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Revolt on Antares

REVOLT ON ANTARES
Antares 9 boils with unrest and intrigue.... This planet, called Imirrhos by its people, has long been ruled by Imperial Terra. Although local power is held by seven large family Houses, all important matters are controlled by the Empire. Now, however, several clan houses are plotting to rise up and throw off Imperial Rule. Each ruling House is controlled by a leader posessing a unique Psionic power. Imperial Terra has overwhelming military might, and the aid of the original natives. Lurking in the wings are the mysterious Silakka aliens, with their own agenda. Various Galactic Heroes will throw in their lot with one side or another, and who knows which powerful ancient Alien Artifacts you may discover? Which faction will you choose to wrest control of Antares 9?

Revolt on Antares contains 3 scenarios for 2, 3 or 4 players. Game length is 30 to 90 minutes.

Revolt On Antares is a science-fiction themed microgame designed by Tom Moldvay and produced by TSR in 1980. Similar to the microgames produced by Steve Jackson Games, it was sold in a transparent plastic shell case and came with rulebook, full-color hex-map, counters, and two six-sided dice. The action of the game takes place on Imirrhos, the ninth planet in the Antares system. Two to four players assume the roles of leaders of different factions fighting for control of the planet as the influence of Imperial Terran Empire begins to weaken. The factions include seven different ruling families or houses, Terran Empire forces, natives, and alien Silakkans. Players can choose from one of three different game scenarios.

Description
Components One glossy, very multi-color hexmap; 84 cardboard counters and a couple six-sided dice. The map is global, displaying several continents and oceans (dark blue hexes). The seven houses' territories are colored in the house color and they possess all of the economic areas and almost all fortresses (black hexes) used in scoring a victory. All economic hexes (iron, mineral, coal, oil, cattle, grain, fish, seaport, electricity, textile, industry and gold) are identical in game terms. They all worth 1 victory point and its type has no impact on the game. They are also deployment hexes. The rest of the land is the brown colored Imperial Terra/Native territory, and has no points value, except for Terran Starport Imhirros (black hex with rocket image), which is also a fortress. The map depicts also some zones of difficult terrain (mountains, deserts, jungles). All of them have the same effect upon movement. The global aspect to the map is interesting in that counters can move off of one side and reappear on the other in the same movement phase, and the edge hexes are numbered for ease of movement, which is a nice touch for the era when these games were produced. Edge numbers can also be used to keep track of turns, by employing a coin or other marker. The counters display combat strength on the lower left and movement rate on the lower right. House counters are in the appropriate color, Natives in ochre, Terran in brown, Silakkan in grey, Galactic Heroes in white, and Artifacts in purple. There are five unit types in the game: Power Infantry, Laser Tanks, Jump Troops, Hovercrafts, and Airjets. The seven houses have a mix of the first four, while only Terrans have Airjets. The Silakkans have
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Revolt on Antares

only Power Infantry and Jump Troops. As you might have guessed, Laser Tanks have the highest strength but average movement, Hovercrafts and Jump Troops significantly lower strength but higher movement, and Power Infantry are the middle ground between them. The difficult terrain on the map costs one extra point of movement for Power Infantry, Laser Tanks and Hovercrafts, while the other units ignore it, and Power Infantry and Laser Tanks cannot move into or over water spaces unless stacked with Hovercrafts. The latter can move over and stop in water spaces, while Jump Troops and Airjets can move over water and enemy troops, but cannot stop on them. Units Each unit has 2 statistics: strength (lower left) and movement (lower right). -Airjets (4-10). Ignore difficult terrain. Can move over water hexes and enemy counters, but can not stop on them. Can attack one enemy stack during their movement instead of their normal attack. -Hovercrafts (2-8). Difficult terrain: cost to enter +1, just once per turn. Can move over and stop on water hexes. Can transport 1 unit at a time, of the following types: Power Infantry, Laser Tanks, Jump Troops, House Leader, Galactic Hero, Force Cannon (Artifact), Sonic Imploder (Artifact). -Jump Troops (3-5). Ignore difficult terrain. Can move over water hexes and enemy counters, but can not stop on them. -Laser Tanks (6-4 or Terran 7-4). Difficult terrain: cost to enter +1, just once per turn. Cant move over water hexes unless stacked with Hovercrafts. -Native Infantry (3-2 or 2-2). Ignore difficult terrain. Cant move over water hexes, and cannot be transported by Hovercrafts. -Power Infantry (4-3 or Terran 5-3 or Silakkan 5-5). Difficult terrain: cost to enter +1, just once per turn. Cant move over water hexes unless stacked with Hovercrafts.

