Boardgames

Xia: Legends of a Drift System

Customize a starship, explore a changing system, and earn Fame through trade, combat, missions, and daring choices.

180
minutes

3 - 5
player(s)

Medium Heavy

Xia: Legends of a Drift System board game cover

About this board game

Xia: Legends of a Drift System is a 3–5 player sandbox space adventure with an approximately 180-minute play time, released in 2014. Each player begins as a hopeful captain commanding a small starship and competing to become the most famous captain in the system.

Customize your Tier 1 ship to match your preferred approach. Invest in engines for a fast but fragile explorer, equip a powerful missile to threaten other ships, save space and credits for trading cargo, or create a well-rounded vessel ready for changing circumstances.

Explore sectors, navigate hazardous environments, and decide how to pursue Fame Points. Captains can complete missions, battle other ships, purchase higher-tier ships, sell Cargo Cubes, claim Titles, and choose when to take risks or change direction.

  • Trade and transport: Buy and sell valuable cargo while managing your ship’s capabilities.
  • Exploration and discovery: Reveal a randomly laid-out system and choose how widely to explore.
  • Combat and competition: Challenge other ships and compete for riches, Titles, and Fame.
  • Open-ended play: Pursue peaceful, fierce, opportunistic, mining, or other approaches.

Every game can develop differently because the board is randomly laid out and players determine how much of the system to explore. You might avoid exploration and create a small arena for swift combat, or open all 19 sectors into a larger space to exploit.

The most adaptive and creative captains will thrive in Xia, making quick decisions as opportunities and dangers appear. With its open-ended structure and community-supported modding, the game invites players to shape their own path from lowly captain to Legend.

Board Game Rules for
Xia: Legends of a Drift System

Download official rules (EN)

A Game by Cody Miller — Far Off Games

Game Overview

Xia is a 3-5 player, sandbox-style, competitive space adventure. Each player starts as a lowly (but hopeful!) captain of a small starship.

Players fly their ships about the system completing a variety of Missions, exploring new Sectors, and battling other ships. Captains vie with each other for Titles, riches, and, most importantly, Fame.

The most adaptive, risk-taking, and creative players will excel. One captain will rise above the others, surpassing mortality by becoming Legend!

Components

  • 21 Miniatures on Flight Stands
  • 18 Ship Mats
  • 84 Outfits (7 Each Type)
  • 1 Fame Point Track
  • 4 Dice (D6, D8, D12, D20)
  • 80 Damage Markers (Damage marker)
  • 1 Victory Marker
  • 75 Cargo Cubes (15 Each Color)
  • 7 Outlaw Tokens
  • 5 Impulse Tokens
  • 1 Replication Token
  • 21 Sector Tiles
  • 30 Markers (6 Each Color)
  • 40 Credits (30 Silver 1,000-Credit tokens, 10 Blue 5,000-Credit tokens)
  • 5 Color Tokens
  • 21 Exploration Tokens
  • 5 How To Win Cards
  • 52 Mission Cards
  • 3 NPC Cards
  • 18 Ability Cards
  • 18 Title Cards
components_overview
components_overview

First Game Recommendations

Because of the complexity of Xia, we recommend the following for your first game:

  • Read all the rules first: You will be much happier!
  • Play to 5 Fame Points: This will keep the game short and sweet.
  • Starting Sectors: Use Burning Horse, Kemplar II, Neo Damascus. Add: Outpost 338 (for a 4-player game), and Expedior Gate (for a 5-player game).
  • Ignore NPCs: Remove the NPCs from the game and ignore all NPC-related cards.
  • Strategies/Outfits: For your first playthrough, each player should pick one of the following strategy/Outfit combinations:
    • Explorer: Buy Raptor-K Engine. Your goal is to explore new Sectors and collect as many Exploration Tokens as possible.
    • Trader: Buy M-22 Engine and Targe Shield, then fly to Kemplar II and purchase 2 Spice Cargo Cubes with your remaining 1,000 Credits. Fly to Neo Damascus and sell your Cargo Cubes. Use your Shield in case of attack.
    • Worker: Buy Halon Engine and Targe Shield. Fly to the nearest Mission Point and Draw Missions. Look for Research and Shuttle Missions to complete.
    • Pirate: Buy M-22 Engine and Saker V Blaster. Attack everything that moves. Focus on ships with Cargo Cubes and/or Bounty.

Game Setup

  1. Shuffle the Sector Tiles and place them face down in a stack within reach of all players. Deal one Sector tile per player (3 for a 3-player game, 4 for a 4-player game, 5 for a 5-player game) face up in the center of the play area, one at a time, lining up the edge symbols to the previously laid Sector.
    • If a Sector without a Spawn Point is drawn, re-shuffle it into the deck and draw another tile.
  2. Shuffle the Exploration Tokens (Exploration token) and place them face down within reach of all players. Place an Exploration Token face down on any Exploration Spaces on the starting tiles.
  3. Shuffle the Mission Cards and Title Cards. Place the decks face down within reach of all players.
  4. Place the Cargo Cubes, Damage Markers (Damage marker), Outfits (organized by shape), Credits, and Dice within reach of all players. The dice are referred to throughout the game as D6[d6], D8[d8], D12[d12], and D20[d20], where the number represents the number of sides.
  5. Give each player one How To Win Card and 3,000Credit worth of Credits (3 silver coins).
  6. Shuffle the three NPC Cards and deal one face up to each player. (In a 4 or 5-player game, not everyone will get one.) Players take the corresponding NPC miniature and place it on the NPC Card.
  7. Place the Fame Point Track in the play area. Players now decide the number of Fame Points needed for victory. Place the Victory Marker on the Fame Point Track to indicate the winning total.
    • Average playtimes: 5 points ≈ 15 min per player; 10 points ≈ 30 min per player; 20 points ≈ 45 min per player.
  8. Separate the blue Tier 1Tier 1 Ship Mats and matching Ability Cards. (Set the green Tier 2Tier 2 and purple Tier 3Tier 3 mats and cards aside for now.) Each player rolls the D20[d20]. The player with the highest roll chooses a Tier 1Tier 1 Ship Mat and takes the matching Miniature and Ability Card. This continues counter-clockwise around the table until each player has chosen. All players then place their Miniatures on the Spawn Point of the Sector Tile closest to them.
  9. Each player takes an Impulse Token and a set of Markers:
    • The Impulse Token is placed on the Impulse Space of the Ship Mat face up (yellow side).
    • One Marker is placed on the Fame Point Track at 0 (Unknown).
    • One Marker is placed on the highest number of the Ship Mat’s Energy Meter.
    • The remaining four Markers are placed on the Ship Mat, filling out the Armed section.
  10. Purchase Outfits: In the same order as ship selection, each player may now spend their Credits to purchase Outfits. The Outfits are placed in their Ship Mat’s Hold. Players may only purchase what will fit in the Hold. Players are not required to spend all or any of their Credits at this point.

