Xia: Legends of a Drift System
2014
Customize a starship, explore a changing system, and earn Fame through trade, combat, missions, and daring choices.
180
minutes
3 - 5
player(s)
12+
Medium Heavy
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
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 (
,
,
,
) - 80 Damage Markers (
) - 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

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
- 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.
- Shuffle the Exploration Tokens (
) and place them face down within reach of all players. Place an Exploration Token face down on any Exploration Spaces on the starting tiles. - Shuffle the Mission Cards and Title Cards. Place the decks face down within reach of all players.
- Place the Cargo Cubes, Damage Markers (
), Outfits (organized by shape), Credits, and Dice within reach of all players. The dice are referred to throughout the game as
[d6],
[d8],
[d12], and
[d20], where the number represents the number of sides. - Give each player one How To Win Card and 3,000
worth of Credits (3 silver coins). - 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.
- 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.
- Separate the blue Tier 1
Ship Mats and matching Ability Cards. (Set the green Tier 2
and purple Tier 3
mats and cards aside for now.) Each player rolls the
[d20]. The player with the highest roll chooses a Tier 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. - 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.
- 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.


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.

Ability Cards
- Use: Spend the Energy specified on the card and follow instructions (most require rolling a
[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).

Ship Mats
Front:
- Name
- Tier: Tier 1
, Tier 2
, or Tier 3
. - Hologram: Image of the ship.
- Price / Hold Size: Credits to purchase / total capacity spaces.
- Impulse Space / Value: Spaces ship may move without spending Energy.
- Hold: Physical cargo grid.
- Energy Meter: Tracks current Energy.
- Armed / Disarmed Spaces: Holds Markers ready for use or waiting to be Armed.
- Bounty: Bounty Credits are placed here.
Back:
- Ship Technical Information: Fluff statistics.
- Backstory: Ship lore.
- Victory Story: Read aloud when achieving victory!


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 (
) 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 1,000
(Tier 1 & 2) or 2,000
(Tier 3) to remove all Damage Markers.

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.

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.

Bounty
Having a 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 +1,000
). - Crime: Completing or failing Illegal Missions.
- Raiding: Destroying an Innocent ship (+1,000
).
- Evading: Crossing Planetary Shields (chance of +1,000
- 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.

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 (
,
,
, or
). - 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.

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 1,000
, Tier 2 for 1,000
, Tier 3 for 2,000
(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.


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.


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.

Turn Overview
A player’s turn consists of three Phases:
- 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.
- 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.
- 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: 1,000
for 2 Cubes on a Buy Space. - Mine / Salvage / Harvest: On designated spaces (
[d20] roll). - Sell: Sell matching Cubes for 1,000
each; sell all cubes (min. 2) for 1
. - Collect Cubes (Minor): Pick up jettisoned cubes in the same space.
- Buy: 1,000
- 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: 1,000
(Tier 1 & 2), 2,000
(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 5,000
for 1
(cannot buy final winning point).
3. Status Phase
- Claim Fame: Claim Fame Points and Titles earned. If reaching Victory Token, game ends!
- Draw Titles: First player reaching a purple Title space draws a Title Card.
- Refresh: Refresh exhausted Ability Cards and Impulse Token face up.
- 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.

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.

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).



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]. 1-10: take damage equal to roll (Shields/Abilities may mitigate). 11-20: no damage. - Exiting: Safe.
- Entering: Roll
- Planetary Shields (solid glowing red/green/blue): Blocks Line of Sight.
- Crossing (in or out): Roll
[d20]. 1-10: stopped (no entry, lose 1 move, take damage equal to roll). 11-17: successfully cross, +1,000
Bounty. 18-20: cross undetected.
- Crossing (in or out): Roll
- 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]. 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.
- Entering: Roll
- Inner Borders (dashed colored lines): Inside planets/nebulae; treated as Normal Space.
- Debris Fields (solid yellow): Blocks Line of Sight.
- Entering: Roll
[d20]. 1-3: ship immediately destroyed. 4-20: safe passage. - Exiting: Safe.
- Entering: Roll
- 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] to teleport to closest numbered Spawn Point; on 20, choose any and gain 1
).
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: 1,000
, 1
, or nothing (X). Never respawn.


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

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.

Mining, Salvaging & Harvesting
Must be on the space and have free Hold space. Roll
[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 1
, and gain Bounty if applicable. - Experience: Discard a previously completed mission of the same type to re-roll a failed mission
[d20] roll.

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] roll determines quality/payment), deliver results. - Bounty Hunter: Destroy an Outlaw ship, roll
[d20] to collect remains, deliver remains.

