Starcraft v3.3
Starcraft v3.3
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SETUP If 2 or more players are tied for a special victory, the
player with the most conquest points is the winner. If
A randomly chosen first player takes the first player still tied, use the tiebraking conditions above.
token.
Starting with the first player and going clockwise, each GAME ROUND 4. RETRIEVE WORKERS RESOURCES
player chooses a faction (Jim Raynor, Arcturus Mengsk,
Move all workers in your Unavailable Workers area and The resource costs of workers, transports and units are
Aldaris, Tassadar, Queen of Blades, or the Overmind) The game is divided into game rounds, with each round
all those assigned to Resource cards and permanent shown on the faction sheets.
and takes its faction sheet, plastic figures, Combat divided into phases.
resources to the Worker Pool on your faction sheet.
deck, Technology deck, plus their order, base, worker, The resource costs of bases, buildings and modules are
transport, building and module tokens, and a reference 1. PLANNING PHASE 5. GAIN CONQUEST POINTS shown on the backs of these tokens.
sheet. Receive conquest points equal to the sum of
Starting with the first player and going clockwise, The resource costs of new technologies are shown at the
Place each faction’s conquest point marker on the 0 points in areas you control (at least one unit or bottom of each Technology card.
players take turns placing one order token facedown on
space of the conquest point track. base and no enemy units or bases in the area).
a planet (forming a stack if necessary) until each player To harvest resources, workers are removed from
Shuffle the Stage I, II, and III Event cards into separate has placed 4 orders. 6. CHECK FOR NORMAL VICTORY a player’s Worker Pool and placed on any of their
groups. With fewer than 6 players, randomly remove Players may examine the faction symbols on a stack’s If one or more players have accumulated 15 or more Resource cards or permanent resource areas.
and return to the box a number of cards from the Stage tokens, but not the order symbols. conquest points the game ends. For each worker, placed the player is
I and II groups:
Orders may only be placed on a planet with a friendly paying 1 resource (mineral or gas) towards
7. CHECK FOR SPECIAL VICTORY
5 players: Remove 5 cards from each group (10 total) unit or base, or on a planet adjacent to such a planet. whatever he is building or acquiring.
If one or more players have achieved their special
4 players: Remove 10 cards from each group (20 total) victory objective the game ends. The number on a Resource card is the maximum
A special order (gold symbol) may only be placed if the
3 players: Remove 15 cards from each group (30 total) player has built the required module on his faction sheet. number of workers that can be assigned to it.
2 players: Remove 20 cards from each group (40 total) 8. PLAY EVENT CARDS
Once a worker is assigned it remains there until the
2. EXECUTION PHASE Secretly read your accumulated facedown Event cards.
Place the Stage III group facedown with the Stage II Regrouping phase.
Starting with the first player and going clockwise,
group on top and the Stage I group on top of that, thus Starting with the first player and going clockwise, players may choose and execute one card. Remaining A player’s permanent resources on his faction sheet
forming the Event deck. This deck is not shuffled again. players take turns revealing one of their orders visible at cards are discarded. are treated just like Resource cards, only they always
Players shuffle their Combat decks, place them face- the top of an order stack, executing it and removing the remain with a player and cannot be force mined.
All The End Draws Near Event cards must be chosen
down in their play areas, and draw 6 cards to form an token. A player must reveal an order on his turn. Force Mining and Depletion
and placed to the side of the board.
initial hand of Combat cards. A player controlling one Once an order is revealed, the player may choose to A player may force mine a Resource card by
of the two Terran factions draws 8 cards instead of 6. draw an Event card instead of executing that order; the 9. DISCARD COMBAT CARDS flipping the card to its partially depleted side
order is discarded. The card is placed partially under a Discard Combat cards down to your hand limit (6 and placing a depletion token on the area.
Each player draws 2 random planet tokens and then
player’s faction sheet, facedown and unseen. usually, 8 for Terran players). Cards in your play area
takes the corresponding planets. He may then assign an extra worker to the card and
do not count towards the hand limit.
The first player places one planet on the table (with If a player cannot execute an order he must draw an harvest 1 extra resource.
a base on any area of it if desired). Going clockwise, Event card instead. However, if he has already executed
WINNING THE GAME If the area is force mined again the card is fully
players take it in turns to place a planet (with a base if all 4 of his orders his turn is skipped.
depleted: remove it from the game, move any
desired) adjacent to any on the table, connected with a Normal Victory: Player has accumulated 15 or more assigned workers to the Unavailable Workers
normal navigation route. If planets are placed so that a 3. REGROUPING PHASE points in Step 6 of the Regrouping phase. area of the player’s faction sheet, and flip the
route would connect them, the route must be placed. depletion token to its red side.
Players perform the following steps and then pass the Special Victory: Player has achieved his special victory
Once every player has placed a planet, the last player first player token clockwise. conditions in Step 7 of the Regrouping phase. Most An area may be fully depleted in a single action;
places another, and so on again in anti-clockwise order. specify that they may only be fulfilled during Stage III assign 2 extra workers to the card and harvest 2 extra
If a planet with a base was not placed by a player in 1. DESTROY BASES & TRANSPORTS resources.
of the game.
the first round, it must be placed in the second. Bases are destroyed if there are enemy units in the
same area. Transports are destroyed if there is no End-game Victory: 2 or more The End Draws Near THE ORDERS
Starting again with the first player, each player takes a friendly base on an adjacent planet. Event cards have been played by the end of Step 8
turn to place a Z-Axis route. Both ends must be placed, of the Regrouping phase. The player with the most
and they can never connect to the same planet. 2. LOSE RESOURCE CARDS BUILD
conquest points wins.