First Turn: The player who picked their ship last takes the first turn.

diagram_dealing_sector_tiles
diagram_dealing_sector_tiles
setup_diagram
setup_diagram

Ship Overview & Miniatures

Each ship has a Ship Mat, Miniature, and Ability Card. Miniatures occupy one space on the game board. Ships move via Engines, Impulse, and Abilities. No more than one ship may occupy a single space at a time, but ships may move through occupied spaces.

ship_miniatures
ship_miniatures

Ability Cards

  • Use: Spend the Energy specified on the card and follow instructions (most require rolling a D20[d20]).
  • Exhaust: Directly after use, flip face down until Refreshed.
  • Refresh: Refreshed during the Status Phase by flipping face up.
  • New Ship: Retain Ability Cards from previously owned ships (a Tier 3 ship will have 3 Ability Cards).
ability_card_example
ability_card_example

Ship Mats

Front:

  1. Name
  2. Tier: Tier 1Tier 1, Tier 2Tier 2, or Tier 3Tier 3.
  3. Hologram: Image of the ship.
  4. Price / Hold Size: Credits to purchase / total capacity spaces.
  5. Impulse Space / Value: Spaces ship may move without spending Energy.
  6. Hold: Physical cargo grid.
  7. Energy Meter: Tracks current Energy.
  8. Armed / Disarmed Spaces: Holds Markers ready for use or waiting to be Armed.
  9. Bounty: Bounty Credits are placed here.

Back:

  1. Ship Technical Information: Fluff statistics.
  2. Backstory: Ship lore.
  3. Victory Story: Read aloud when achieving victory!
ship_mat_front_anatomy
ship_mat_front_anatomy
ship_mat_back_anatomy
ship_mat_back_anatomy

Hold, Energy & Systems

Hold

The Hold is the ship’s cargo grid representing physical capacity for Outfits and Cargo Cubes. Each section takes 1 space.

  • Damage: Damage Markers (Damage marker) are placed into Hold spaces (one per space). A damaged space is unusable. If damage reaches or exceeds total Hold spaces, the ship is destroyed.
  • Repairs: During the Business Phase on a planet, pay 1,000Credit (Tier 1 & 2) or 2,000Credit (Tier 3) to remove all Damage Markers.
hold_grid_example
hold_grid_example

Energy Meter

Energy is spent to arm Markers, use Abilities, and scan new Sector Tiles.

  • Spending: Move the Marker down the Energy Meter.
  • Recharging: During the Business Phase on a planet, replenish Energy to maximum for free.
  • Stranded: If a player has no Energy and no Armed Markers, they are Stranded: they can only move by Impulse and take (Minor) Actions.
energy_meter_diagram
energy_meter_diagram

Impulse Token

Used to move up to Impulse value without spending Energy or Markers once per turn. Flip face down when used; refresh during Status Phase.

impulse_token
impulse_token

Bounty

Having a Bounty (Bounty) designates a ship as an Outlaw. Ships without Bounty are Innocent. Outlaws cannot enter Lawful Planets via their Entrance.

  • Accruing Bounty:
    • Evading: Crossing Planetary Shields (chance of +1,000Credit).
    • Crime: Completing or failing Illegal Missions.
    • Raiding: Destroying an Innocent ship (+1,000Credit).
  • Claiming Bounty: Destroying a ship with Bounty immediately awards all Credits from its Bounty area to the attacker (unless both ships are destroyed).
  • Removing Bounty: Removed if the ship is destroyed or a new ship is purchased.
flight_stand_tokens
flight_stand_tokens

Buy New Ship

During the Business Phase, purchase a ship exactly one Tier higher by paying its cost in Credits. Keep previous Ability Cards, Outfits, Cargo Cubes, and Credits. Damage and Bounty are discarded.


Outfits Overview

Outfits are the primary focus of the Action Phase: Engines (movement), Shields (defense), Blasters and Missiles (attack). They come in 3 tiers.

  • Name / Type
  • Price: Cost in Credits.
  • Die: Die rolled when activating (D6, D8, D12, or D20).
  • Use Spaces: Where Armed Markers are placed; limits activations per turn.
  • Sections: White dashed lines; each section takes 1 Hold space and can take 1 Damage Marker.
outfit_anatomy
outfit_anatomy

Rules for Outfits

  • Order: Activate in any order during the Action Phase.
  • Purchasing: During Business Phase for listed price; must fit in Hold.
  • Rearranging: During Business Phase (undamaged Outfits only).
  • Selling: Half cost rounded up: Tier 1 sells for 1,000Credit, Tier 2 for 1,000Credit, Tier 3 for 2,000Credit (repaired Outfits only).
  • Damage to Outfits: Use Spaces covered by damage cannot be used. Each Damage Marker reduces that Outfit’s die rolls by 1.
outfits_in_hold_placement
outfits_in_hold_placement
damaged_outfit_example
damaged_outfit_example

Markers

  • Each ship has 4 Markers available to arm and spend on Outfits.
  • Spending: Move an Armed Marker to a Use Space on an Outfit, roll its die, resolve.
  • Arming: In Status Phase, spend 1 Energy per Marker to move it to an Armed Space (maximum 4). Re-arming is free while on a planet.
  • Disarmed: Any unspent, non-rearmed Markers move to Disarmed spaces at the end of the Status Phase.
spending_armed_marker_example
spending_armed_marker_example
arming_markers_diagram
arming_markers_diagram

Outfit Types

  • Engines: Spend 1 Armed Marker to roll the engine’s die and move up to that many spaces. Unused movement is lost.
    • Ramming: Engines can attack an adjacent ship (Range 1, Line of Sight). Target defends normally; damage dealt is also dealt as unblockable damage to the attacker. (Impulse cannot be used for Ramming.)
  • Missiles: Range 2-6 spaces, requires Line of Sight. Cannot attack adjacent ships. Roll die to deal damage.
  • Blasters: Range 1 space, requires Line of Sight. Roll die to deal damage.
  • Shields: Can be used outside your turn when attacked. Declare how many Armed Markers to spend; roll dice to absorb incoming damage. If shield roll ≥ damage, no damage taken.
    • Asteroid Fields: Shields may absorb Asteroid damage (borders or mining).
    • Nebulae: Shields may absorb Nebula Energy loss (borders or harvesting).
    • Unblockable: Cannot defend against Planetary Shields, Debris Fields, Stars, or Unblockable Damage.
    • Combat Re-Arm: Markers spent on Shields can be re-armed immediately after defending at 1 Energy each.
ship_combat_illustration
ship_combat_illustration

Turn Overview

A player’s turn consists of three Phases:

  1. Action Phase: Includes fighting, flying, using abilities, collecting, trading, and working on/completing Missions. The player uses the inherent abilities of his ship, Outfits equipped on his ship, and bonus abilities from Ability Cards. A player may continue taking Actions until he cannot (or does not wish to) take further Actions. When done, move to the Business Phase.
  2. Business Phase (while on a planet): Only happens if a player ends his Action Phase on a planet space. Includes recharging/repairing the ship, buying/exchanging Outfits, and purchasing a new ship or Fame Points. If the player is not on a planet, the Business Phase is skipped.
  3. Status Phase: Concludes the turn. During this phase, the player re-arms his Markers, refreshes Abilities and Impulse, draws Titles, counts Fame Points, and possibly claims victory!

Once a phase has started, a player cannot go back to a previous phase. After the Status Phase is completed, play continues clockwise.

