;br /&gt;
&lt;br /&gt;
By building next to a castle, the player will earn gold at the end of the game, but the most gold will be earned by meeting the conditions of the three Kingdom Builder cards; these three cards (from a total of ten in the game) specify the conditions that must be met in order to earn the much-desired gold, such as earning gold for your settlements built next to water hexes or having the majority of settlements in a sector of the board.&lt;br /&gt;
&lt;br /&gt;
Building next to a location will grant you a corresponding tile (if there are any left, and if you did not already obtained a tile from this precise location) that you will be able to activate it from next turn on.&lt;br /&gt;
These extra actions can be activated at each turn either before or after your mandatory build of three settlements, and here is the action each location grants you :&lt;br /&gt;
 - Oracle : build one settlement on a hex of the same type as your played card, build adjacent if possible&lt;br /&gt;
 - Farm : build one settlement on grass, build adjacent if possible&lt;br /&gt;
 - Oasis : build one settlement on a desert hex, build adjacent if possible&lt;br /&gt;
 - Tower : build one settlement at the edge on the board, build adjacent if possible&lt;br /&gt;
 - Tavern : build one settlement at the end of a string of at least 3 of your own settlements. &lt;br /&gt;
The orientation of the string does not matter. The chosen hex must be suitable for building.&lt;br /&gt;
 - Barn : move any one of your existing settlements to a hex of the same type as your played terrain card. &lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
 - Harbor : move any one of your existing settlements to a water hex. Build adjacent if possible. &lt;br /&gt;
This is the only way to build settlements on water hexes.&lt;br /&gt;
 - Paddock : move any one of your existing settlements two hexes in a straight line in any direction to an eligible hex.&lt;br /&gt;
You may jump across any terrain type hex, even mountain, water, castle, location and/or your own and other players&#039; settlement. The target must *not necessarily* be adjacent to one of your own settlements.&lt;br /&gt;
&lt;br /&gt;
== Losing a tile ==&lt;br /&gt;
The player keeps a location tile as long as at least one of their settlements is adjacent to the corresponding location.&lt;br /&gt;
If they move their last settlement away from such a location by using an extra action (Barn, Harbor or Paddock), they must discard this location tile and remove it from the game.&lt;br /&gt;
Notice that after losing a tile from a location, a player cannot re-obtain the tile from the same location since &#039;&#039;&#039;a player may seize only one location tile from a given location&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Moonpost</name></author>
	</entry>
</feed>