The Resource card for an area is lost if you do not Do any or all of the following in this order:
Players take all Resource cards that correspond to the Elimination Victory: All players but one have been
planet on which they placed their bases. have a base on the corresponding planet, and/or the 1. Build: If you have a base on the active planet, you
area contains an enemy unit or base. Workers on a lost eliminated (zero bases and units on the board).
may build any number of workers and transports and
Starting with the first player and going clockwise, Resource card are destroyed. Tiebraking a number of units equal to your unit build limit.
place starting forces (outlined on the back of a player’s
3. GAIN RESOURCE CARDS If 2 or more players are tied for a normal or end-game
faction sheet) on any area of the player’s base planet 2. Upgrade Bases: If you have a base or unit on the
victory, the one with the most total resources (gas and
(not exceeding an area’s unit limit), and a transport on If you have a base on a planet, receive the Resource active planet, you may upgrade your bases by
minerals) wins the game. If still tied, the one who
one of the navigation routes connected to that planet. card for every friendly area on that planet. purchasing one building and/or one module.
controls the most areas wins; then the most bases in
Each player takes the listed number of worker tokens If there are no bases belonging to other players on the play; then the most workers in his worker pool. If there 3. Build Base: If you have a unit on the active planet
and place them in his worker pool. planet, also take the Resource card for each empty area. is still a tie, they share a victory. but no base, you may build one base on the planet.
Building Workers and Transports You must have a transport on a navigation route to COMBAT If one of the icons on the Combat card matches his
Pay the required resource cost and place workers on move units between planets. front-line unit, the player must use any special ability
your Unavailable Workers area and transports on any 1. Place Order Token in Contested Area on the card.
You must obey unit limits except when starting a
navigation route connected to the planet. You may only An active player moving units into a contested area
battle, when you may move units into an area up to If one of the icons on the reinforcement Combat card
have 1 transport on a navigation route. containing enemy units is the attacker, his opponent
the unit limit plus 2. matches his front-line unit, the player may use any
the defender. The attacker takes his Mobilize order and
When a transport is on a z-axis, flip the smaller end to special ability on the reinforcement card. Otherwise the
2. Resolve Battle: If you move units into an area places it faceup in the contested area during the battle.
its warning side to remind players the route is not empty. card is discarded without effect. Combat card special
containing enemy units, you start a battle.
2. Use Start of Battle Abilities abilities remain in effect throughout the skirmish.
Building Units Each Mobilize order may start only one battle. First the attacker, then the defender, may use one start Each supporting unit adds its support value (see
You are limited in the types of units you can build by of battle special ability.
the buildings constructed on your faction sheet, and the faction sheet) to the attack strength of the
RESEARCH
the number you can build by your unit build limit. Each 3. Draw Combat Cards friendly front-line unit in its skirmish.
You must have a base on the active planet.
player begins with a unit build limit of 2. Do the following in this order: The attacker draws 3 Combat cards (5 on a Special Destroy Units and Discard Cards: If the final attack
Mobilize order) and the defender draws 1 Combat card. value equals or exceeds the opponent’s final health
Terran and Protoss factions increase their unit build by
1. Draw an Event Card (required): The card is placed value, the attack has sufficient strength and the
1 for each Supply module they build. A Zerg faction’s 4. Attacker Establishes Skirmishes
partially under your faction sheet, facedown and opposing front-line unit is destroyed.
unit build limit is equal to twice the number of building The attacker arranges all units in the area into a series
unseen.
types on his faction sheet. of skirmishes. One attacking unit is paired with one Discard any cards (except splash damage cards) played
2. Draw 3 Combat Cards (optional): Cards are added to defending unit; these are front-line units. to the skirmish.
Pay the unit’s resource cost and place it on any friendly
your hand of Combat cards.
or empty area on the planet. The active player may 5. Assign Supporting Units 8. Resolve Splash Damage
voluntarily destroy units at any time during their turn 3. Purchase Technology (optional): Look through Left-over units are supporting units. The player Apply any casualties from triggered splash damage cards.
except during a battle. your Technology deck and buy 1 Technology, controlling any supporting units assigns all of them one
gaining all the cards of the same name from your at a time to any of the skirmishes. If both players have 9. Resolve Retreats
Each area has a unit limit. Bases are not units.
deck. Announce and explain the technology to other supporting units the attacker assigns first. If no defending units remain the attacker is victorious.
Upgrading Bases players and add the card(s) to your Combat deck. The defender will lose the area’s Resource card at the
Pay the resource cost for the upgrade and place it on 6. Place Combat Cards end of the round. Any attacking units exceeding the
If technology was purchased, shuffle the Combat The attacker plays a single standard Combat card area’s unit limit must retreat (attacker’s choice).
the appropriate area of your faction sheet.
deck, including any previously discarded cards. (plus a single reinforcement Combat card if desired)
A base upgrade upgrades all of your bases on the board. facedown to each skirmish. If all the attacking units were destroyed, the defender
If the technology was placed in your play area and
is victorious.
Building Bases not your Combat deck, the deck is not shuffled. Then the defender plays a single standard Combat card
Pay the resource cost and place the base on any area (plus a single reinforcement Combat card if desired) If every unit was destroyed, the area is now empty. The
that contains at least one friendly unit and no enemy SPECIAL ORDERS facedown to each skirmish. defender retains control of the area’s Resource card.
base. You may have only one base on a planet.
During the Planning Phase you may place a number If desired, a player may draw the top card of his Combat If both attacking and defending units remain, all
Tech-Required Units of special orders (gold symbol) equal to the number of deck and assign it to a skirmish without looking at it. In attacking units must retreat (if all remaining defenders
Tech-required units require that a certain technology Research & Development modules you have built (up to this case no reinforcement card can be added. are Assist units, attacker wins and defender retreats).
be acquired before they can be built. the normal combined total of 4 orders). If this card turns out to be a reinforcement card, Retreating units must move to a single friendly or empty
Once acquired, these units may be built on any planet Special orders add additional capabilities to their discard and replace it with another until a standard area on the active planet or an adjacent planet (if he
(even one without a base). Existing units that have to standard order versions: card is drawn. has a friendly connecting transport). Any unit that
be destroyed must be on the active planet, and the new cannot retreat is destroyed.