1. Action Phase

To take an Action: Declare the Action, Spend Energy/Armed Markers and Roll dice, then Resolve. Repeat until finished or unable to take further Actions.

Available Actions:

  • Move: Engines (Armed Marker + die roll), Impulse (flip token, move up to value).
  • Attack: Blasters (Range 1), Missiles (Range 2-6), Ram (Engine at Range 1).
  • Missions:
    • Draw Missions (Minor): On a Mission Point, draw 3, keep up to 1 (if no active Mission).
    • Mission Objectives: Complete actions listed on the active Mission card.
    • Complete a Mission: Turn in completed Mission at delivery Mission Point.
  • Cargo Cubes:
    • Buy: 1,000Credit for 2 Cubes on a Buy Space.
    • Mine / Salvage / Harvest: On designated spaces (D20[d20] roll).
    • Sell: Sell matching Cubes for 1,000Credit each; sell all cubes (min. 2) for 1Fame point.
    • Collect Cubes (Minor): Pick up jettisoned cubes in the same space.
  • Explore:
    • Scan Sector: Spend 1 Energy while on an unexplored edge to draw and place a tile.
    • Blind Jump (Minor): Spend 1 Movement to draw, place, and move into the new tile.
    • Collect Exploration Token (Minor): Collect token from an Exploration Space.
  • Other: Ability Cards, Rescue a Stranded Player, Jettison Cargo (Minor).

2. Business Phase (while on a planet)

Must end Action Phase on a Planet. Take any of the following in any order:

  • Recharge Energy: Free to maximum.
  • Repair Damage: 1,000Credit (Tier 1 & 2), 2,000Credit (Tier 3) to remove all damage.
  • Buy Outfits: At listed price, if space permits.
  • Sell Outfits: Undamaged outfits sell for half cost rounded up.
  • Rearrange Hold: Rearrange items for free (damaged items cannot be moved).
  • Buy New Ship: Purchase next tier ship at listed price.
  • Buy Fame: Pay 5,000Credit for 1Fame point (cannot buy final winning point).

3. Status Phase

  1. Claim Fame: Claim Fame Points and Titles earned. If reaching Victory Token, game ends!
  2. Draw Titles: First player reaching a purple Title space draws a Title Card.
  3. Refresh: Refresh exhausted Ability Cards and Impulse Token face up.
  4. Arm Markers: Spend 1 Energy per Marker to arm (free on a planet). Unarmed markers become Disarmed.

Sectors

Each Sector Tile consists of 19 hexes with a Name/Type, Mission Points, Spawn Points, Exploration Spaces, and edge Symbols. Align edge symbols with the exploring ship’s tile; ignore mismatched borders with other adjacent tiles.

sector_tile_anatomy
sector_tile_anatomy

Movement Details

  • Spend Movement points from Engines or Impulse. Unspent movement is lost when the Move Action ends.
  • (Minor) Actions: Can be taken during a Move Action without ending movement.
  • Other Ships: May pass through, but cannot end movement on an occupied space.
  • Using Occupied Spaces: Spend 2 movement while adjacent to an occupied space to take an Action as if on that space.
calculating_distance_diagram
calculating_distance_diagram

Adjacency & Line of Sight

  • Ships are adjacent when in directly neighboring spaces, UNLESS separated by Planetary Shields or Planetary Entrances.
  • Line of Sight requires an unobstructed straight line (Asteroids, Debris, Stars, Shields/Entrances block LoS).
adjacency_diagrams
adjacency_diagrams
los_vs_adjacency_diagram
los_vs_adjacency_diagram
line_of_sight_diagram
line_of_sight_diagram

Border Rules

  • Normal Space (dashed white): No special rules. Does not block Line of Sight.
  • Star Border (solid red): Blocks Line of Sight. Moving through immediately destroys the ship!
  • Asteroid Field (jagged solid orange): Blocks Line of Sight.
    • Entering: Roll D20[d20]. 1-10: take damage equal to roll (Shields/Abilities may mitigate). 11-20: no damage.
    • Exiting: Safe.
  • Planetary Shields (solid glowing red/green/blue): Blocks Line of Sight.
    • Crossing (in or out): Roll D20[d20]. 1-10: stopped (no entry, lose 1 move, take damage equal to roll). 11-17: successfully cross, +1,000Credit Bounty. 18-20: cross undetected.
  • Planet Entrances (dashed glowing lines): Blocks Line of Sight. Rules depend on legal status.
  • Nebulae (solid pink): Does not block Line of Sight.
    • Entering: Roll D20[d20]. 1-10: lose Energy equal to roll (or disarm markers if energy depleted; stranded if not enough). Shields/Abilities can mitigate. 11-20: safe.
    • Exiting / Moving within: Safe.
  • Inner Borders (dashed colored lines): Inside planets/nebulae; treated as Normal Space.
  • Debris Fields (solid yellow): Blocks Line of Sight.
    • Entering: Roll D20[d20]. 1-3: ship immediately destroyed. 4-20: safe passage.
    • Exiting: Safe.
  • Gates (solid green): Does not block Line of Sight. Spend 1 Movement point to travel to any space on another Gate. (Tigris Gate is malfunctioning: roll D20[d20] to teleport to closest numbered Spawn Point; on 20, choose any and gain 1Fame point).

Exploration

  • Scan: Spend 1 Energy on an unexplored edge, draw tile, place aligned with that edge.
  • Blind Jump (Minor): Spend 1 movement, declare adjacent unexplored space, draw, place tile, and enter it (must accept consequences, even if landing on a Star!).
  • Exploration Tokens: Claimed by first ship entering space. Rewards: 1,000Credit, 1Fame point, or nothing (X). Never respawn.
scan_sector_alignment_diagram
scan_sector_alignment_diagram
blind_jump_diagram
blind_jump_diagram

Planets

  • Lawful (blue): Outlaw ships cannot enter through Entrance (may try illegally through Shield).
  • Outlaw (red): Innocent ships entering through Entrance receive +1,000Credit Bounty.
  • Neutral (green): No entrance restrictions.
planet_illustration
planet_illustration

Cargo Cubes

Stored in empty Hold spaces (1 per space). Five types:

  • Spice (orange, ‘S’): Bought at Kemplar II, Mined at Outpost 338, Sold at Neo Damascus.
  • Holo (pink, ‘H’): Bought at Azure, Harvested at Burning Horse, Sold at Kemplar II.
  • Terra (green, ‘T’): Bought at Doravin V, Mined at Red Gulch, Sold at Azure.
  • Plasma (teal, ‘P’): Bought at Neo Damascus, Harvested at Lower Stratus, Sold at Lunari.
  • Cyber (purple, ‘C’): Bought at Lunari, Salvaged at Pelmont/Kreller IV, Sold at Doravin V.

Smugglers Den sells cubes of any color. Loath buys cubes of any color.

cargo_cubes_in_hold
cargo_cubes_in_hold

Mining, Salvaging & Harvesting

Must be on the space and have free Hold space. Roll D20[d20]:

  • Mine (Asteroids): 1-10: take damage equal to roll. 11-20: gain 1 Cargo Cube.
  • Salvage (Debris): 1-3: ship instantly destroyed! 4-20: gain 1 Cargo Cube.
  • Harvest (Nebulae): 1-10: lose Energy equal to roll. 11-20: gain 1 Cargo Cube.