The Seven Houses of Imirrhos Imperial Terra prefers to leave local governments alone as long as the taxes are paid on time. The actual rulers of Imirrhos are seven clan-like families, descendents of the original human colonists. Each of the seven houses has a leader with varying numbers of forces to command such as Hovercrafts, Jump Troops, Laser Tanks, and Power Infantry, as well as one Artifact (see below). Each leader commands his/her own Power Infantry unit (included in the counter) and also possesses a special ability. If a house leader dies, he/she is removed from the game. Leaders never come back as replacements. Each house has its own clans fortress, which is protected by force shields that double the strength of defending units.

-House Braganza (dark green), led by Catherine "the Mad" Braganza (5-3), who can summon lightning. Summon lightning (roll 1D6): when Catherine is in combat, roll a die: 1-4 means you add 6 to your combat factor, while 5-6 means you subtract 6 from your combat factor. House Forces: 1 Laser Tanks, 1 Power Infantry, 1 Jump Troops, 1 Hovercrafts. Reinforcement points: 5.
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Braganza is a house that is in a precarious position at the start of the game. She possesses quite a few pieces of land across the board, but can do little to maintain them with only four troops. The good news is that one of them is a Jump Troops, which should be easier to protect on its own, should the need arise. Braganza's lightning power can be devastating to friend or foe, and thus should be used with caution. An alliance with nearby Edistyn would wrap up the southern portion of the eastern continent, otherwise be prepared for a fight on your doorstep. House Braganza should only be chosen early in the game if it will strengthen the position of your other houses, or perhaps prevent your opponents from doing the same.

-House Edistyn (yellow), led by Nureb Khan Edistyn (5-3), who has the power of precognition. Precognition (automatic): in any combat in which Nureb partake, instead of 1D6, roll 2D6 and use the highest result (in leader combat, roll just 1D6). House Forces: 2 Laser Tanks, 2 Power Infantry, 1 Jump Troops. Reinforcement points: 4. Edistyn is my second favorite house. All of his holdings are on one continent, and he has lots of troops to make sure they stay that way. Not only does he have two Laser Tanks, making him unique among the houses, he has two Power Infantry to back them up, and a lone Jump Troops that can quickly cut across any terrain. The only disadvantage to Edistyn's troops is that, for the most part, they're not leaving the mainland. But the number and strength of troops more than makes up for this shortcoming, and you will be well-protected in the southern peninsula, as most forces will have to take the long way to your fortress. His ability to select the better of two dice in combat is likewise an automatic bonus, and one of the best Leader powers available. Watch out for Mackenzie, as he may have his eye on your fortress. Try to quickly fortify your position, perhaps by taking out or allying with Braganza or Sessedi. House Edistyn is an excellent choice for starting out the game on the right foot.

-House Fitzgerald (red), led by Simon Fitzgerald (6-3), who can create morale-boosting ion waves. Ion Waves (automatic): each unit stacked with Simon has its strength increased by 1 (the effect on his own unit is already included in the counter). House Forces: 1 Laser Tanks, 2 Power Infantry, 1 Jump Troops, 1 Hovercrafts. Reinforcement points: 4. Fitzgerald is in the heart of the contest on the eastern continent. Most of his territory is spread out far from his fortress, but don't be deceived. This area needs to be well protected. And it can be, thanks to another great blend of firepower and mobility. This house has some of the strongest military might represented in a Laser Tank and two Power Infantry troops. Fitzgerald's power, which increases the strength of each troop stacked with him, reinforces this presence. Have your eye on both the Sessedi and Braganza houses, which are in close proximity and have weaker forces than your own. Once an alliance or coup is secured locally, you will have the buffer zone necessary to extend your grasp further. House Fitzgerald makes an excellent choice for a starting house for your alliance.