7. Resolve Skirmishes
unit is then placed in one of the areas that contained a Special BUILD Order
destroyed unit. One at a time, in an order chosen by the attacker, Ground vs Flying Units
Build limit increased by 1. skirmishes are resolved. Units are either ground or flying units,
Constructing Buildings Receive a 1 resource discount off the cost of and can target either ground units, flying
Reveal Cards: Flip over the cards simultaneously.
Players can build buildings of 3 different building a single unit, base, transport, building or units, both or neither.
types. The first time you build a building of a type, you module. Compare Values: Final attack and health values are
must build its first-level version. Higher levels are built determined: If a player has sufficient strength after calculating
on top of lower levels, and levels may not be skipped. Special MOBILIZE Order attack and health values in a skirmish:
Major or minor attack and health values on the
When starting a battle, you may draw 2 – if his front-line unit can target the opposing front-
Each player begins the game with one first-level standard card plus
additional Combat cards and adds 1 to your line unit, the target is destroyed;
building pre-printed on his faction sheet. +1 if a Special Mobilize order was used plus
final attack value in each skirmish.
– if his front-line unit is unable to target the opposing
MOBILIZE Bonuses from special abilities on the card plus front-line unit, but can target a supporting unit, that
Special RESEARCH Order
Do the following in this order: You must choose one additional capability: Bonuses from a reinforcement card plus unit is destroyed (if there are multiple targets the
controlling player decides);
1. Move Units: Move friendly units between areas on Draw an additional Event card or; Combined support strength of supporting units.
the active planet, and/or transport friendly units from – if his front-line unit is unable to target any opposing
If you purchased a new technology card to add If one of the icons on the Combat card matches his units, no opposing units are destroyed;
adjacent planets to areas on the active planet.
to your Combat deck, you may place 1 of the front-line unit, the player uses the card’s major attack
Units may move into any number of empty or corresponding Technology cards in your hand and health values (larger numbers); otherwise the minor Supporting units only add their support value if the unit
friendly areas, but only into one enemy area. instead of shuffling it into your Combat deck. values are used. is capable of targeting the opposing front-line unit.
GAME ROUND
SETUP Starting with the first player and going clockwise, place 2. LOSE RESOURCE CARDS Elimination Victory: All players but one have been
starting forces (listed on the player’s chosen Stage I The Resource card for an area is lost if you do not eliminated (zero bases and units on the board).
A randomly chosen first player takes the first player Leadership card) on any area of the player’s base planet have a base on the corresponding planet, and/or the Tiebraking
token. (not exceeding an area’s unit limit), and a transport on area contains an enemy unit or base. Workers on a lost
one of the navigation routes connected to that planet. If 2 or more players are tied for a normal or end-game
Starting with the first player and going clockwise, each Resource card are destroyed.
victory, the one with the most total resources (gas and
player chooses a faction (Jim Raynor, Arcturus Mengsk, Each player takes the listed number of worker tokens
3. GAIN RESOURCE CARDS minerals) wins the game.
Aldaris, Tassadar, Queen of Blades, or the Overmind) and place them in his worker pool.
and takes its faction sheet, plastic figures, Combat If you have a base on a planet, receive the Resource If still tied, the one who controls the most areas wins;
deck, Technology deck, plus their order, base, worker, card for every friendly area on that planet. If there are then the most bases in play; then the most workers
transport, building and module tokens, and a reference
GAME ROUND no bases belonging to other players on the planet, also in his worker pool. If there is still a tie, they share a
sheet. The game is divided into game rounds, with each round take the Resource card for each empty area. victory.
Place each faction’s conquest point marker on the 0 divided into phases. If 2 or more players are tied for a special victory, the
4. RETRIEVE WORKERS & SPECIAL ORDERS
space of the conquest point track. Move all workers in your Unavailable Workers area and player with the most conquest points is the winner. If
1. PLANNING PHASE still tied, use the tiebraking conditions above.
Shuffle the Stage I, II, and III Event cards into separate all those assigned to Resource cards and permanent
groups. Randomly remove and return to the box a Starting with the first player and going clockwise, resources to the Worker Pool on your faction sheet.
number of cards from the Stage I and II groups: players take turns placing one order or special order Retrieve all tokens in your Special Order Pool. RESOURCES
token facedown on a planet (forming a stack if
6 players: Remove 3 cards from each group (6 total) 5. CHOOSE LEADERSHIP CARDS The resource costs of workers, transports and units are
necessary) until each player has placed 4 orders.
5 players: Remove 7 cards from each group (14 total) Skip if cards have already been chosen for this Stage. shown on the faction sheets.
4 players: Remove 11 cards from each group (22 total) Players may examine the faction symbols on a stack’s
6. GAIN CONQUEST POINTS The resource costs of bases, buildings and modules are
tokens, but not the order symbols.
3 players: Remove 15 cards from each group (30 total) shown on the backs of these tokens.
Receive conquest points equal to the sum of
2 players: Remove 19 cards from each group (38 total) Orders may only be placed on a planet with a friendly
points in areas you control (at least one unit or The resource costs of new technologies are shown at the
unit or base, or on a planet adjacent to such a planet.
Place the Stage III group facedown with the Stage II base and no enemy units or bases in the area). bottom of each Technology card.
group on top and the Stage I group on top of that, thus
2. EXECUTION PHASE 7. CHECK FOR NORMAL VICTORY To harvest resources, workers are removed from
forming the Event deck. This deck is not shuffled again. a player’s Worker Pool and placed on any of their
If one or more players have accumulated 15 or more
Players choose one card from their Stage I Leadership Starting with the first player and going clockwise, Resource cards or permanent resource areas.
conquest points the game ends.
cards and place it facedown. These cards are then players take turns revealing one of their orders visible at
the top of an order stack, executing it and removing the For each worker, placed the player is
simultaneously turned faceup and resolved. 8. CHECK FOR SPECIAL VICTORY paying 1 resource (mineral or gas) towards
token. You must reveal an order on your turn.