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

Combat Steps
- 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).
- Declare Attack: Attacker declares targets and spends required Markers/Energy. Attacks can be combined or separate.
- Declare Defense: Defender declares Shield Outfits and/or defensive Abilities and spends Markers/Energy.
- Roll: Attacker rolls, then Defender rolls.
- Resolve: Subtract Defense Value from Attack Value. Defender places remaining damage as Damage Markers (
) on chosen Hold spaces. - Re-Arm: Defender may immediately re-arm Markers spent on Shields at 1 Energy per Marker.
Damage Rules
- 1 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.

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]. 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 1
). 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 1
. 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 1,000
at sell spaces.

Ties / Rule Disputes
Divide 20 by the number of options and roll
[d20]. In a rule dispute, the result stands for the rest of the game.
Victory & Fame
Players achieve Victory through a 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.

How to Earn Fame Points
- Explore: Collect Exploration Tokens, some of which are worth 1
. - Missions: Each Mission completed is worth 1
. - 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 1
(minimum of 2 Cargo Cubes required). - Ships: Purchasing a new ship during the Business Phase earns 1
. - Wealth: Purchase 1
during the Business Phase for 5,000
(cannot purchase the final point needed for Victory). - Kindness: Rescuing a Stranded player is worth 1
. - Titles: Claiming Titles is worth 1
, 2
, or 3
. - Luck: Rolling a natural 20 on any
[d20] roll awards 1
(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: 1,000
, Tier 3: 2,000
), Buy/Sell Outfits, Rearrange Hold, Buy Ship (Tier 2: 5,000
, Tier 3: 8,000
), Buy Fame (5,000
for 1
). - Status Phase: 1. Claim Fame, 2. Draw Titles, 3. Refresh Abilities & Impulse, 4. Arm Markers (1 Energy each).
Combat Sequence
- Acquire Target (Range & Line of Sight)
- Declare Attack (Spend Markers/Energy)
- Declare Defense (Shields/Abilities)
- Roll (Attacker rolls, then Defender)
- Resolve (Attack Value – Defense Value = Damage Markers in Hold)
- Re-arm (Shield markers at 1 Energy each)

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 (
,
,
,
) - 80 Damage Markers (
) - 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

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
- 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.
- Shuffle the Exploration Tokens (
) and place them face down within reach of all players. Place an Exploration Token face down on any Exploration Spaces on the starting tiles. - Shuffle the Mission Cards and Title Cards. Place the decks face down within reach of all players.
- Place the Cargo Cubes, Damage Markers (
), Outfits (organized by shape), Credits, and Dice within reach of all players. The dice are referred to throughout the game as
[d6],
[d8],
[d12], and
[d20], where the number represents the number of sides. - Give each player one How To Win Card and 3,000
worth of Credits (3 silver coins). - 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.
- 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.
- Separate the blue Tier 1
Ship Mats and matching Ability Cards. (Set the green Tier 2
and purple Tier 3
mats and cards aside for now.) Each player rolls the
[d20]. The player with the highest roll chooses a Tier 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. - 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.
- 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.


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.

Ability Cards
- Use: Spend the Energy specified on the card and follow instructions (most require rolling a
[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).

Ship Mats
Front:
- Name
- Tier: Tier 1
, Tier 2
, or Tier 3
. - Hologram: Image of the ship.
- Price / Hold Size: Credits to purchase / total capacity spaces.
- Impulse Space / Value: Spaces ship may move without spending Energy.
- Hold: Physical cargo grid.
- Energy Meter: Tracks current Energy.
- Armed / Disarmed Spaces: Holds Markers ready for use or waiting to be Armed.
- Bounty: Bounty Credits are placed here.
Back:
- Ship Technical Information: Fluff statistics.
- Backstory: Ship lore.
- Victory Story: Read aloud when achieving victory!


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 (
) 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 1,000
(Tier 1 & 2) or 2,000
(Tier 3) to remove all Damage Markers.

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.

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.

Bounty
Having a 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 +1,000
). - Crime: Completing or failing Illegal Missions.
- Raiding: Destroying an Innocent ship (+1,000
).
- Evading: Crossing Planetary Shields (chance of +1,000
- 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.

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 (
,
,
, or
). - 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.

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 1,000
, Tier 2 for 1,000
, Tier 3 for 2,000
(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.


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.


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.

