How to win @ {

How to Win
Collect Fame Points @ to
achieve Victory
Explore: Discover @ in Exploration Tokens {.
Missions: Each Mission you complete is worth 1@.
Combat: Destroying another ship earns you @:
$ Tier I ships are worth 1@
^ Tier II ships are worth 2@
& Tier III ships are worth 3@
Trade: Sell all the Cargo Cubes in your Hold - receive
1@ (2 cubes minimum).
Ships: Purchasing a new ship earns you 1@.
Wealth: You may purchase 1@ for 5,000%
(cannot purchase final @ needed for victory).
Kindness: Rescue a Stranded player - By giving
Energy to a Stranded player you receive 1@.
Titles: Complete Title objectives and earn the @
that accompany them.
Luck: Earn 1@ whenever you roll a natural 20 on a
Ï [d20] (maximum once per turn).
[001/200] •
© 2014 Far Off Games LLC
TAC-X
Rapid tactical re-calculation
Easy Tiger - Tier I
Immediately after rolling any die:
Spend 1 Energy and re-roll.
This Ability allows you to re-roll any one of your
own die rolls. Once re-rolled you must take the
result of the new die roll, you cannot use the
result of the old die roll.
Energy Cost
After Use, place card face
down until Refreshed.
[006/200] •
© 2014 Far Off Games LLC
Energy Scoop
Collect ambient Energy from
space
Puddle Jumper - Tier I
As an Action: Roll Ï [d20].
1- 4
5-13
14-19
20
Nothing happens. (No Energy present!)
Receive 2 Energy.
Receive 3 Energy.
Receive full Energy!
Any Energy that would exceed your ship’s
maximum capacity is discarded.
After Use, place card face
down until Refreshed.
[007/200] •
© 2014 Far Off Games LLC
Afterburner
Burn bright, fly fast
Numerator - Tier I
Immediately after an Engine roll:
Spend 1 Energy and roll Ï [d20].
1-4
5-10
11-19
20
Nothing happens. (Burner fails to ignite)
Add +3 to the Engine roll.
Add +5 to the Engine roll.
Add +8 or double the Engine roll!
This ability only applies to one die roll per turn.
Energy Cost
After Use, place card face
down until Refreshed.
[008/200] •
© 2014 Far Off Games LLC
Over-surge
Push your ship to the limit
SWAMP RAT - Tier I
Use as an Action or as Defense: Spend 1 Energy.
Place one Damage Marker } anywhere on an
Outfit. You may then immediately use that
Outfit as if you had placed an Armed Marker on
a Use space.
Energy Cost
After Use, place card face
down until Refreshed.
[009/200] •
© 2014 Far Off Games LLC
Disruptor Field
Fly undetected through
planetary shields
Ghoststalker - Tier I
As an Action: Spend 2 Energy and roll Ï [d20].
1-8
Nothing happens. (Field out of frequency!)
You may pass through a Planetary
9-19 Shield border one time this turn with no
consequences.
Pass through a Planetary Shield border two
20
times this turn with no consequences!
On a 20, you may choose to use this ability on
two separate Planetary Shields (ex. exit through
one and enter through another) or twice on the
same Planetary Shield.
Energy Cost
After Use, place card face
down until Refreshed.
[010/200] •
© 2014 Far Off Games LLC
Mag-harpoon
Hitch a ride with passing ships
Persistent Memory - Tier I
This ability allows you to target any adjacent
ship. On a successful roll, you may move along
directly behind the target ship when it moves, up
to the number of spaces specified below:
At any time: Spend 1 Energy and roll Ï [d20].
1-2
3-13
14-19
20
Nothing happens. (Harpoon misses!)
Follow target up to 8 spaces.
Follow target up to 12 spaces.
Follow target up to any amount of spaces!
This ability can immediately interrupt any other
turn. (The interrupted turn resumes after your
Ï [d20] roll.) This ability lasts until the start of
your next turn. You may “detach” from the host
ship at any time.
Energy Cost
After Use, place card face
down until Refreshed.
[011/200] •
© 2014 Far Off Games LLC
evasive thrusters
Use agility to dodge attacks
gaiden - Tier II
When taking damage: Spend 2 Energy and roll
Ï [d20].
1- 4
5-11
12-19
20
Nothing happens. (You fail to dodge!)
Dodge up to 5} damage.
Dodge up to 8} damage.
Dodge all damage!
Dodge works against all types of damage (except
unblockable damage).
Energy Cost
After Use, place card face
down until Refreshed.
[012/200] •
© 2014 Far Off Games LLC
auto-pilot
Maintain movement momentum
Lone Drifter - Tier II
As an Action: Spend 2 Energy and roll Ï [d20].