Players shuffle their Combat decks, place them face- If one or more players have achieved their special whatever he is building or acquiring.
down in their play areas, and draw 6 cards to form an Once an order is revealed, your may choose to draw an victory objective the game ends.
Event card instead of executing that order (the order The number on a Resource card is the maximum
initial hand of Combat cards. A player controlling one of 9. PLAY EVENT CARDS number of workers that can be assigned to it.
the Terran factions draws 8 cards instead of 6. is discarded). The card is placed partially under your
faction sheet, facedown and unseen. Secretly read your accumulated facedown Event cards. Once a worker is assigned it remains there until the
Each player draws 2 random planet tokens and then Starting with the first player and going clockwise, players Regrouping phase.
takes the corresponding planets. If you cannot execute an order you must draw an Event may choose and execute one card. Remaining cards are
card instead. However if you have already executed all discarded. All The End Draws Near Event cards must be A player’s permanent resources on his faction sheet
The first player places one planet on the table (with 4 of his orders your turn is skipped. are treated just like Resource cards, only they always
chosen and placed to the side of the board.
a base on any area of it if desired). Going clockwise, remain with a player and cannot be force mined.
players take it in turns to place a planet (with a base if When you execute a special order, place the token in 10. DISCARD COMBAT CARDS
desired) adjacent to any on the table, connected with a the special order pool on your faction sheet. Force Mining and Depletion
Discard Combat cards down to your hand limit (6
normal navigation route. A player may force mine a Resource card by
You can only execute a special order if the number of usually, 8 for Terran players). Cards in your play area
flipping the card to its partially depleted side
If planets are placed so that a route would connect them, tokens in this pool is less than the number allowed by do not count towards the hand limit.
and placing a depletion token on the area.
the route must be placed. R&D modules you control.
WINNING THE GAME He may then assign an extra worker to the card and
Once every player has placed a planet, the last player
3. REGROUPING PHASE harvest 1 extra resource.
places another, and so on again in anti-clockwise order.
Normal Victory: Player has accumulated 15 points in If the area is force mined again the card is fully
If a planet with a base was not placed by a player in the Players perform the following steps and then pass the Step 6 of the Regrouping phase. depleted: remove it from the game, move any
first round, it must be placed in the second. first player token clockwise.
Special Victory: Player has achieved his special victory assigned workers to the Unavailable Workers
Starting again with the first player, each player takes a 1. DESTROY BASES, INSTALLATIONS & conditions in Step 7 of the Regrouping phase. Most area of the player’s faction sheet, and flip the
turn to place a Z-Axis route. Both ends must be placed, TRANSPORTS may only be fulfilled during Stage III of the game. depletion token to its red side.
and they can never connect to the same planet. End-game Victory: 2 or more The End Draws Near Event
Bases and installations are destroyed if there are enemy An area may be fully depleted in a single action;
Players take all Resource cards that correspond to the units in the same area. Transports are destroyed if there cards have been played by the end of Regrouping phase assign 2 extra workers to the card and harvest 2 extra
planet on which they placed their bases. is no friendly base on an adjacent planet. Step 8. The player with the most conquest points wins. resources.
THE ORDERS MOBILIZE COMBAT If one of the icons on the Combat card matches his
Do the following in this order: front-line unit, the player must use any special ability
BUILD 1. Place Order Token in Contested Area on the card.
Do any or all of the following in this order: 1. Move Units: Move friendly units between areas on An active player moving units into a contested area
the active planet, and/or transport friendly units from If one of the icons on the reinforcement Combat card
containing enemy units is the attacker, his opponent
1. Build: If you have a base on the active planet, you adjacent planets to areas on the active planet. matches his front-line unit, the player may use any
the defender. The attacker takes his Mobilize order and
may build any number of workers and transports and special ability on the reinforcement card.
Units may move into any number of empty or places it faceup in the contested area during the battle.
a number of units equal to your unit build limit.
friendly areas, but only into one enemy area. Otherwise the card is discarded without effect. Combat
2. Upgrade Bases: If you have a base or unit on the 2. Use Start of Battle Abilities card special abilities remain in effect throughout the
active planet, you may upgrade your bases by You must have a transport on a navigation route to First the attacker, then the defender, may use one start skirmish.
purchasing one building and/or one module. move units between planets. of battle special ability.
You must obey unit limits except when starting a Each supporting unit adds its support value (see
3. Build Base: If you have a unit on the active planet 3. Draw Combat Cards the faction sheet) to the attack strength of the
but no base, you may build one base on the planet. battle, when you may move units into an area up to
the unit limit plus 2. The attacker draws 3 Combat cards (5 on a Special friendly front-line unit in its skirmish.
Building Workers and Transports Mobilize order) and the defender draws 1 Combat card. Destroy Units and Discard Cards: If the final attack
2. Resolve Battle: If you move units into an area
Pay the required resource cost and place workers on containing enemy units, you start a battle. value equals or exceeds the opponent’s final health
4. Attacker Establishes Skirmishes
your Unavailable Workers area and transports on any value, the attack has sufficient strength and the
navigation route connected to the planet. You may only Each Mobilize order may start only one battle. The attacker arranges all units in the area into a series opposing front-line unit is destroyed.
have 1 transport on a navigation route. When a transport of skirmishes. One attacking unit is paired with one
RESEARCH defending unit; these are front-line units. Discard any cards (except splash damage cards) played
is on a z-axis, flip the smaller end to its warning side to to the skirmish.
remind players the route is not empty. You must have a base on the active planet.