-House Kinrabe (light green), led by Barracuda Kinrabe (5-3), an illusionist. Illusion (roll 1D6: works on 1-3): avoid all damage done to your stack, if you loses combat. House Forces: 1 Laser Tanks, 1 Power Infantry, 2 Jump Troops, 1 Hovercrafts. Reinforcement points: 4. Kinrabe shares the same northwestern continent that Orsini does, and is well equipped to either complement or oppose the forces from that house. Here we have another well-balanced mixture of troop types, including a Laser Tank, Power Infantry, Jump Troops, and a Hovercrafts. The Jump Troops make good wild card troops, as they can traverse any terrain yet are stronger than Hovercrafts. The downside to this array of forces is that you only have a single Laser Tank and Power Infantry for big guns. Keep your forces moving around, and always have a Jump Troops or Hovercrafts in range to support your remaining forces. Like Orsini's fascination, Kinrabe's illusory power is only of limited use, but superior in that all damage to the stack where Kinrabe is present can be averted by the roll of a die. House Kinrabe features a lot of mobility in its troops combined with a good balance, and makes a strong addition to any player's alliance.

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-House Mackenzie (blue), led by Black Dougal Mackenzie (5-3), who can teleport. Teleportation (automatic): during your movement, teleport any one Mackenzie or Hero counter (including his own counter) to any unoccupied hex. The unit cannot move further this turn. House Forces: 1 Laser Tanks, 3 Power Infantry, 1 Hovercrafts. Reinforcement points: 5. Mackenzie has always been my personal favorite. The fortress is the only one on the southern continent, with the nearest potential enemy fortress located eleven hexes away. The troops have a better mix than Orsini, since instead of a second Hovercrafts, they possess a Laser Tank Battalion. Add to that a Leader power that allows the teleportation of any one Mackenzie counter to any unoccupied hex, and you've got a force to be reckoned with. Use the teleportation power to mount surprise offensives by suddenly dropping a Laser Tank or Power Infantry where your opponents least expect it, but keep that Hovercrafts protected as well, since it's your only other option for getting troops off the mainland. House Mackenzie is a strong house that makes a good first choice for starting the game.

-House Orsini (violet), led by Messalina Orsini (5-3), who has the power of fascination. Fascination (roll 1D6: works on 1-3): select an enemy unit (not leaders); it will fight with Orsinis side for this combat, and can be chosen as a casualty. House Forces: 3 Power infantry, 2 Hovercrafts. Reinforcement points: 4. Orsini sports a strong if single-minded military presence in the form of three Power Infantry and two Hovercrafts. The Power Infantry are only overmatched by Leaders or Laser Tanks, and the twin Hovercrafts provide a nice support mechanism for moving the troops quickly across the sea. Only one other House, Kinrabe, is present on the continent, making it a good stronghold in the northwest. Orsini's power of fascination is only moderately useful in combat, and should not be relied upon to win many battles. House Orsini is a solid, middle-of-the-road house that makes a good addition to a player's existing alliance.

-House Sessedi (orange), led by Ariton Sessedi (5-3), a telepath. Telepathy (automatic): recruits Galactic Heroes on a roll of 1-2 on 1D6, instead on 1. House Forces: 1 Laser Tanks, 2 Power Infantry, 1 Hovercrafts. Reinforcement points: 5. Sessedi is located in the northeastern section of the continent, only a few short hexes away from potential threats. Don't forget about that back door which would allow Kinrabe to make a sneak attack against your citadel! Sessedi possesses the same big guns as Fitzgerald, but is at a disadvantage due to no Jump Troops and only one Hovercrafts. It will be difficult at best to maintain any sort of control on your foreign holdings. Look for an ally in the nearby houses to strengthen your position. Sessedi's power for recruiting Galactic Heroes is useful but indecisive. If you can recruit a couple Heroes early on, your chances of survival will be greatly increased. House Sessedi should only be chosen early in the game if it will strengthen the position of your other houses, or perhaps prevent your opponents from doing the same.

