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
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