Missions Overview

  • Draw: As a (Minor) Action on a Mission Point, draw 3 cards, keep at most 1 face down.
  • Complete Objectives: Follow card instructions, then reveal the card and place payment on it.
  • Deliver: Fly to delivery Mission Point, spend an Action to Complete Mission, receive Payment, gain 1Fame point, and gain Bounty if applicable.
  • Experience: Discard a previously completed mission of the same type to re-roll a failed mission D20[d20] roll.
mission_card_anatomy
mission_card_anatomy

Mission Types

Lawful Missions:

  • Shuttle: Pick up passengers at Mission Point, deliver to destination. Payment based on shortest flyable Sector distance.
  • Research: Conduct research at specified space (D20[d20] roll determines quality/payment), deliver results.
  • Bounty Hunter: Destroy an Outlaw ship, roll D20[d20] to collect remains, deliver remains.
lawful_mission_cards
lawful_mission_cards

Outlaw Missions:

  • Smuggler: Pick up contraband, sneak past planetary detection (D20[d20] roll) at destination, deliver contraband.
  • Thief: Fly adjacent to target ship, roll D20[d20] to acquire goods, deliver goods.
  • Assassin: Destroy designated target ship (seating order determines target), deliver remains. Payment based on ship Tier.
outlaw_mission_cards
outlaw_mission_cards

Combat Steps

  1. Acquire Target: Check Range (Blasters: 1; Missiles: 2-6) and Line of Sight (straight line center-to-center without passing through Impenetrable Borders: Asteroids, Debris Fields, Stars, Planetary Shields/Entrances, or unexplored space).
  2. Declare Attack: Attacker declares targets and spends required Markers/Energy. Attacks can be combined or separate.
  3. Declare Defense: Defender declares Shield Outfits and/or defensive Abilities and spends Markers/Energy.
  4. Roll: Attacker rolls, then Defender rolls.
  5. Resolve: Subtract Defense Value from Attack Value. Defender places remaining damage as Damage Markers (Damage marker) on chosen Hold spaces.
  6. Re-Arm: Defender may immediately re-arm Markers spent on Shields at 1 Energy per Marker.

Damage Rules

  • 1 Damage Marker (Damage marker) = 1 point of damage, occupying 1 Hold space.
  • If placed on a Cargo Cube, the cube is immediately jettisoned onto the board.
  • If placed on an Outfit Use Space, Markers there are moved to Disarmed, and the space cannot be used.
  • Each damage marker on an Outfit subtracts 1 from its die rolls.
  • Ship is destroyed if damage markers equal or exceed total Hold spaces.
damage_jettison_cube_diagram
damage_jettison_cube_diagram

Death & Respawn

Death

  • Ship is removed from board to the Ship Mat.
  • All active Missions are discarded, all Cargo Cubes dropped in that space (destroyed if in a Star), all Bounty removed.
  • If it was the player’s turn, the turn ends immediately.
  • Reset: Energy restored to max, all Markers Armed, all Damage Markers removed, Ability Cards refreshed.
  • Lose Next Turn: Tier 2 and Tier 3 ships skip their next turn. Tier 1 ships do NOT lose their turn.
  • Players do NOT lose their Ship, Outfits, Credits, or Fame.
  • Dying While Ramming: If both ships are destroyed, the attacker gains no Bounty and no Fame Points.

Respawn

At the start of the next non-skipped turn, roll D20[d20]. Place the ship on the unoccupied Spawn Point closest to the roll (higher number breaks ties; on a 20, choose any unoccupied Spawn Point and gain 1Fame point). Then take turn normally.

Stranded Rules

Occurs when a player has 0 Energy and 0 Armed Markers. May only use Impulse and (Minor) Actions.

  • Rescue: An adjacent player with ≥ 3 Energy may spend an Action to give 2 Energy to the stranded ship. The rescuer receives 1Fame point. The rescued ship may immediately arm Markers with the new Energy. Help cannot be refused.

Non-Player Characters (NPCs)

Three unique autonomous ships: Enforcer (Lawful), Scoundrel (Outlaw), and Merchant (Neutral). Dealt to players who manage their actions each round following their own turn.

  • Spawning: Spawns when their home Sector Tile is placed. Respawns like players upon death.
  • Movement: NPCs avoid Asteroids, Debris, Planetary Shields, and Stars. Nebulae do not affect them. They take the most direct path.
  • Defense & Damage: NPCs roll automated defense listed on card. Damage markers placed on card; destroyed when damage reaches “To Kill” value. Destroying player collects “On Kill” bounty/Fame.
  • Behavior:
    • Enforcer: Hunts Outlaws; patrols between Lawful planets. Never gains Bounty.
    • Scoundrel: Hunts Innocent ships; flees to Loath. Never targets Enforcer.
    • Merchant: Moves along trade route, earning 1,000Credit at sell spaces.
npc_miniatures_display
npc_miniatures_display

Ties / Rule Disputes

Divide 20 by the number of options and roll D20[d20]. In a rule dispute, the result stands for the rest of the game.


Victory & Fame

Players achieve Victory through a Fame Point (Fame point) system. When a player’s Marker on the Fame Point Track reaches the Victory Token, the game is over and that player is declared the victor. The winning player reads aloud the Victory Story on the back of his Ship Mat.

fame_point_track
fame_point_track

How to Earn Fame Points

  • Explore: Collect Exploration Tokens, some of which are worth 1Fame point.
  • Missions: Each Mission completed is worth 1Fame point.
  • Combat: Destroying another ship earns Fame Points equal to the destroyed ship’s tier number.
  • Trade: Selling all the Cargo Cubes in a ship’s Hold is worth 1Fame point (minimum of 2 Cargo Cubes required).
  • Ships: Purchasing a new ship during the Business Phase earns 1Fame point.
  • Wealth: Purchase 1Credit during the Business Phase for 5,000Credit (cannot purchase the final point needed for Victory).
  • Kindness: Rescuing a Stranded player is worth 1Fame point.
  • Titles: Claiming Titles is worth 1Fame point, 2Fame point, or 3Fame point.
  • Luck: Rolling a natural 20 on any D20[d20] roll awards 1Fame point (maximum once per turn).

Titles

Drawn when a player reaches a purple Title space on the Fame Point Track. Available to all players. First to fulfill criteria claims it during Status Phase for Fame Points and an ongoing Skill ability.


Turn Structure Summary

  • Action Phase: Declare, Spend/Roll/Draw, Resolve. Actions: Move (Engines/Impulse), Attack (Blasters/Missiles/Ram), Missions (Draw/Complete), Cargo (Buy/Sell/Mine/Salvage/Harvest/Collect), Explore (Scan/Blind Jump/Collect Tokens).
  • Business Phase (Planet): Recharge Energy (Free), Repair Damage (Tier 1/2: 1,000Credit, Tier 3: 2,000Credit), Buy/Sell Outfits, Rearrange Hold, Buy Ship (Tier 2: 5,000Credit, Tier 3: 8,000Credit), Buy Fame (5,000Credit for 1Fame point).
  • Status Phase: 1. Claim Fame, 2. Draw Titles, 3. Refresh Abilities & Impulse, 4. Arm Markers (1 Energy each).