1-5
6-8
9-19
20
Nothing happens. (Initialization failure!)
Move 1 space after each player’s turn.
Move 2 spaces after each player’s turn.
Move 4 spaces after each player’s turn!
3-Player game: Add +1 movement to successful
rolls. (Example: On a 9-19: Move 3 spaces after
each player’s turn, etc.)
This ability lasts until the start of your next turn.
Energy Cost
After Use, place card face
down until Refreshed.
[013/200] •
© 2014 Far Off Games LLC
Sentry Gun
Attack nearby enemies
automatically
Mach Horror - Tier II
This Ability allows you to make an Attack Action
on another player’s (or NPC’s) turn. You may use
this attack only when it isn’t your turn.
Target a ship up to 3 spaces away with a clear
Line of Sight: Spend 2 Energy and roll Ï [d20].
1- 4 Nothing happens. (Target lock failure!)
Roll Å [d8]. } Damage dealt is half,
rounded up.
12-19 Roll Å [d8] for } Damage.
20 Roll Å [d8]. } Damage dealt is doubled!
5-11
This attack immediately interrupts any other turn.
(The interrupted turn resumes after the attack.)
Energy Cost
After Use, place card face
down until Refreshed.
[014/200] •
© 2014 Far Off Games LLC
nano-regeneration
Microscopic robots repair your ship
the krembler - Tier II
As an Action: Spend 2 Energy and roll Ï [d20].
1- 4
5-11
12-19
20
Nothing happens. (Error 28- Device not found!)
Remove up to 3} Damage from your ship.
Remove up to 6} Damage from your ship.
Remove all Damage from your ship!
Energy Cost
After Use, place card face
down until Refreshed.
[015/200] •
© 2014 Far Off Games LLC
Pyrion Railgun
Deal precise damage to enemy
ships
Occam’s Razor - Tier II
Target a ship up to 8 spaces away with a clear
Line of Sight. As an Action: Spend 2 Energy
and roll Ï [d20].
1-7
Nothing happens. (Vector miscalculation!)
Choose one Outfit in the target’s Hold.
8-16 Target must place 1} Damage on that
Outfit.
Choose one Outfit in the target’s Hold.
17-19 Target must place 2} Damage on that
Outfit.
Place 2} Damage on target ship in any Hold
20
spaces you choose!
Damage dealt is unblockable. Pyrion Railgun
cannot be combined with other attacks.
Energy Cost
After Use, place card face
down until Refreshed.
[016/200] •
© 2014 Far Off Games LLC
emp burst
Knock out enemy ship systems
bitter karma - Tier II
Target all adjacent ships to which you have
Line of Sight. As an Action: Spend 2 Energy
and roll Ï [d20].
1- 4 Nothing happens. (EMP short-circuits!)
Target ships lose 2 Energy and are dealt
1} Damage.
Target ships lose 3 Energy and are dealt
14-19
2} Damage.
Target ships lose 4 Energy and are dealt
20
3} unblockable Damage!
5-13
Ships may only lose up to their maximum Energy.
Armed Markers are not affected.
Energy Cost
After Use, place card face
down until Refreshed.
[017/200] •
© 2014 Far Off Games LLC
Shuttle Bay
Deploy a ship to do your bidding
Long Haul - Tier III
Place your original Tier I miniature on this card.
As an Action: Spend 3 Energy and:
Move your shuttle up to 4 spaces from your ship. Then
perform one of these Actions:
• Attack with one [d6] Blaster.
• Sell, Buy or Collect Cargo Cubes (to or from Long
Haul’s Hold). (Maximum of 4 cubes)
• Missions (Draw, Objectives, or Complete).
Shuttle must then return to your ship (miniature
placed back on this card).
Actions taken can earn you Fame Points, or claim
Bounty, but they cannot incur a Bounty. Shuttle cannot
be targeted, attacked, or take damage; it is considered
Innocent for Planetary Entrances. When moving, shuttle
must avoid Asteroids, Debris, Planetary Shields, and
Stars, cannot use Gates, and Nebulae have no effect.
Energy Cost
After Use, place card face
down until Refreshed.
[018/200] •
© 2014 Far Off Games LLC
Shockwave
Damage and repel nearby ships
Slow Leak - Tier III
Target all adjacent ships to which you have
Line of Sight. As an Action: Spend 3 Energy
and roll Ï [d20].
1- 4 Nothing happens. (Shockwave dissipates!)
Target ships are dealt 3} damage and are
pushed back away from your ship 1 space.
Target ships are dealt 5} damage and are
12-19
pushed back away from your ship 2 spaces.
Target ships are dealt 7} damage and
20
pushed back away from your ship 3 spaces!