Other Factions -Terran Empire (brown), led by Ward Serpentine (6-3, leads the Berserkers of The Imperial Guard, a unit of Power Infantry), the Consul for Imperial Terra on Imirrhos. Imperial Forces: 2 Laser Tanks, 2 Power infantry, 3 Jump Troops, 1 Hovercrafts, 2 Airjets. This is the only faction that has Airjets.

-Natives (ochre), led by Mirrhos (4-3, leads a unit of Native Infantry). Each native unit stacked with Mirrhos has its strength increased by 1 (the effect on his own unit is already
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included in the counter). Native Forces: 5 Native Infantry (2 units with strength 3, and 3 units with strength 2).

-Silakkans (grey), led by Magron The Invincible (7-4, leads a unit of Power Infantry). Silakkan Forces: 6 Power infantry, 3 Jump Troops. Aliens. Galactic Heroes (white) Players have the opportunity to recruit Galactic Heroes. Each player can roll 1D6 for each controlled house during his/her Replacement/Recruitment Phase: each 1 obtained allows recruiting one available Hero, who enters play on a fortress or any economic hex controlled by the player. Galactic Heroes are considered leaders, and like House Leaders, they have special powers or lead additional forces. They are always face-up once on the board, and if killed they are removed from the game. -Andros (5-5), an alien android who commands the Phantom Regiment, a unit of power infantry that ignores difficult terrain, can move through water hexes and even can end its movement on a water hex. -Corvus Andromeda (3-3), an intergalactic assassin. In leader combat, Corvus adds 1 to his die roll. -Doctor Death (3-3), a criminal who has the power to create an army of zombies. Can take any 2 dead
units from combat he is in (either side), place them in his stack, and use them. Zombie units must remain stacked with Doctor Death and, if he is killed or wounded, are removed from play as if destroyed.

-Emerald Eridani (7-4), the commander of the Emerald Company laser tank battalion. -The Iron General (7-4), the cyborg leader of a group of mercenary laser tanks. -Lyra Starfire (5-10), a scantily clad adventuress and commander of an airjet squadron. -The Nullspace Kid (5-10), a young adventurer and airjet squadron pilot. -Skarn 3 (4-5), an alien mercenary who commands a band of jump troops. -Subadai O'Reilly (6-3), the commander of O'Reilly's Raiders, a power infantry battalion. -Tovan Palequire (3-3), an intergalactic smuggler and arms dealer. The player who recruits Tovan receives an additional 2 replacement points immediately to represent the cargo of Tovan's ship. If Tovan becomes a casualty, these points are not lost.