5. Assign Supporting Units
Do the following in this order: 8. Resolve Splash Damage
Building Units Left-over units are supporting units. The player
1. Draw an Event Card (required): Place the card half Apply any casualties from triggered splash damage cards.
You are limited in the types of units you can build by controlling any supporting units assigns all of them one
the buildings constructed on your faction sheet, and under your faction sheet, facedown and unseen. at a time to any of the skirmishes. If both players have 9. Resolve Retreats
the number you can build by your unit build limit. Each 2. Draw 3 Combat Cards (optional): Cards are added to supporting units the attacker assigns first.
If no defending units remain the attacker is victorious.
player begins with a unit build limit of 2. your hand of Combat cards. The defender will lose the area’s Resource card at the
6. Place Combat Cards
Terran and Protoss factions increase their unit build by 3. Purchase Technology (optional): Look through end of the round. Any attacking units exceeding the
The attacker plays a single standard Combat card
1 for each Supply module they build. A Zerg faction’s your Technology deck and buy 1 Technology, area’s unit limit must retreat (attacker’s choice).
(plus a single reinforcement Combat card if desired)
unit build limit is equal to twice the number of building gaining all the cards of the same name from your facedown to each skirmish. If all the attacking units were destroyed, the defender
types on his faction sheet. deck. Announce and explain the technology to other is victorious.
players and add the card(s) to your Combat deck. Then the defender plays a single standard Combat card
Pay the unit’s resource cost and place it on any friendly (plus a single reinforcement Combat card if desired) If every unit was destroyed, the area is now empty. The
or empty area on the planet. The active player may If technology was purchased, shuffle the Combat facedown to each skirmish. defender retains control of the area’s Resource card.
voluntarily destroy units at any time during their turn deck, including any previously discarded cards.
except during a battle. If the technology was placed in your play area and If desired, a player may draw the top card of his Combat If both attacking and defending units remain, all
not your Combat deck, the deck is not shuffled. deck and assign it to a skirmish without looking at it. In attacking units must retreat (if all remaining defenders
Each area has a unit limit. Bases are not units. this case no reinforcement card can be added. are Assist units, attacker wins and defender retreats).
Upgrading Bases SPECIAL ORDERS If this card turns out to be a reinforcement card, Retreating units must move to a single friendly or empty
Pay the resource cost for the upgrade and place it discard and replace it with another until a standard area on the active planet or an adjacent planet (if he
on the appropriate area of your faction sheet. A base Special orders add additional capabilities to their card is drawn. has a friendly connecting transport). Any unit that
upgrade upgrades all of your bases on the board. standard order versions: cannot retreat is destroyed.
7. Resolve Skirmishes
Building Bases Special BUILD Order Ground vs Flying Units
One at a time, in an order chosen by the attacker,
Pay the resource cost and place the base on any area Build limit increased by 1. skirmishes are resolved. Units are either ground or flying units,
that contains at least one friendly unit and no enemy
Receive a 1 resource discount off the cost of and can target either ground units, flying
base. You may have only one base on a planet. Reveal Cards: Flip over the cards simultaneously.
a single unit, base, transport, building or units (blast icon), both or neither.
Tech-Required Units module. Compare Values: Final attack and health values are
If a player has sufficient strength after calculating
Tech-required units require that a certain technology be determined:
Special MOBILIZE Order attack and health values in a skirmish:
acquired before they can be built. Once acquired, these
When starting a battle, you may draw 2 Major or minor attack and health values on the
units may be built on any planet (even one without a – if his front-line unit can target the opposing front-
additional Combat cards and adds 1 to your standard card plus
base). Existing units that have to be destroyed must be line unit, the target is destroyed;
on the active planet, and the new unit is then placed in final attack value in each skirmish. +1 if a Special Mobilize order was used plus
– if his front-line unit is unable to target the opposing
one of the areas that contained a destroyed unit. Bonuses from special abilities on the card plus front-line unit, but can target a supporting unit, that
Special RESEARCH Order
Constructing Buildings You must choose one additional capability: Bonuses from a reinforcement card plus unit is destroyed (if there are multiple targets the
Players can build buildings of 3 different building controlling player decides);
Draw an additional Event card or; Combined support strength of supporting units.
types. The first time you build a building of a type, you – if his front-line unit is unable to target any opposing
must build its first-level version. Higher levels are built If you purchased a new technology card to add If one of the icons on the Combat card matches his units, no opposing units are destroyed;
on top of lower levels, and levels may not be skipped. to your Combat deck, you may place 1 of the front-line unit, the player uses the card’s major attack
Each player begins the game with one first-level corresponding Technology cards in your hand and health values (larger numbers); otherwise the minor Supporting units only add their support value if the unit
building pre-printed on his faction sheet. instead of shuffling it into your Combat deck. values are used. is capable of targeting the opposing front-line unit.
+ BROOD WAR Reveal Cards and Compare Values: Collatoral Damage If a front-line unit with this
THE ORDERS
Major/minor attack/health values + ability is not destroyed during the Resolve
1. PLANNING PHASE BUILD +1 if a Special Mobilize order was used + Skirmishes step, the owner may immediately
choose one option:
Sequentially place 4 order tokens: only on 1. Build: (requires base) May build workers, Bonuses from special abilities +
planets with a friendly unit or base, or planets transports and units equal to unit build limit. Bonuses from a reinforcement card + a. Destroy 1 enemy base in the area
adjacent to one. Combined support strength of supporting units. b. Destroy 1 enemy installation in the area
2. Upgrade Bases: (requires unit or base)
Major attack/health values and any special c. Destroy all enemy workers in the area (on
May purchase 1 building and/or 1 module.
