Galactic Conquest: suggested for 2 or 4 players
Introduction
In Galactic Conquest, players take on the roles of the Rebellion and the Empire, while the fate of the galaxy hangs in the balance. In the following sections of this packet, the rules and procedures for Galactic Conquest will be outlined.
Planning for the Game
Galactic Conquest starts similarly compared to regular X-Wing play. Players choose which side they will play as before the game begins. Once each player has selected their faction of choice, the initial set-up of the game can begin.
*Special note: It is possible to play Galactic Conquest with more than two players. The four player variant is a simple alternative. The players each select which faction they will belong to and create teams of two. The main difference with a four player game is that each team member starts with one, 200-point fleet at the beginning of the game. As game play continues, the faction members share point values for their fleets.
We suggest that the game is played with an even number of players to ensure maximum participation of all players, but a three player option is also allowed. One player takes the roll of an entire faction, where the other two players split the faction according to the four player variant rules. We do not suggest playing Galactic Conquest with three different factions. Two factions create a straight-forward dynamic, and prevents players from being eliminated too soon. For thematic purposes this game should only be played with Rebellion, Empire, or Scum & Villainy factions.
Each faction begins the game with two maneuverable, 200-point fleets, each originating at the faction’s starting planet. Players must develop their fleet according to their ‘General Level’, which at the beginning of the game is always ‘1’. A player’s ‘General Level’ controls several important aspects of the game. Your ‘General Level’ controls the highest level of pilot skill your fleets can hold, how many fleets you are able to control at one time, and your initiative during the Warfare Stage. The different ‘General Levels’ and their benefits are outlined below.
-Level 1 = Highest Pilot Skill of 3 = 2 Fleets & 1 Established Base
-Level 2 = Highest Pilot Skill of 6 = 2 Fleets & 2 Established Bases
-Level 3 = Highest Pilot Skill of 9 = 3 Fleets & 2 Established Bases
-Level 4 = No Pilot Skill Cap = 3 Fleets & 3 Established Bases
-Level 5 = No Pilot Skill Cap = 4 Fleets & 3 Established Bases
Setting Up the Game
Before the game begins, players create an Established Base on their respectively aligned planet (Hoth for the Rebels, and Moraband for Imperials). The players are given a free 200-point squadrons for these planets. These 200-point squadrons are considered the first Established Base for each team. Established Base squadrons are unable to leave the planet they are attached to, but they are free to be modified, upgraded, and fixed, as if they were any other fleet.
Next the players are allowed to select an adjacent planet from their first Established Base. This will be the first planet to be aligned with each respective team. Players will start with their fleet either on their first Established Base. Players will create separate squadron lists for each Fleet. Players can field multiple copies of generic pilots, even across multiple fleets, but unique pilots and unique upgrade cards cannot be fielded more than once, and cannot be used in multiple fleets.
Fleet, squadron, and Established Base lists need to be recorded and pre-generated before fleet movement. Whenever a new fleet or a new base is Established, the controlling player must create a new squad list. Players are not required to completely fill out squads, as they are entitled to purchase pilots later on, but squads may not change before the Warfare Stage.
*As players advance their ‘General Level’, they are entitled to purchase more pilots for their fleets. New pilots, along with upgrade cards, must be written down before any fleet movement occurs. Any pilots or upgrade cards left off the list when the Warfare stage begins, will be treated as if they were not purchased, but are instead eligible for purchase next round.
Once the initial fleet lists have been written down, all players are ready to play Galactic Conquest!
Playing Galactic Conquest
The game consists of three stages. These stages are, the Economy Stage, Warfare Stage, and the Assessment Stage. These stages will be discussed in depth, so players will know what actions they are able to and unable to make. This section will also go over the different rules of the game, and will let players know the different specific details in how to run their own Galactic Conquest.
The outline for the game stages is listed below. The full game is on the attached word file!
The Stages
Introduction
In Galactic Conquest, players take on the roles of the Rebellion and the Empire, while the fate of the galaxy hangs in the balance. In the following sections of this packet, the rules and procedures for Galactic Conquest will be outlined.