Combat Sequence

  1. Acquire Target (Range & Line of Sight)
  2. Declare Attack (Spend Markers/Energy)
  3. Declare Defense (Shields/Abilities)
  4. Roll (Attacker rolls, then Defender)
  5. Resolve (Attack Value – Defense Value = Damage Markers in Hold)
  6. Re-arm (Shield markers at 1 Energy each)
quick_reference_borders_guide
quick_reference_borders_guide

Introduction & Components

A Game by Cody Miller — Far Off Games

Game Overview

Xia is a 3-5 player, sandbox-style, competitive space adventure. Each player starts as a lowly (but hopeful!) captain of a small starship.

Players fly their ships about the system completing a variety of Missions, exploring new Sectors, and battling other ships. Captains vie with each other for Titles, riches, and, most importantly, Fame.

The most adaptive, risk-taking, and creative players will excel. One captain will rise above the others, surpassing mortality by becoming Legend!

Components

  • 21 Miniatures on Flight Stands
  • 18 Ship Mats
  • 84 Outfits (7 Each Type)
  • 1 Fame Point Track
  • 4 Dice (D6, D8, D12, D20)
  • 80 Damage Markers (Damage marker)
  • 1 Victory Marker
  • 75 Cargo Cubes (15 Each Color)
  • 7 Outlaw Tokens
  • 5 Impulse Tokens
  • 1 Replication Token
  • 21 Sector Tiles
  • 30 Markers (6 Each Color)
  • 40 Credits (30 Silver 1,000-Credit tokens, 10 Blue 5,000-Credit tokens)
  • 5 Color Tokens
  • 21 Exploration Tokens
  • 5 How To Win Cards
  • 52 Mission Cards
  • 3 NPC Cards
  • 18 Ability Cards
  • 18 Title Cards
components_overview
components_overview

First Game Recommendations

Because of the complexity of Xia, we recommend the following for your first game:

  • Read all the rules first: You will be much happier!
  • Play to 5 Fame Points: This will keep the game short and sweet.
  • Starting Sectors: Use Burning Horse, Kemplar II, Neo Damascus. Add: Outpost 338 (for a 4-player game), and Expedior Gate (for a 5-player game).
  • Ignore NPCs: Remove the NPCs from the game and ignore all NPC-related cards.
  • Strategies/Outfits: For your first playthrough, each player should pick one of the following strategy/Outfit combinations:
    • Explorer: Buy Raptor-K Engine. Your goal is to explore new Sectors and collect as many Exploration Tokens as possible.
    • Trader: Buy M-22 Engine and Targe Shield, then fly to Kemplar II and purchase 2 Spice Cargo Cubes with your remaining 1,000 Credits. Fly to Neo Damascus and sell your Cargo Cubes. Use your Shield in case of attack.
    • Worker: Buy Halon Engine and Targe Shield. Fly to the nearest Mission Point and Draw Missions. Look for Research and Shuttle Missions to complete.
    • Pirate: Buy M-22 Engine and Saker V Blaster. Attack everything that moves. Focus on ships with Cargo Cubes and/or Bounty.

Setup

Game Setup

  1. Shuffle the Sector Tiles and place them face down in a stack within reach of all players. Deal one Sector tile per player (3 for a 3-player game, 4 for a 4-player game, 5 for a 5-player game) face up in the center of the play area, one at a time, lining up the edge symbols to the previously laid Sector.
    • If a Sector without a Spawn Point is drawn, re-shuffle it into the deck and draw another tile.
  2. Shuffle the Exploration Tokens (Exploration token) and place them face down within reach of all players. Place an Exploration Token face down on any Exploration Spaces on the starting tiles.
  3. Shuffle the Mission Cards and Title Cards. Place the decks face down within reach of all players.
  4. Place the Cargo Cubes, Damage Markers (Damage marker), Outfits (organized by shape), Credits, and Dice within reach of all players. The dice are referred to throughout the game as D6[d6], D8[d8], D12[d12], and D20[d20], where the number represents the number of sides.
  5. Give each player one How To Win Card and 3,000Credit worth of Credits (3 silver coins).
  6. Shuffle the three NPC Cards and deal one face up to each player. (In a 4 or 5-player game, not everyone will get one.) Players take the corresponding NPC miniature and place it on the NPC Card.
  7. Place the Fame Point Track in the play area. Players now decide the number of Fame Points needed for victory. Place the Victory Marker on the Fame Point Track to indicate the winning total.
    • Average playtimes: 5 points ≈ 15 min per player; 10 points ≈ 30 min per player; 20 points ≈ 45 min per player.
  8. Separate the blue Tier 1Tier 1 Ship Mats and matching Ability Cards. (Set the green Tier 2Tier 2 and purple Tier 3Tier 3 mats and cards aside for now.) Each player rolls the D20[d20]. The player with the highest roll chooses a Tier 1Tier 1 Ship Mat and takes the matching Miniature and Ability Card. This continues counter-clockwise around the table until each player has chosen. All players then place their Miniatures on the Spawn Point of the Sector Tile closest to them.
  9. Each player takes an Impulse Token and a set of Markers:
    • The Impulse Token is placed on the Impulse Space of the Ship Mat face up (yellow side).
    • One Marker is placed on the Fame Point Track at 0 (Unknown).
    • One Marker is placed on the highest number of the Ship Mat’s Energy Meter.
    • The remaining four Markers are placed on the Ship Mat, filling out the Armed section.
  10. Purchase Outfits: In the same order as ship selection, each player may now spend their Credits to purchase Outfits. The Outfits are placed in their Ship Mat’s Hold. Players may only purchase what will fit in the Hold. Players are not required to spend all or any of their Credits at this point.

First Turn: The player who picked their ship last takes the first turn.

diagram_dealing_sector_tiles
diagram_dealing_sector_tiles
setup_diagram
setup_diagram

Ship Anatomy & Systems

Ship Overview & Miniatures

Each ship has a Ship Mat, Miniature, and Ability Card. Miniatures occupy one space on the game board. Ships move via Engines, Impulse, and Abilities. No more than one ship may occupy a single space at a time, but ships may move through occupied spaces.

ship_miniatures
ship_miniatures

Ability Cards

  • Use: Spend the Energy specified on the card and follow instructions (most require rolling a D20[d20]).
  • Exhaust: Directly after use, flip face down until Refreshed.
  • Refresh: Refreshed during the Status Phase by flipping face up.
  • New Ship: Retain Ability Cards from previously owned ships (a Tier 3 ship will have 3 Ability Cards).
ability_card_example
ability_card_example

Ship Mats

Front:

  1. Name
  2. Tier: Tier 1Tier 1, Tier 2Tier 2, or Tier 3Tier 3.
  3. Hologram: Image of the ship.
  4. Price / Hold Size: Credits to purchase / total capacity spaces.
  5. Impulse Space / Value: Spaces ship may move without spending Energy.
  6. Hold: Physical cargo grid.
  7. Energy Meter: Tracks current Energy.
  8. Armed / Disarmed Spaces: Holds Markers ready for use or waiting to be Armed.
  9. Bounty: Bounty Credits are placed here.