Artifacts Each house has possession of a special alien artifact, very powerful weapons left over by previous inhabitants of Antares 9, dealed at random at the beginning of the game. Artifacts begin the game randomly placed, face-down, one on each house fortress. While face down, an artifact doesnt move on its own. Instead, it must be assigned to any unit that begins the turn in its same hex, and moves with the unit. If all the units and leaders stacked with a face-down artifact are destroyed, it is removed from the game. Artifacts don't have to be revealed until they're actually used by the controlling player. Once revealed, artifacts remain face-up for the rest of the game. Artifacts with no combat strength (Devastator, Dimensional Plane, Energy Drainer and Field Generator) do not count towards stacking limits if face-up, must always be stacked with another counter, and are destroyed if the counters they are stacked with are destroyed. Artifacts with combat strength (Force Cannon, Sonic Imploder and UFO) does count towards stacking limits and are like any normal unit.
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Destroyed artifacts are permanently removed from the game. Devastator A nuclear bomb. Reveal during owners combat phase to destroy all counters (including Devastator) not protected by a fortress, in the hex and in the six surrounding hexes. Leaders in the area are rolled for as if they had lost in Leader combat. Neither side receives victory points for economic hexes that have been devastated. The Devastator is left on the board to mark the devastated area: no counter can move over or through this area. The Devastator and the Field Generator cancel each other out. Both are removed from the game and no units are lost. Dimensional Plane Must be face-up to add +2 to the movement of all units in the stack. Units may move over or end their movement on water hexes, and do not pay terrain penalties. Once revealed, it doesn`t count towards stacking limits. Dimensional Plane cannot move on its own. Is must be always stacked with another counter, and moves with it. Energy Drainer All counters attacking the stack containing this artifact attack with a strength of only 2 combat factors each, regardless of the type of counter. This artifact can only be used when defending; it adds no bonus if attacking. It does not affect penalties or bonuses due to leaders' abilities. Once revealed, it doesnt count towards stacking limits. Energy Drainer cannot move on its own. Is must be always stacked with another counter, and moves with it. Field Generator Field Generator can be used once per turn to either nullify a house fortress force shields or to create a force shield to protect the units stacked with it. Once revealed, it doesnt count towards stacking limits. Field Generator cannot move on its own. Is must be always stacked with another counter, and moves with it. Force Cannon (8-1) Ignores difficult terrain. Cant move over water hexes, unless stacked with Hovercrafts. Sonic Imploder (7-2) Difficult terrain: cost to enter +1, just once per turn. Cant move over water hexes, unless stacked with Hovercrafts. UFO (5-10) Ignore difficult terrain. Can move over water hexes and enemy counters, but can not stop on them.

Rules
Movement During each player's movement phase, the player may move some, none or all of his counters. The number in the lower right corner of the counter is the movement factor. Moving a counter into a hex costs one movement factor. Movement factors cannot be saved up or given to other counters. Players may move their units across hexes up to their movement factor, with a penalty for some units moving through difficult terrain. Most land units cannot cross sea zones unless loaded into a Hovercrafts. Units can move freely over friendly units, as long as stack limits are not violated at end of movement. Counters cannot move into or through a neutral hex or a hex containing enemy or neutral counters. Difficult terrain (mountain, palm and sand icons): costs one extra point of movement for Power Infantry, Laser Tanks, Hovercrafts, House Leaders, Force Cannon (Artifact) and Sonic Imploder (Artifact)
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to enter, while the rest of the units ignore it. This penalty is only applied once per turn for a counter, no matter how many difficult terrain hexes, or how many different types of difficult terrain are moved through. Water (dark blue areas): Power Infantry, Laser Tanks, House Leaders, Force Cannon (Artifact) and Sonic Imploder (Artifact) cannot move into or over all water spaces unless stacked with Hovercrafts. Hovercrafts can move over and stop in water spaces. Jump troops and Airjets can move over water but cannot stop in it. Movement Around the Planet: The map represents a globe. Thus, counters may move off the east or west map edges directly to the opposite edge. However, counters may not travel between the north and south edges of the map in this manner. The hexes on the eastern and western edges have been numbered to help with this movement. Unit transport: to transport a unit with Hovercrafts, they must begin the movement phase in the same hex, and they both must be moved as a stack. The transported unit can be unloaded in any land terrain, but doing this finishes both units movement. Stacking Stacking limit is 3 counters, with some Artifact exceptions. A player can not make a movement, or use an ability or special power, if that action violates this limit. Players can only look at the units in his own stacks. They see normally just the upper unit from enemy or neutral stacks. Combat Combat ensues when enemy counters are next to each other and the active player declares that he is attacking. Neutral units may not be attacked. 1. Looking at adjacent stacks At the beginning of a combat, each involved player can look at all adjacent enemy stacks (but not facedown artifacts), and the active player may choose to call off the attack. All units in each stack must attack or defend as a stack. Individual units within a stack may not attack separate targets. All units within an attacking stack must attack a single enemy stack, combining their combat factors. All units in a defending stack must defend. 2. Choosing attacking stacks and defending stack The active player chooses which of his/her stacks are attacking, and which enemy stack, adjacent to all of the attacking stacks, will be the defender. No counter can attack or defend more than once each combat phase. 3. Using artifacts and leader abilities First attacker and then defender, artifacts in the attacking and defending stacks may be revealed and used. After that, leader powers may be activated, beginning with the attackers ones. 4. Adding up combat strength and rolling dice Unit strengths are added up for attacking and defending units (exception: units transported by Hovercraft do not add their strength). House fortresses and Starport Imirrhos double the combat strength of defending units. Both players roll a die, which is added to their totals. 5. Choosing destroyed counters Highest score wins, and the loser removes a total of combat strength to match the difference, rounding up (e.g. if one side loses by six, he must remove, for example, a strength 2 and a strength 4 counter, not 6 counters). Units transported by Hovercrafts can be chosen to satisfy loses. House Leaders and Galactic Heroes must be chosen last in this process. 6. Leader combat If there are surviving leaders from both sides involved in combat, they then fight a special attack round leader combat-, which is a personal contest between them. Only Corvus Andromeda (Galactic Hero) can use his special power in leader combat.
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One leader from each side fights, and the winner must battle the next opponent leader, until only one side has non defeated leaders. Highest score wins. 7. Checking consequences for defeated leaders If any leaders are defeated during regular or leader combat, a die is rolled to see what happens with each one: 1-2: killed. If a House Leader or Galactic Hero dies, he/she is removed from the game. Leaders never come back as replacements. 3-4: wounded. The leader remains off the board for 3 complete turns. The player may choose to place the wounded leader counter next to the appropriate numbered hex marked along the edge of the board, as a reminder of the turn in which the leader returns. 5-6: forced to retreat to the nearest friendly hex (an hex of the players color not enemy-occupied) and he may not move or attack next turn. 8. Movement after combat: If all enemy counters in a hex are destroyed or retreat, the winner may move up to three attacking counters into the vacated hex. Airjets attacks: Airjets may make only one attack per turn, as follows: Airjets counters may either move adjacent to an enemy hex and attack normally during the combat phase, or choose to attack any enemyoccupied hex they pass through during the movement phase. If an Airjets counter chooses to attack while passing through a hex, combat is resolved during the movement phase. If the Airjets counter survives, it may use any remaining movement points to continue traveling. Airjets may never conduct both types of attack in one turn. Airjets may never stack with enemy counters, except during a passing attack. Airjets may stack with friendly units, within stacking limits.