2. EXECUTION PHASE ability if an icon matches front-line unit. the corresponding resource card)
3. Build Base: (requires unit) May build 1 base
Reveal and execute orders visible at the top on the planet (no enemy base in same area). Reinforcement special ability if one of the icons Detector Cancels the cloaking ability of enemy
of an order stack. May choose to draw Event A player may have only 1 base on a planet. on reinforcement card matches front-line unit. units in the same skirmish.
card (keep facedown and unseen) instead of Destroy Units and Discard Cards Mind Control At the end of the Destroy Units
Special Order: Build limit increased by 1 and
executing order. (except splash damage cards). and Discard Cards step, take the opposing front-
1 resource discount for a single unit, base,
When executing a special order, place it in your transport, building or module. 8. Resolve Splash Damage line unit and place one of your mind control
special order pool, but only if the number of tokens beneath it; now treat the figure as if it
tokens there is less than the number allowed by 9. Resolve Retreats belonged to you. During battle, the unit uses
MOBILIZE No defending units remain: Attacker wins;
R&D modules you control. the top card from its original owner’s combat
1. Move Units: between areas on active planet attacking units over area’s unit limit retreat. card deck.
3. REGROUPING PHASE and transport from adjacent planets to active All attacking units destroyed: Defender wins. You are limited to 2 mind controlled units at a
planet. May only move into 1 enemy area. Every unit destroyed, area empty: Defender
1. Destroy Bases, Installations & Transports time (but may voluntarily destroy units under
Must obey area’s unit limit, but if starting a retains control of area’s Resource card.
Base destroyed if any enemy units in same area. your control). Heros are immune.
battle, attacker may exceed unit limit by 2.
Transport destroyed if no base on connected Both attacking and defending units remain: Sacrifice A front-line unit with this ability is
planets. 2. Battle: if enemy units in area. All attacking units retreat (if all defenders are automatically destroyed during the Resolve
Special Order: Draw 2 additional Combat cards Assist units, attacker wins, defender retreats). Skirmishes step of a battle regardless of
2. Lose Resource Cards Resource card for an
area is lost if you do not have a base on that and gain +1 attack value in each skirmish of whether or not the opponent has sufficient
planet, and/or the area contains an enemy unit the battle. SPECIAL ABILITIES strength to destroy it.
or base.
RESEARCH Special abilities from Combat cards only last Ignore if the unit with this ability is unable to
3. Gain Resource Cards Receive Resource card until the end of the skirmish. When multiple attack both the opposing front-line unit and
for every friendly area on a planet with a base. Must have a base on the active planet. abilities occur at once, combat resolution order supporting units, or if the opposing unit is
If no enemy bases on planet, also take Resource is attacker then defender. Out of combat, play cloaked (and not detected).
1. Draw an Event Card: keep facedown, unseen.
card for empty areas. clockwise starting with the First Player.
2. May Draw 3 Combat Cards: add to hand. Splash Damage All of your splash damage cards
4. Retrieve Workers & Special Orders SPECIALTY SUPPORT ICON are triggered when you destroy at least one
All workers in unavailable workers area or 3. May Purchase Technology: May purchase all opposing unit during the Destroy Units step of
The card’s special ability can be used if
assigned to Resources to the Worker Pool. copies of a single Tech from Tech deck and that skirmish (even if some or all of the friendly
the unit is the front-line or supporting unit.
Retrieve all tokens in Special Order Pool. shuffle into Combat deck. units are also destroyed). Destroying a cloaked
5. Choose Leadership Cards (if necessary) Special Order: Draw additional Event card or Assist unit does trigger splash damage, even if it only
Skip if cards have been chosen for this Stage. place 1 newly gained Tech card directly in hand. Units with assist may not be assigned withdraws.
as front-line units in a skirmish. They
6. Gain Conquest Points Keep triggered cards faceup nearby to record
COMBAT are always supporting units, and are thus left
Equal to points in controlled areas. how many times splash damage is triggered.
out of an attacker’s initial skirmish match-ups.
7. Check for Normal Victory 1. Place Order Token in Contested Area Resolve splash damage during the Resolve
If all of your units in a battle have this keyword,
15+ conquest points: game ends. Splash Damage step. For each of your triggered
2. Use Start of Battle Abilities you must choose one to be your front-line unit.
8. Check for Special Victory splash damage cards, your opponent must
3. Attacker Draws 3 Combat cards, Defender 1. Cloaking choose and destroy one of the enemy units that
Special victory objective gained: game ends.
4. Attacker Establishes Skirmishes When a unit with cloaking is destroyed in a survived the battle’s skirmishes. Resolve each
9. Play Event cards May choose and execute skirmish, the unit instead withdraws at the end card and place it on its owner’s discard pile.
1 Event card and discard rest. The End Draws 5. Assign Supporting Units
of the Destroy Units and Discard Cards step.
Near Event cards must be chosen and placed The card restricts the unit type that may be
6. Place Combat Cards to Each Skirmish
near board. The controlling player moves it to a friendly or destroyed (ground, flying, or owner’s choice).
May blind draw top card of Combat deck instead ‘Ground’ and ‘flying’ unit splash damage cards
empty area on the active planet. If no such area
10. Discard Combat Cards to hand limit. (no reinforcement card). must always be resolved before ‘ground/flying’
exists, or this would cause an area’s unit build
11. Pass First Player Token 7. Resolve Skirmishes limit to be exceeded, the unit is destroyed. unit splash damage cards.
+ BROOD WAR Hero Trait
PLANETS DEFEND ORDER
These Stage II cards provide you with a special
MODULES You control an area in which you have at least Defend orders are never placed in hero unit, represented by a normal figure of a
one unit or base, and no enemy units or bases. an order stack. You may only particular type with a hero token underneath it.
Supply Modules You may build in any friendly or empty area execute one per Planning phase,
and there is no Event draw option. Heroes function as normal units of the same
For each supply module , your unit on an active planet where you have a base. type. They have all abilities for that particular
build limit is increased by 1. You may build a base (one per planet) if you Executing a Defend order counts towards your unit plus any provided by the Leadership card.
Zerg factions do not have supply modules; have a unit on the active planet but no base. maximum of 4 orders per Planning Phase.
