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== Movement == | == Movement == | ||
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: | |||
* Level 2: Ships move 1 space in turns 1-2 and then 2 spaces in turn 3. | |||
* Level 3: Ships move 1 space in turn 1 and then 2 spaces in turns 2-3. | |||
* Level 4: Ships move 2 spaces in all turns. | |||
* Level 5: Ships move 2 spaces in turns 1-2 and then 3 spaces in turn 3. | |||
* Level 6: Ships move 2 spaces in turn 1 and then 2 spaces in turns 2-3. | |||
* Level 7: Ships move 3 spaces in all turns. | |||
Mining Ships, Colony Ships, MS Pipelines, and Mines only ever move 1 space per turn. | |||
Bases and Ship Yards do not move. | |||
=== Movement Restrictions === | |||
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. | |||
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 ''unless'' a combat capable ship has also entered that hex. | |||
=== Enemy Occupied Hexes === | |||
If you enter a hex occupied by a combat-capable enemy unit you '''must''' 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. | |||
=== Planets and Colonization === | |||
== Combat == | == Combat == |
Revision as of 02:45, 22 February 2022
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Space Empires 4X
Introduction
Space Empires 4X is a game in the 4X empire-building genre (eXplore, eXpand, eXploit, eXterminate) for one to four players. Eliminating your opponent'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 "0" equals 10.
Game Start
Choose the hex in your Home System where you'd like your Homeworld to be located. 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:
- Shipyard
- Miner
- Scouts (x3)
- Colony Ships (x3)
Sequence of Play
Space Empires 4X is played with 3 normal turns followed by an Economic Phase and then repeated. On turn one, a die is rolled to determine first player. In future turns, first player is determined through bidding in the Economic Phase.
- Determine player order
- Turn One:
- Player 1
- Movement
- Combat
- Exploration
- Players 2-4: Same as Player 1
- Turn Two: Same as Turn One
- Turn Three: Same as Turn One
- Economic Phase: All players conduct this phase simultaneously.
Movement
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:
- Level 2: Ships move 1 space in turns 1-2 and then 2 spaces in turn 3.
- Level 3: Ships move 1 space in turn 1 and then 2 spaces in turns 2-3.
- Level 4: Ships move 2 spaces in all turns.
- Level 5: Ships move 2 spaces in turns 1-2 and then 3 spaces in turn 3.
- Level 6: Ships move 2 spaces in turn 1 and then 2 spaces in turns 2-3.
- Level 7: Ships move 3 spaces in all turns.
Mining Ships, Colony Ships, MS Pipelines, and Mines only ever move 1 space per turn. Bases and Ship Yards do not move.
Movement Restrictions
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.
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 unless a combat capable ship has also entered that hex.
Enemy Occupied Hexes
If you enter a hex occupied by a combat-capable enemy unit you must 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.
Planets and Colonization
Combat
Exploration
Economic Phase
Technology
Playing Pieces
System Markers
Your Home System will contain randomly-placed face-down square counters. Each player'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' Systems are "Deep Space" territory.
Homeworld
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.
Planets
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.
Colony
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.
Group
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.
Miners, Colony Ships, and MS Pipelines* are always single ships.
Type
The upper left corner contains the ship type followed by the group ID number.
- BB: Battleships
- BC: Battle Cruisers
- CA: Cruisers
- CV: Carriers*
- DD: Destroyers
- DN: Dreadnaughts
- F: Fighters*
- R: Raiders*
- SC: Scouts
- SW: Minesweepers*
- SY: Ship Yards
* denotes Advanced Rules ship types
Class
This letter determines which ship fires first in Combat (A goes before B).
Attack Strength - Defense Strength
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's die roll, making it harder to hit your ship(s).
Hull Size
The number in the lower right with an "x" 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.
Special Unit Types
Bases
Ship Yards
Decoys
Colony Ships
Mining Ships
Glossary
- 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.
- Enemy: Any other player's unit(s)
- 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.
- Home System: The group of hexes where your Home System and Homeworld markers are placed.
- System: A single hex on the board.
- Unit: A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.