Replacement and Recruitment Replacement. Each player has a replacement point pool with which he/she can bring units back into play. Unit counters lost through combat may be replaced in the replacement/recruitment phase at a cost of one replacement point per counter. Leaders and Artifacts cannot be replaced. The number of replacement points that each house has during the game is marked on the map next to the house fortress. Terrans begin the game with 10 replacement points, and Silakka with 12. Natives do not have replacement points. Replacements are cumulative: a player who begins the game as Imperial Terra (10 replacement points) and makes an alliance with House Edistyn (4 replacement points) would then have a total of 14 replacement points, which could be spent to replace any unit lost during the game by his/her controlled factions. Replacement points are expended as they are used. The only way to acquire additional replacement points during the game is by claiming another neutral house as your ally. When a player enters an enemy fortress, he does not take that house's replacement points for himself, but he does prevent that house's remaining points from being spent until the fortress is reclaimed by either the original owning player's units, or allied units. Color-coded chits have been provided to keep track of replacement points. When spent, these are immediately returned to the bank. Recruitment. The player can also attempt to recruit Galactic Heroes with a die roll for each house under his control. For this purpose, Imperial Terra is considered a House, but Silakka are not considered a House. A roll of 1 means that a hero has been recruited. Heroes are taken at random from the face-down hero counter pile. If all available heroes have already been recruited, no other hero recruitment is possible. Heroes do not cost any replacement points to recruit. New units and recruited heroes can arrive on any economic hex or fortress which belongs to the players house or to any ally.