Place the hero in any friendly area. If you have
their unit build limit is twice the number of You may upgrade all your bases if you have a Place the Defend order in a friendly area on any no area in which he can legally be placed, you
building types on their faction sheet. base or unit on the active planet. planet during the Planning phase. You may then cannot gain the hero. If you do not have enough
Research & Development Modules Units may never enter, be built immediately move and/or transport units to that figures of the required type, you may destroy a
in, or occupy an area with icons area as if you were executing a Mobilize order. friendly unit of the type to gain the hero.
During the Execution Phase you may
execute special orders up to the not matching their unit type. Then place a guard token in the area All heroes are immune to splash damage. A non-
number of R&D modules you have built (up Installations and bases (including Terran bases) and take back the Defend order token. hero unit must always be chosen to be destroyed
to the normal combined total of 4 orders). may never be constructed, move into, or be At the start of a battle in the area, the by splash damage if possible. If there are no other
present in flying unit limit areas. defender may discard the guard token eligible units, the splash damage is ignored.
Air Support Module to gain +2 health in each skirmish.
Grants all your bases: If you control a strategic area you may Heroes are immune to the mind control ability
treat all order tokens you execute on Discard the token if you no longer control the and all Technology card abilities that destroy
Cloaking Detector: All of your units in the same the same planet as if they were special area. It may be used only when defending, not units.
area as one of your bases gain the detector ability. order tokens. in conjunction with other health bonus abilities.
Anti-aircraft Defenses: When a battle occurs in All special orders you execute on the planet CARD EFFECTS
the same area as one of your bases, you receive are not placed in your special order pool, but LEADERSHIP CARDS
+1 attack strength in each skirmish where the are returned to your pile of unused tokens. Cancel Cause an opponent’s card to be ignored
opposing front-line unit is a flying unit. Each player may use a Leadership card during and discarded to the owner’s discard pile.
each game Stage, for a total of up to 3 cards.
Limited Orbital Defense: Opponents may not RESOURCE TOKENS The Stage I Leadership cards also specify which Cancel effects are resolved before special
transport units across navigation routes directly units a player starts with at stepup (replacing abilities of cards; if both players have cancel
Resource tokens may be discarded any abilities, resolve the attacker’s before the
into an area containing one of your bases. the normal starting units).
time you pay a resource cost to reduce defender’s.
Defensive Module the cost by 1 of the appropriate type. Players may look at other players’ (and their own
Leadership decks at any time, except during the Gain You gain a specific number of attack
When defending, after skirmish
INSTALLATIONS Choose Leadership Cards step. and/or health, sometimes only after fulfilling a
match-ups have been made, you may
requirement.
switch any 2 of your units between skirmishes If Leadership cards have already been
(front-line or support, but not assist units). chosen for the current stage, skip the Choose Place in Your Play Area When purchased,
You may only switch into the front-line of a Leadership Cards step. Otherwise, all players the Technology card is not shuffled into your
skirmish if the opponent’s front-line unit can choose 1 Leadership card matching the Combat deck, but placed faceup in front of
attack it. Warp Gate Overmind Cerebrate current stage and place it facedown. Then you. Its abilities are triggered as specified on
simultaneously turn them faceup and resolve. the card.
Installations are placed in areas and do not
Assist Module Recharge When the specified card type would
count towards the area’s unit limit. Leadership cards are always resolved starting
One of your assist units in an area be discarded, instead return it to your hand.
does not count towards the unit limit. There can be no more than one base or one with the first player and proceeding clockwise.
installation in each area. They are destroyed Most have abilities that immediately take effect; If the ability may only be used once per action
Also, a single assist unit does not count the card is then removed from the game. phase, record this by placing a depletion token
in the same way as bases, but do not function
towards unit limits when attacking an area. on the card. At the end of the action phase,
as bases. They do not provide resources. An Some (including those with the Special Victory
Offensive Module area only containing an installation is controlled or Hero trait) have the text Place in your play remove the token.
Transport any number of units into by the player who owns the installation. area, and stay in play for the rest of the game. Return to Your Technology Deck Instead of
an area containing an enemy base, Infested command center installations Special Victory placing the Technology card in your discard
ignoring your opponent’s Air Support module enter play via the Zerg Infest pile at the end of the skirmish, return it to the
These Stage I cards allow you to complete your
and its Limited Orbital Defense ability. Command Center tech card. Technology deck.
special victory condition once Stage III has
You must then destroy each transport used Zergs must have an Infested Command Center been reached. If you did not choose this card Vs. Any benefit preceding vs. takes effect only
to move units into the area containing the on a planet in order to build Infested Terran units at the start of the game, you will only be able if the opposing front-line unit matches the
enemy base. there (a base on the planet is not required). to win the game by collecting conquest points. description following vs.
CORE GAME VARIANTS + BROOD WAR 7. Galaxy Setup: Each scenario specifies how the galaxy
will be set up. Each faction’s starting units must be
GALACTIC CONQUEST placed on the specified planets, starting with the
Players do not acquire conquest points, and the only first player.
way to win is to achieve an elimination victory. Before 8. Separate Technology Cards and Combat Cards:
setting up the Event card deck, return the The End BROOD WAR VARIANTS Each player separates his Combat deck from his
GAME MODES
Draws Near cards to the box. During play, if the last Technology deck and places each deck on the
card of the Event deck is drawn, shuffle all the Stage Before setup, all players must all agree on which of These game modes may not be used with the Optional appropriate spaces of his Faction Sheet. Add certain
III Event cards in the discard pile to form a new Event these modular options they wish to use. Rules, and a maximum of one game mode can be used Technology cards to the Combat deck (or place them
deck, and continue playing. during a game. in play) if the scenario so specifies.
Randomized Factions
This variant can be combined with the Team Play Players are given a random Faction Sheet during the Before setup, players must all agree on which, if any, 9. Draw Combat Cards: Each player shuffles his Combat
variant; play until only one team is left standing. Choose Factions setup step instead of choosing. game mode they wish to use. deck and then draws Combat cards up to his hand
limit (normally 6).