5-11
Ships are pushed in a straight line away from
your ship. Ships pushed through Borders must
roll as if they moved there (asteroids etc.) but
they do not receive Bounty. All kills from Borders
are considered yours. Ships cannot be pushed
into unexplored, or occupied spaces.
Energy Cost
After Use, place card face
down until Refreshed.
[019/200] •
© 2014 Far Off Games LLC
Hard Bargaining
Drive up the price of your cargo
Manchester - Tier III
As an Action: Spend 3 Energy and roll Ï [d20].
1-3
4 -13
14 -19
20
Nothing happens. (You fail to haggle!)
You receive +1,000% per Cube you sell.
You receive +2,000% per Cube you sell.
You receive +3,000% per Cube you sell!
The increased price lasts for the duration of
this turn.
Energy Cost
After Use, place card face
down until Refreshed.
[020/200] •
© 2014 Far Off Games LLC
Particle Ray Beam
Fire a searing blast of energy
constant sorrow - Tier III
Pick a single straight line of 8 spaces
extending from your ship.
As an Action: Spend 3 Energy and roll Ï [d20].
1- 4
5-11
12-19
20
Nothing happens. (Capacitor failure!)
Roll ¢ [d8] for } Damage.
Roll § [d12] for } Damage.
Roll Ï [d20] for } Damage!
All ships in the line are affected
by the attack. The attack
passes through all Borders and
does not require Line of Sight.
Particle Ray Beam cannot be
combined with other attacks.
Energy Cost
After Use, place card face
down until Refreshed.
[021/200] •
© 2014 Far Off Games LLC
Replication Drive
Copy abilities of nearby ships
Nightshade - Tier III
Place Replication Token on this card.
As an Action: Place the Replication Token on
any Ability Card of an adjacent ship.
You may use the chosen Ability as if it was
your own until the start of your next turn.
When you use the chosen Ability, or at the
start of your next turn, remove the Replication
Token and place it back on this card.
You must spend the required Energy to use the
chosen Ability.
The owner of the replicated Ability may still
use it as normal.
After Use, place card face
down until Refreshed.
[022/200] •
© 2014 Far Off Games LLC
WormHole Ripper
Travel through the fabric of
space
Cold Phoenix - Tier III
As an Action: Spend 3 Energy and roll Ï [d20].
1- 4 Nothing happens. (Wormhole destabilizes!)
Place your ship on any space up to 1 sector
away.
Place your ship on any space up to 2 sectors
10-19
away.
20 Place your ship anywhere!
5-9
You cannot place your ship in a Star or on a
space that is already occupied.
You do not have to roll for any Borders passed
through (you didn’t go through them really).
Energy Cost
After Use, place card face
down until Refreshed.
[023/200] •
© 2014 Far Off Games LLC
Ø Merchant
Cargo hauler, flies trade route
Place the Merchant on the second planet
in the trade route to be discovered.
Move
Moves 8 spaces towards the Sell space on the
next planet on the trade route. (Ignores planets not
yet discovered).
Wealth
Place 1,000% on this card when Merchant
arrives at a Sell space on the route. (Merchant
then repeats this process for the next planet.)
Trade Route
[Ø Azure]
[Ø Doravin V ]
[Ø Neo Damascus]
[ œ Kemplar II ]
[ œ Lunari ]
Defense: If attacked, defend with a Å [d8] Shield.
To Kill: 15} Damage or higher on this card.
On Kill: Collect any Credits on this card and 1¬.
Add +1,000% Bounty =.
[024/200] •
© 2014 Far Off Games LLC
< Enforcer
Patrols, hunts Outlaws
When [ œ Kemplar II ] is discovered, place the
Enforcer on it.
Acquire Target
• If attacked, Enforcer targets most recent attacker
(unless they are more than 2 sectors away).
• Otherwise, Enforcer targets closest Outlaw
ship up to 1 sector away (Ties are broken by ¶ [d20]).
• If no ship is targeted, Enforcer targets most
distant [ œ Lawful ] planet.
Move
Enforcer moves up to 6 spaces towards the
target (or until it is 2-6 spaces away, if targeting a
ship).
Attack
If Enforcer ends movement within 2-6 spaces
of the target ship and has clear Line of Sight, it
attacks with a ¢ [d8] Missile.
Defense: If attacked, defend with a ¢ [d8] Shield.
To Kill: 12} Damage or higher on this card.
On Kill: Collect any Credits on this card and 2¬.
Add +2,000% Bounty =.
[025/200] •
© 2014 Far Off Games LLC
> Scoundrel
Vile outlaw that attacks and flees
When [† Loath ] is discovered, place Scoundrel
on it.