Back:

  1. Ship Technical Information: Fluff statistics.
  2. Backstory: Ship lore.
  3. Victory Story: Read aloud when achieving victory!
ship_mat_front_anatomy
ship_mat_front_anatomy
ship_mat_back_anatomy
ship_mat_back_anatomy

Hold, Energy & Systems

Hold

The Hold is the ship’s cargo grid representing physical capacity for Outfits and Cargo Cubes. Each section takes 1 space.

  • Damage: Damage Markers (Damage marker) are placed into Hold spaces (one per space). A damaged space is unusable. If damage reaches or exceeds total Hold spaces, the ship is destroyed.
  • Repairs: During the Business Phase on a planet, pay 1,000Credit (Tier 1 & 2) or 2,000Credit (Tier 3) to remove all Damage Markers.
hold_grid_example
hold_grid_example

Energy Meter

Energy is spent to arm Markers, use Abilities, and scan new Sector Tiles.

  • Spending: Move the Marker down the Energy Meter.
  • Recharging: During the Business Phase on a planet, replenish Energy to maximum for free.
  • Stranded: If a player has no Energy and no Armed Markers, they are Stranded: they can only move by Impulse and take (Minor) Actions.
energy_meter_diagram
energy_meter_diagram

Impulse Token

Used to move up to Impulse value without spending Energy or Markers once per turn. Flip face down when used; refresh during Status Phase.

impulse_token
impulse_token

Bounty

Having a Bounty (Bounty) designates a ship as an Outlaw. Ships without Bounty are Innocent. Outlaws cannot enter Lawful Planets via their Entrance.

  • Accruing Bounty:
    • Evading: Crossing Planetary Shields (chance of +1,000Credit).
    • Crime: Completing or failing Illegal Missions.
    • Raiding: Destroying an Innocent ship (+1,000Credit).
  • Claiming Bounty: Destroying a ship with Bounty immediately awards all Credits from its Bounty area to the attacker (unless both ships are destroyed).
  • Removing Bounty: Removed if the ship is destroyed or a new ship is purchased.
flight_stand_tokens
flight_stand_tokens

Buy New Ship

During the Business Phase, purchase a ship exactly one Tier higher by paying its cost in Credits. Keep previous Ability Cards, Outfits, Cargo Cubes, and Credits. Damage and Bounty are discarded.


Outfits & Markers

Outfits Overview

Outfits are the primary focus of the Action Phase: Engines (movement), Shields (defense), Blasters and Missiles (attack). They come in 3 tiers.

  • Name / Type
  • Price: Cost in Credits.
  • Die: Die rolled when activating (D6, D8, D12, or D20).
  • Use Spaces: Where Armed Markers are placed; limits activations per turn.
  • Sections: White dashed lines; each section takes 1 Hold space and can take 1 Damage Marker.
outfit_anatomy
outfit_anatomy

Rules for Outfits

  • Order: Activate in any order during the Action Phase.
  • Purchasing: During Business Phase for listed price; must fit in Hold.
  • Rearranging: During Business Phase (undamaged Outfits only).
  • Selling: Half cost rounded up: Tier 1 sells for 1,000Credit, Tier 2 for 1,000Credit, Tier 3 for 2,000Credit (repaired Outfits only).
  • Damage to Outfits: Use Spaces covered by damage cannot be used. Each Damage Marker reduces that Outfit’s die rolls by 1.
outfits_in_hold_placement
outfits_in_hold_placement
damaged_outfit_example
damaged_outfit_example

Markers

  • Each ship has 4 Markers available to arm and spend on Outfits.
  • Spending: Move an Armed Marker to a Use Space on an Outfit, roll its die, resolve.
  • Arming: In Status Phase, spend 1 Energy per Marker to move it to an Armed Space (maximum 4). Re-arming is free while on a planet.
  • Disarmed: Any unspent, non-rearmed Markers move to Disarmed spaces at the end of the Status Phase.
spending_armed_marker_example
spending_armed_marker_example
arming_markers_diagram
arming_markers_diagram

Outfit Types

  • Engines: Spend 1 Armed Marker to roll the engine’s die and move up to that many spaces. Unused movement is lost.
    • Ramming: Engines can attack an adjacent ship (Range 1, Line of Sight). Target defends normally; damage dealt is also dealt as unblockable damage to the attacker. (Impulse cannot be used for Ramming.)
  • Missiles: Range 2-6 spaces, requires Line of Sight. Cannot attack adjacent ships. Roll die to deal damage.
  • Blasters: Range 1 space, requires Line of Sight. Roll die to deal damage.
  • Shields: Can be used outside your turn when attacked. Declare how many Armed Markers to spend; roll dice to absorb incoming damage. If shield roll ≥ damage, no damage taken.
    • Asteroid Fields: Shields may absorb Asteroid damage (borders or mining).
    • Nebulae: Shields may absorb Nebula Energy loss (borders or harvesting).
    • Unblockable: Cannot defend against Planetary Shields, Debris Fields, Stars, or Unblockable Damage.
    • Combat Re-Arm: Markers spent on Shields can be re-armed immediately after defending at 1 Energy each.
ship_combat_illustration
ship_combat_illustration

Turn Structure & Phases

Turn Overview

A player’s turn consists of three Phases:

  1. Action Phase: Includes fighting, flying, using abilities, collecting, trading, and working on/completing Missions. The player uses the inherent abilities of his ship, Outfits equipped on his ship, and bonus abilities from Ability Cards. A player may continue taking Actions until he cannot (or does not wish to) take further Actions. When done, move to the Business Phase.
  2. Business Phase (while on a planet): Only happens if a player ends his Action Phase on a planet space. Includes recharging/repairing the ship, buying/exchanging Outfits, and purchasing a new ship or Fame Points. If the player is not on a planet, the Business Phase is skipped.
  3. Status Phase: Concludes the turn. During this phase, the player re-arms his Markers, refreshes Abilities and Impulse, draws Titles, counts Fame Points, and possibly claims victory!

Once a phase has started, a player cannot go back to a previous phase. After the Status Phase is completed, play continues clockwise.

1. Action Phase

To take an Action: Declare the Action, Spend Energy/Armed Markers and Roll dice, then Resolve. Repeat until finished or unable to take further Actions.

Available Actions:

  • Move: Engines (Armed Marker + die roll), Impulse (flip token, move up to value).
  • Attack: Blasters (Range 1), Missiles (Range 2-6), Ram (Engine at Range 1).
  • Missions:
    • Draw Missions (Minor): On a Mission Point, draw 3, keep up to 1 (if no active Mission).
    • Mission Objectives: Complete actions listed on the active Mission card.
    • Complete a Mission: Turn in completed Mission at delivery Mission Point.
  • Cargo Cubes:
    • Buy: 1,000Credit for 2 Cubes on a Buy Space.
    • Mine / Salvage / Harvest: On designated spaces (D20[d20] roll).
    • Sell: Sell matching Cubes for 1,000Credit each; sell all cubes (min. 2) for 1Fame point.
    • Collect Cubes (Minor): Pick up jettisoned cubes in the same space.
  • Explore:
    • Scan Sector: Spend 1 Energy while on an unexplored edge to draw and place a tile.
    • Blind Jump (Minor): Spend 1 Movement to draw, place, and move into the new tile.
    • Collect Exploration Token (Minor): Collect token from an Exploration Space.
  • Other: Ability Cards, Rescue a Stranded Player, Jettison Cargo (Minor).