Turn Structure & Phases
Turn Overview
A player’s turn consists of three Phases:
- 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.
- 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.
- 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: 1,000
for 2 Cubes on a Buy Space. - Mine / Salvage / Harvest: On designated spaces (
[d20] roll). - Sell: Sell matching Cubes for 1,000
each; sell all cubes (min. 2) for 1
. - Collect Cubes (Minor): Pick up jettisoned cubes in the same space.
- Buy: 1,000
- 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: 1,000
(Tier 1 & 2), 2,000
(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 5,000
for 1
(cannot buy final winning point).
3. Status Phase
- Claim Fame: Claim Fame Points and Titles earned. If reaching Victory Token, game ends!
- Draw Titles: First player reaching a purple Title space draws a Title Card.
- Refresh: Refresh exhausted Ability Cards and Impulse Token face up.
- 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.

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.

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).



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]. 1-10: take damage equal to roll (Shields/Abilities may mitigate). 11-20: no damage. - Exiting: Safe.
- Entering: Roll
- Planetary Shields (solid glowing red/green/blue): Blocks Line of Sight.
- Crossing (in or out): Roll
[d20]. 1-10: stopped (no entry, lose 1 move, take damage equal to roll). 11-17: successfully cross, +1,000
Bounty. 18-20: cross undetected.
- Crossing (in or out): Roll
- 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]. 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.
- Entering: Roll
- Inner Borders (dashed colored lines): Inside planets/nebulae; treated as Normal Space.
- Debris Fields (solid yellow): Blocks Line of Sight.
- Entering: Roll
[d20]. 1-3: ship immediately destroyed. 4-20: safe passage. - Exiting: Safe.
- Entering: Roll
- 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] to teleport to closest numbered Spawn Point; on 20, choose any and gain 1
).
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: 1,000
, 1
, or nothing (X). Never respawn.


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

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.

Mining, Salvaging & Harvesting
Must be on the space and have free Hold space. Roll
[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 1
, and gain Bounty if applicable. - Experience: Discard a previously completed mission of the same type to re-roll a failed mission
[d20] roll.

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] roll determines quality/payment), deliver results. - Bounty Hunter: Destroy an Outlaw ship, roll
[d20] to collect remains, deliver remains.

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

Combat, Damage & Death
Combat Steps
- 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).
- Declare Attack: Attacker declares targets and spends required Markers/Energy. Attacks can be combined or separate.
- Declare Defense: Defender declares Shield Outfits and/or defensive Abilities and spends Markers/Energy.
- Roll: Attacker rolls, then Defender rolls.
- Resolve: Subtract Defense Value from Attack Value. Defender places remaining damage as Damage Markers (
) on chosen Hold spaces. - Re-Arm: Defender may immediately re-arm Markers spent on Shields at 1 Energy per Marker.
Damage Rules
- 1 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.

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]. 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 1
). 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 1
. 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 1,000
at sell spaces.

Ties / Rule Disputes
Divide 20 by the number of options and roll
[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 (
) 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.

How to Earn Fame Points
- Explore: Collect Exploration Tokens, some of which are worth 1
. - Missions: Each Mission completed is worth 1
. - 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 1
(minimum of 2 Cargo Cubes required). - Ships: Purchasing a new ship during the Business Phase earns 1
. - Wealth: Purchase 1
during the Business Phase for 5,000
(cannot purchase the final point needed for Victory). - Kindness: Rescuing a Stranded player is worth 1
. - Titles: Claiming Titles is worth 1
, 2
, or 3
. - Luck: Rolling a natural 20 on any
[d20] roll awards 1
(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: 1,000
, Tier 3: 2,000
), Buy/Sell Outfits, Rearrange Hold, Buy Ship (Tier 2: 5,000
, Tier 3: 8,000
), Buy Fame (5,000
for 1
). - Status Phase: 1. Claim Fame, 2. Draw Titles, 3. Refresh Abilities & Impulse, 4. Arm Markers (1 Energy each).
Combat Sequence
- Acquire Target (Range & Line of Sight)
- Declare Attack (Spend Markers/Energy)
- Declare Defense (Shields/Abilities)
- Roll (Attacker rolls, then Defender)
- Resolve (Attack Value – Defense Value = Damage Markers in Hold)
- Re-arm (Shield markers at 1 Energy each)

Expansions for
Xia: Legends of a Drift System
Xia: Balanced Economy Promo Card
2020
Stack plasma cubes, test your dexterity, and earn Fame Points.
180
minutes
View expansion
Xia: Print and Play Mini Expansion
2015
Add three new ship models, abilities, and mats to your Xia collection.
180
minutes
View expansion
Xia: Legends of a Drift System – Sellsword
2014
A distinctive Xia add-on with blue and yellow editions and a playable Mk II version.
120
minutes
Medium
View expansion
Xia: Missions and Powers
2018
Add reliable ship powers and interactive missions to every Xia session.
Medium
View expansion
Xia: Embers of a Forsaken Star
2017
Explore a dying star system filled with danger, treasure, and mystery.
180
minutes
Medium Heavy
View expansion