Acquire Target (Scoundrel can never target Enforcer)
• If attacked, Scoundrel targets most recent
attacker (unless they are more than 2 sectors away).
• Otherwise, Scoundrel targets closest innocent
ship (ties are broken by ¶ [d20]).
• If no ships are targeted, Scoundrel targets
[† Loath ].
Move
Scoundrel moves up to 5 spaces towards target.
Attack and Flee
If Scoundrel ends movement adjacent to target
ship and has clear Line of Sight, it attacks with a
¢ [d8] Blaster, then moves 8 spaces
towards [† Loath ].
Bounty
• Scoundrel spawns with 2,000% Bounty √ on this card.
• If Scoundrel kills an Innocent ship, place +1,000%
Bounty √ on this card.
Defense: If attacked, defend with a £ [d6] shield.
To Kill: 10} Damage or higher on this card.
On Kill: Collect any Credits on this card and 1¬.
[026/200] •
© 2014 Far Off Games LLC
Envoy Rules
For the Kickstarter-Exclusive Missions
Overview
Envoy Missions are Lawful Missions where players
can take on the role of an Envoy, negotiating in
dangerous situations.
Setup
In Step 4 of Setup, shuffle the Envoy Missions in
with the rest of the Mission cards.
Lawful Missions - Envoy
1. Fly to Mission Point ( # ).
2. As an Action: Conduct negotiations at
specified # (Ï [d20] roll). (Previously completed
Envoy Missions may be spent immediately to re-roll.)
3. Reveal Mission Card. Place Credits equal to the
specified Payment on Mission Card. Payment is
determined by the effectiveness of negotiations.
4. As an Action: Deliver results to Delivery #.
5. Receive Payment on Mission Card.
[105/200] •
© 2014 Far Off Games LLC
> Sellsword
Mercenary for hire
When [> Smugglers’ Den] is discovered, place
Sellsword on it.
Hire
As an Action: A player adjacent to Sellsword may
place 1,000% on this card and take the card from the
current owner (if there is one), placing it to the left of
their ship card. This player is now the “owner.”
Control
Immediately after the owner’s turn, they may take
a turn with the Sellsword.
Move
The owner may move Sellsword up to 7
spaces per turn.
Attack
The owner may have Sellsword attack one
adjacent ship per turn with 2 £ [d6] Blasters.
Contingency
If Sellsword is destroyed by its owner, or while it
has no owner: NO ¬ or Credits are awarded.
Defense: If attacked, defend with a § [d12] shield.
To Kill: 12} Damage or higher on this card.
On Kill: Collect any Credits on this card and 2¬.
[106/200] •
© 2014 Far Off Games LLC
Sellsword Rules
For the Kickstarter-Exclusive NPC
Sellsword ( > Outlaw)
The Sellsword is a mercenary for hire and begins
the game unclaimed. A player can hire the Sellsword
and will then be able to take turns with the
Sellsword until another player takes ownership, or
the Sellsword is destroyed.
The Sellsword is able to move and make an attack
on its turn. The controlling player does not receive
any Fame or Bounty for kills made by the Sellsword.
If destroyed, the Sellsword card is taken from
the controlling player and reverts to its original,
unclaimed status.
Setup
During Step 7 of Setup, place the Sellsword Card
and Miniature in the play area. Unlike other NPCs, it
is not dealt to a specific player.
Play
When the Smugglers’ Den Sector Tile is
revealed, the Sellsword comes into the game.
The Miniature spawns inside of the Smugglers’
Den planet shields.
Players are now able to take advantage of
hiring the Sellsword (see the Sellsword’s Card for
more details).
[107/200] •
© 2014 Far Off Games LLC
Player Turns
1. Action Phase
Explore: Scan,
Blind Jump (Minor),
Move: Engines,
Impulse (even if Stranded) Collect { Token (Minor)
Attack: Blasters, Missiles, Cargo Cubes: Buy, Sell,
Collect Cubes (Minor),
Ram
Mine, Salvage, Harvest
Missions: Draw (Minor),
Other: Abilities, Rescue,
Objectives, Complete
Jettison Cargo (Minor)
2. Business Phase (if on a Planet)
• Recharge Energy
• Rearrange Hold
• Repair } Damage
• Buy New Ship
• Buy Outfits
• Buy 1@ for 5,000%
• Sell Outfits
3. Status Phase
1) Claim Fame
2) Draw Tiles
3) Refresh
4) Arm Markers
Take turns for any
NPC’s you controll.
Combat
1) Acquire Target
• Range
• Line of Sight
2) Declare Attack
3) Declare Defense
4) Roll
5) Resolve
6) Re-Arm