2. Business Phase (while on a planet)

Must end Action Phase on a Planet. Take any of the following in any order:

  • Recharge Energy: Free to maximum.
  • Repair Damage: 1,000Credit (Tier 1 & 2), 2,000Credit (Tier 3) to remove all damage.
  • Buy Outfits: At listed price, if space permits.
  • Sell Outfits: Undamaged outfits sell for half cost rounded up.
  • Rearrange Hold: Rearrange items for free (damaged items cannot be moved).
  • Buy New Ship: Purchase next tier ship at listed price.
  • Buy Fame: Pay 5,000Credit for 1Fame point (cannot buy final winning point).

3. Status Phase

  1. Claim Fame: Claim Fame Points and Titles earned. If reaching Victory Token, game ends!
  2. Draw Titles: First player reaching a purple Title space draws a Title Card.
  3. Refresh: Refresh exhausted Ability Cards and Impulse Token face up.
  4. Arm Markers: Spend 1 Energy per Marker to arm (free on a planet). Unarmed markers become Disarmed.

Game Board, Movement & Borders

Sectors

Each Sector Tile consists of 19 hexes with a Name/Type, Mission Points, Spawn Points, Exploration Spaces, and edge Symbols. Align edge symbols with the exploring ship’s tile; ignore mismatched borders with other adjacent tiles.

sector_tile_anatomy
sector_tile_anatomy

Movement Details

  • Spend Movement points from Engines or Impulse. Unspent movement is lost when the Move Action ends.
  • (Minor) Actions: Can be taken during a Move Action without ending movement.
  • Other Ships: May pass through, but cannot end movement on an occupied space.
  • Using Occupied Spaces: Spend 2 movement while adjacent to an occupied space to take an Action as if on that space.
calculating_distance_diagram
calculating_distance_diagram

Adjacency & Line of Sight

  • Ships are adjacent when in directly neighboring spaces, UNLESS separated by Planetary Shields or Planetary Entrances.
  • Line of Sight requires an unobstructed straight line (Asteroids, Debris, Stars, Shields/Entrances block LoS).
adjacency_diagrams
adjacency_diagrams
los_vs_adjacency_diagram
los_vs_adjacency_diagram
line_of_sight_diagram
line_of_sight_diagram

Border Rules

  • Normal Space (dashed white): No special rules. Does not block Line of Sight.
  • Star Border (solid red): Blocks Line of Sight. Moving through immediately destroys the ship!
  • Asteroid Field (jagged solid orange): Blocks Line of Sight.
    • Entering: Roll D20[d20]. 1-10: take damage equal to roll (Shields/Abilities may mitigate). 11-20: no damage.
    • Exiting: Safe.
  • Planetary Shields (solid glowing red/green/blue): Blocks Line of Sight.
    • Crossing (in or out): Roll D20[d20]. 1-10: stopped (no entry, lose 1 move, take damage equal to roll). 11-17: successfully cross, +1,000Credit Bounty. 18-20: cross undetected.
  • Planet Entrances (dashed glowing lines): Blocks Line of Sight. Rules depend on legal status.
  • Nebulae (solid pink): Does not block Line of Sight.
    • Entering: Roll D20[d20]. 1-10: lose Energy equal to roll (or disarm markers if energy depleted; stranded if not enough). Shields/Abilities can mitigate. 11-20: safe.
    • Exiting / Moving within: Safe.
  • Inner Borders (dashed colored lines): Inside planets/nebulae; treated as Normal Space.
  • Debris Fields (solid yellow): Blocks Line of Sight.
    • Entering: Roll D20[d20]. 1-3: ship immediately destroyed. 4-20: safe passage.
    • Exiting: Safe.
  • Gates (solid green): Does not block Line of Sight. Spend 1 Movement point to travel to any space on another Gate. (Tigris Gate is malfunctioning: roll D20[d20] to teleport to closest numbered Spawn Point; on 20, choose any and gain 1Fame point).

Exploration, Capitalism & Missions

Exploration

  • Scan: Spend 1 Energy on an unexplored edge, draw tile, place aligned with that edge.
  • Blind Jump (Minor): Spend 1 movement, declare adjacent unexplored space, draw, place tile, and enter it (must accept consequences, even if landing on a Star!).
  • Exploration Tokens: Claimed by first ship entering space. Rewards: 1,000Credit, 1Fame point, or nothing (X). Never respawn.
scan_sector_alignment_diagram
scan_sector_alignment_diagram
blind_jump_diagram
blind_jump_diagram

Planets

  • Lawful (blue): Outlaw ships cannot enter through Entrance (may try illegally through Shield).
  • Outlaw (red): Innocent ships entering through Entrance receive +1,000Credit Bounty.
  • Neutral (green): No entrance restrictions.
planet_illustration
planet_illustration

Cargo Cubes

Stored in empty Hold spaces (1 per space). Five types:

  • Spice (orange, ‘S’): Bought at Kemplar II, Mined at Outpost 338, Sold at Neo Damascus.
  • Holo (pink, ‘H’): Bought at Azure, Harvested at Burning Horse, Sold at Kemplar II.
  • Terra (green, ‘T’): Bought at Doravin V, Mined at Red Gulch, Sold at Azure.
  • Plasma (teal, ‘P’): Bought at Neo Damascus, Harvested at Lower Stratus, Sold at Lunari.
  • Cyber (purple, ‘C’): Bought at Lunari, Salvaged at Pelmont/Kreller IV, Sold at Doravin V.

Smugglers Den sells cubes of any color. Loath buys cubes of any color.

cargo_cubes_in_hold
cargo_cubes_in_hold

Mining, Salvaging & Harvesting

Must be on the space and have free Hold space. Roll D20[d20]:

  • Mine (Asteroids): 1-10: take damage equal to roll. 11-20: gain 1 Cargo Cube.
  • Salvage (Debris): 1-3: ship instantly destroyed! 4-20: gain 1 Cargo Cube.
  • Harvest (Nebulae): 1-10: lose Energy equal to roll. 11-20: gain 1 Cargo Cube.