Planning for the Game
Galactic Conquest starts similarly compared to regular X-Wing play. Players choose which side they will play as before the game begins. Once each player has selected their faction of choice, the initial set-up of the game can begin.
*Special note: It is possible to play Galactic Conquest with more than two players. The four player variant is a simple alternative. The players each select which faction they will belong to and create teams of two. The main difference with a four player game is that each team member starts with one, 200-point fleet at the beginning of the game. As game play continues, the faction members share point values for their fleets.
We suggest that the game is played with an even number of players to ensure maximum participation of all players, but a three player option is also allowed. One player takes the roll of an entire faction, where the other two players split the faction according to the four player variant rules. We do not suggest playing Galactic Conquest with three different factions. Two factions create a straight-forward dynamic, and prevents players from being eliminated too soon. For thematic purposes this game should only be played with Rebellion, Empire, or Scum & Villainy factions.
Each faction begins the game with two maneuverable, 200-point fleets, each originating at the faction’s starting planet. Players must develop their fleet according to their ‘General Level’, which at the beginning of the game is always ‘1’. A player’s ‘General Level’ controls several important aspects of the game. Your ‘General Level’ controls the highest level of pilot skill your fleets can hold, how many fleets you are able to control at one time, and your initiative during the Warfare Stage. The different ‘General Levels’ and their benefits are outlined below.
-Level 1 = Highest Pilot Skill of 3 = 2 Fleets & 1 Established Base
-Level 2 = Highest Pilot Skill of 6 = 2 Fleets & 2 Established Bases
-Level 3 = Highest Pilot Skill of 9 = 3 Fleets & 2 Established Bases
-Level 4 = No Pilot Skill Cap = 3 Fleets & 3 Established Bases
-Level 5 = No Pilot Skill Cap = 4 Fleets & 3 Established Bases
Setting Up the Game
Before the game begins, players create an Established Base on their respectively aligned planet (Hoth for the Rebels, and Moraband for Imperials). The players are given a free 200-point squadrons for these planets. These 200-point squadrons are considered the first Established Base for each team. Established Base squadrons are unable to leave the planet they are attached to, but they are free to be modified, upgraded, and fixed, as if they were any other fleet.
Next the players are allowed to select an adjacent planet from their first Established Base. This will be the first planet to be aligned with each respective team. Players will start with their fleet either on their first Established Base. Players will create separate squadron lists for each Fleet. Players can field multiple copies of generic pilots, even across multiple fleets, but unique pilots and unique upgrade cards cannot be fielded more than once, and cannot be used in multiple fleets.
Fleet, squadron, and Established Base lists need to be recorded and pre-generated before fleet movement. Whenever a new fleet or a new base is Established, the controlling player must create a new squad list. Players are not required to completely fill out squads, as they are entitled to purchase pilots later on, but squads may not change before the Warfare Stage.
*As players advance their ‘General Level’, they are entitled to purchase more pilots for their fleets. New pilots, along with upgrade cards, must be written down before any fleet movement occurs. Any pilots or upgrade cards left off the list when the Warfare stage begins, will be treated as if they were not purchased, but are instead eligible for purchase next round.
Once the initial fleet lists have been written down, all players are ready to play Galactic Conquest!
Playing Galactic Conquest
The game consists of three stages. These stages are, the Economy Stage, Warfare Stage, and the Assessment Stage. These stages will be discussed in depth, so players will know what actions they are able to and unable to make. This section will also go over the different rules of the game, and will let players know the different specific details in how to run their own Galactic Conquest.
The outline for the game stages is listed below. The full game is on the attached word file!
The Stages
- The Economy Stage
- Collect Planetary Income-
- Fleet Upkeep
- Fleet Repair
- Fleet Upgrades
- Ships & Pilots
- General Level and Skills
- Upgrading General Level
- Creating a new Fleet or Established Base
- Warfare Stage
- Planning Phase
- Moving Phase
- Conflict Phase
- Assessment Stage
- Victory and Influence
- Clean Up
gc.pdf |