TEAM PLAY VARIANT Disposable Special Orders SURVIVAL GAME MODE
Players may always execute special orders instead of Victory Conditions
In games with either 4 or 6 players, divide players into Follow all rules for the Galactic Conquest Variant in
teams of 2 players each. Each player controls his own discarding them to draw Event cards. You may do this addition to the following rules: Each scenario describes what each faction (or team of
faction, but is allied with another player. regardless of the number of R&D modules you have on factions) must do in order to win the game.
your Faction Sheet, at the cost of permanently losing Return all but 3 bases of each faction to the box at the
Determine which players will be teammates before start of the game. No player will be able to build more Play Order
the order.
beginning the game, and then randomly determine than 3 bases throughout the entire game. Each scenario specifies which player begins the game
which faction each player will control in the game. Whenever a player executes a special order and cannot/ as the first player and what the play order will be. After
does not wish to place it in his special order pool, he A base is not required to build transports as long as the players have chosen their factions, they should follow
Players should seat themselves so that teammates sit
must remove the token from the game (it may not used player controls at least one area on the planet. the specified play order for seating around the table.
as far as possible from each other.
for the remainder of the game). A player is eliminated from the game if at any time he
Players may not attack teammates, nor move into areas Counting rounds
More Starting Planet Tokens does not have any bases in play. Also, when a player’s Some scenarios will only last a certain number of game
controlled by teammates. A player’s teammate’s areas
Eeach player receives 3 starting planet tokens (instead base is destroyed, the token is removed from the game rounds, and require players to track the number of the
are considered enemy areas for all game purposes.
of 2) and the corresponding planet tiles during the and returned to the box. current round. In order to do this, place an unused
A player’s teammate’s units, bases, and areas do not
count toward his own special victory objective. Receive Planets step of setup. Conquest points are not accumulated; instead, each conquest marker on the “1” space of the conquest track
Players still only place 2 planets during Galaxy Setup. time a player would receive a conquest point, he during setup. At the end of each Regrouping phase,
With Brood War only: A player cannot build a base on a move this token one space up the track.
After each player has placed 2 planets, all other planet receives a resource token of his choice.
planet if it will cause his team to have a base on every
area of the planet. tiles are returned to the box. Teams
SCENARIO GAME MODE
Larger Galaxy Many scenarios break the factions into particular teams.
Special Victory The game ends when one or more players Setup
achieve their special victory objectives during Step 6 Each player receives 3 starting planet tokens (instead Decide on a scenario, then follow these steps: No Leadership Cards
of the Regrouping Phase. If either member of a team of 2) and the corresponding planet tiles during setup. Leadership cards are never used in a scenario unless
achieves its special victory objective, the team wins. 1. Choose First Player: Randomly determine which
After each player has placed 2 planet tiles during specified (if a scenario starts a player with a particular
player gets to choose factions first.
If 2 or more teams qualify for a special victory at setup, each player (starting with the first player and hero, then he also starts the game with the appropriate
the same time, use each tying team’s total conquest proceeding clockwise) will place his third planet tile 2. Choose Factions: Each player chooses a faction to hero Leadership card).
points as a tiebreaker. If these are tied, use the normal into the galaxy. play from those listed. After choosing factions, a new Scenario Items
tiebreakers. For each tiebreaker, combine both team player will become the first player, as described by
Players must follow normal placement rules, and still Scenarios that use scenario item tokens specify the
members’ relevant elements for comparison against the the scenario.
only place a single base (although it can be on any of purpose and use of the tokens.
other tying team(s). his 3 planets). 3. Gather Faction Components: Each player receives
Most items can be carried by units in the game,
End-game Victory The game ends when 2 or more The the Faction Sheet, tokens, cards, and plastic figures
Players do not use the special victory card from their although some scenarios may restrict which units can
End Draws Near Event cards are in the common play corresponding to his faction. Some scenarios provide
Leadership deck, and the number of conquest points carry them. When a unit is carrying an item, place
area at the end of Step 7 of a Regrouping Phase. The players with additional pieces, or start a player with
required to win the game is increased to 25. it beneath the unit; it moves with him. If the unit is
team with the most total conquest points is the winner. particular buildings or modules on his Faction Sheet.
destroyed, the item is placed in the area the unit was
If this option is used with the No Leadership Cards destroyed in.
If the Aldaris faction is playing, then Aldaris’ team 4. Place Conquest Point Track
option, each player simply starts with the units listed on
automatically wins an end-game victory (regardless of his special victory Leadership card. 5. Place Tokens: Place all unused depletion, guard, and To pick up an item that is not being carried, the
each team’s total conquest points. resource tokens near the play area. player must control the area (have friendly units, and
No Leadership Cards no enemy units/bases in the area). When executing a
Elimination Victory The game ends when all but one
Each player begins the game with his special victory 6. Prepare Event Deck: Some scenarios specify certain mobilize order, the active player may choose one of his
team has been eliminated.
Leadership card, and the Choose Leadership Cards cards (or random cards) to be removed from the units that is in the same area as the item to carry (pick
Normal Victory The game ends when one or more teams steps of setup and the Regrouping phase are skipped. Event deck. If the scenario does not specifically up) the item.
have a total of 30 or more conquest points. If playing remove cards from the Event deck, then the deck
In addition, during step 6 of setup, remove the Each unit may only carry a single item at a time.
with Aldaris’ faction, this is 40 points (except the will be used in its entirety.
following cards from the event deck: Subtle Planning
Aldaris team, which must only accumulate 30). Special Rules
(Stage I), Heroic Strategy (Stage II), Inspiring After cards have been removed, shuffle each stage
Should multiple teams have the same number of points Leadership (Stage III). Then remove one less than the of the deck separately and build the Event deck by Each scenario has additional special rules and
at the end of the game, use the normal tiebreakers. number of random cards from each stage. placing Stage I on top of Stage II on top of Stage III. restrictions that must be followed.