Missions Overview

  • Draw: As a (Minor) Action on a Mission Point, draw 3 cards, keep at most 1 face down.
  • Complete Objectives: Follow card instructions, then reveal the card and place payment on it.
  • Deliver: Fly to delivery Mission Point, spend an Action to Complete Mission, receive Payment, gain 1Fame point, and gain Bounty if applicable.
  • Experience: Discard a previously completed mission of the same type to re-roll a failed mission D20[d20] roll.
mission_card_anatomy
mission_card_anatomy

Mission Types

Lawful Missions:

  • Shuttle: Pick up passengers at Mission Point, deliver to destination. Payment based on shortest flyable Sector distance.
  • Research: Conduct research at specified space (D20[d20] roll determines quality/payment), deliver results.
  • Bounty Hunter: Destroy an Outlaw ship, roll D20[d20] to collect remains, deliver remains.
lawful_mission_cards
lawful_mission_cards

Outlaw Missions:

  • Smuggler: Pick up contraband, sneak past planetary detection (D20[d20] roll) at destination, deliver contraband.
  • Thief: Fly adjacent to target ship, roll D20[d20] to acquire goods, deliver goods.
  • Assassin: Destroy designated target ship (seating order determines target), deliver remains. Payment based on ship Tier.
outlaw_mission_cards
outlaw_mission_cards

Combat, Damage & Death

Combat Steps

  1. Acquire Target: Check Range (Blasters: 1; Missiles: 2-6) and Line of Sight (straight line center-to-center without passing through Impenetrable Borders: Asteroids, Debris Fields, Stars, Planetary Shields/Entrances, or unexplored space).
  2. Declare Attack: Attacker declares targets and spends required Markers/Energy. Attacks can be combined or separate.
  3. Declare Defense: Defender declares Shield Outfits and/or defensive Abilities and spends Markers/Energy.
  4. Roll: Attacker rolls, then Defender rolls.
  5. Resolve: Subtract Defense Value from Attack Value. Defender places remaining damage as Damage Markers (Damage marker) on chosen Hold spaces.
  6. Re-Arm: Defender may immediately re-arm Markers spent on Shields at 1 Energy per Marker.

Damage Rules

  • 1 Damage Marker (Damage marker) = 1 point of damage, occupying 1 Hold space.
  • If placed on a Cargo Cube, the cube is immediately jettisoned onto the board.
  • If placed on an Outfit Use Space, Markers there are moved to Disarmed, and the space cannot be used.
  • Each damage marker on an Outfit subtracts 1 from its die rolls.
  • Ship is destroyed if damage markers equal or exceed total Hold spaces.
damage_jettison_cube_diagram
damage_jettison_cube_diagram

Death & Respawn

Death

  • Ship is removed from board to the Ship Mat.
  • All active Missions are discarded, all Cargo Cubes dropped in that space (destroyed if in a Star), all Bounty removed.
  • If it was the player’s turn, the turn ends immediately.
  • Reset: Energy restored to max, all Markers Armed, all Damage Markers removed, Ability Cards refreshed.
  • Lose Next Turn: Tier 2 and Tier 3 ships skip their next turn. Tier 1 ships do NOT lose their turn.
  • Players do NOT lose their Ship, Outfits, Credits, or Fame.
  • Dying While Ramming: If both ships are destroyed, the attacker gains no Bounty and no Fame Points.

Respawn

At the start of the next non-skipped turn, roll D20[d20]. Place the ship on the unoccupied Spawn Point closest to the roll (higher number breaks ties; on a 20, choose any unoccupied Spawn Point and gain 1Fame point). Then take turn normally.

Stranded Rules

Occurs when a player has 0 Energy and 0 Armed Markers. May only use Impulse and (Minor) Actions.

  • Rescue: An adjacent player with ≥ 3 Energy may spend an Action to give 2 Energy to the stranded ship. The rescuer receives 1Fame point. The rescued ship may immediately arm Markers with the new Energy. Help cannot be refused.

Non-Player Characters (NPCs) & Rules Disputes

Non-Player Characters (NPCs)

Three unique autonomous ships: Enforcer (Lawful), Scoundrel (Outlaw), and Merchant (Neutral). Dealt to players who manage their actions each round following their own turn.

  • Spawning: Spawns when their home Sector Tile is placed. Respawns like players upon death.
  • Movement: NPCs avoid Asteroids, Debris, Planetary Shields, and Stars. Nebulae do not affect them. They take the most direct path.
  • Defense & Damage: NPCs roll automated defense listed on card. Damage markers placed on card; destroyed when damage reaches “To Kill” value. Destroying player collects “On Kill” bounty/Fame.
  • Behavior:
    • Enforcer: Hunts Outlaws; patrols between Lawful planets. Never gains Bounty.
    • Scoundrel: Hunts Innocent ships; flees to Loath. Never targets Enforcer.
    • Merchant: Moves along trade route, earning 1,000Credit at sell spaces.
npc_miniatures_display
npc_miniatures_display

Ties / Rule Disputes

Divide 20 by the number of options and roll D20[d20]. In a rule dispute, the result stands for the rest of the game.


Victory, Fame & Titles

Victory & Fame

Players achieve Victory through a Fame Point (Fame point) system. When a player’s Marker on the Fame Point Track reaches the Victory Token, the game is over and that player is declared the victor. The winning player reads aloud the Victory Story on the back of his Ship Mat.

fame_point_track
fame_point_track

How to Earn Fame Points

  • Explore: Collect Exploration Tokens, some of which are worth 1Fame point.
  • Missions: Each Mission completed is worth 1Fame point.
  • Combat: Destroying another ship earns Fame Points equal to the destroyed ship’s tier number.
  • Trade: Selling all the Cargo Cubes in a ship’s Hold is worth 1Fame point (minimum of 2 Cargo Cubes required).
  • Ships: Purchasing a new ship during the Business Phase earns 1Fame point.
  • Wealth: Purchase 1Credit during the Business Phase for 5,000Credit (cannot purchase the final point needed for Victory).
  • Kindness: Rescuing a Stranded player is worth 1Fame point.
  • Titles: Claiming Titles is worth 1Fame point, 2Fame point, or 3Fame point.
  • Luck: Rolling a natural 20 on any D20[d20] roll awards 1Fame point (maximum once per turn).

Titles

Drawn when a player reaches a purple Title space on the Fame Point Track. Available to all players. First to fulfill criteria claims it during Status Phase for Fame Points and an ongoing Skill ability.


Quick Reference Guide

Turn Structure Summary

  • Action Phase: Declare, Spend/Roll/Draw, Resolve. Actions: Move (Engines/Impulse), Attack (Blasters/Missiles/Ram), Missions (Draw/Complete), Cargo (Buy/Sell/Mine/Salvage/Harvest/Collect), Explore (Scan/Blind Jump/Collect Tokens).
  • Business Phase (Planet): Recharge Energy (Free), Repair Damage (Tier 1/2: 1,000Credit, Tier 3: 2,000Credit), Buy/Sell Outfits, Rearrange Hold, Buy Ship (Tier 2: 5,000Credit, Tier 3: 8,000Credit), Buy Fame (5,000Credit for 1Fame point).
  • Status Phase: 1. Claim Fame, 2. Draw Titles, 3. Refresh Abilities & Impulse, 4. Arm Markers (1 Energy each).

Combat Sequence

  1. Acquire Target (Range & Line of Sight)
  2. Declare Attack (Spend Markers/Energy)
  3. Declare Defense (Shields/Abilities)
  4. Roll (Attacker rolls, then Defender)
  5. Resolve (Attack Value – Defense Value = Damage Markers in Hold)
  6. Re-arm (Shield markers at 1 Energy each)
quick_reference_borders_guide
quick_reference_borders_guide