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Scenarios Revolt on Antares has three different game scenarios: Revolt Against Terra (the basic game, 2 players), The Silakka Invasion (2 players), and Power Politics on Imirrhos (multiplayer). -In Revolt Against Terra (2 players), one player leads the various Houses who have banded together to revolt against Imperial Terra, while the second player leads the forces of the Terran Empire and its loyal Houses. -In The Silakka Invasion (2 players), the alien Silakka fight versus Imperial Terra for Imirrhos, both with allied Houses. -In Power Politics on Imirrhos (2-4 players), the Houses are split among players, and the Terrans and Silakkans are used as mercenaries. Players try to create the most powerful House on Imirrhos.

Scenario 1: Revolt against Terra

BASIC GAME

-2 players-

In Revolt Against Terra, one player leads the various Houses who have banded together to revolt against Imperial Terra, while the second player leads the forces of the Terran Empire and its loyal Houses. The game is played over the course of ten turns. Each turn is comprised of nine ordered phases where players take actions such as movement, combat, recruitment, and forging alliances. The player with the greatest number of victory points at the end of ten turns wins the game. Victory points are earned for owning or controlling different economic zones and for owned or controlled house fortresses. To control an adversary hex you must have at least one unit on that hex. Each free hex belongs to its original owner.

Setup 1. Artifacts The Rebel player randomly places one face-down artifact on each house fortress, without looking at them. 2. Galactic Heroes Place them face-down in a pile next to the board. 3. Rebel Houses The Rebel player chooses one house to begin the Imirrhos rebellion, and one allied house. 4. Terran Allied House Afterwards, the Terran player chooses one allied house. 5. Neutral Houses The Rebel player then sets up the counters of each neutral house as follows: the leader and the counter with the greatest combat factor are placed on the house fortress hex. The rest of that house's counters are placed face-up, one per hex on any economic symbol of their house color. 6. Terran Forces Terran player places the starting Terran forces plus the counters of the Terran allied house. Starting Terran forces are: -Ward Serpentine -One 3-5 jump troops -One 7-4 laser tank batallion -One 4-10 airjets squadron -One 2-8 hovercrafts These counters may be placed anywhere on Terran/Native territory (any brown hex, including Starport Imirrhos). The counters of the Terran allied house may be placed on any hex of that house's color. 7. Rebel Forces
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The Rebel player places the counters of the two houses he/she controls. Counters of each house must be set up in hexes of that house's color. The Rebel player then takes one Galactic Hero from the face-down pile of hero counters. The Hero may start the game in the territory of either house, and may be stacked with friendly units.

Victory The winner, at the end of 10 turns, is the one who scores the most points (1 for each owned or captured economic hex; 3 for each owned or captured house fortress; 10 if he/she controls Starport Imhirros).

Sequence of play There are 10 turns. In each turn, there are 9 phases: 1. Rebel player moves. 2. Rebel player combats. 3. Terran player moves. 4. Terran player combats. 5. Rebel player replaces units and recruits Heroes. 6. Terran player replaces units and recruits Heroes. (Turn 3) Natives join Imperial Terra. 7. (Turns 1-2) Rebel chooses ally from remaining houses. 8. (Turns 1-2) Terra chooses ally from remaining houses. 9. Mark off one turn. The original, native inhabitants of Imirrhos also come over to the Terrans on turn 3. Natives are placed in any brown hex by the Terran player.

Scenario 2: The Silakka Invasion

-2 players-

In The Silakka Invasion, the alien Silakka fight versus Imperial Terra for Imirrhos, both with allied Houses. The game is played over the course of ten turns, with seven phases per turn, where players take actions such as movement, combat or recruitment. The player with the greatest number of victory points at the end of ten turns wins the game.

Setup 1. Artifacts The Terran player randomly places one face-down artifact on each house fortress, without looking at them. 2. Houses Forces The Terran player sets up the counters of all houses as follows: the leader and the counter with the greatest combat factor are placed on the house fortress hex. The rest of that house's counters are placed face-up, one per hex on any economic symbol of their house color. 3. Terran Forces Terran player places the starting Terran forces anywhere on the map. Starting Terran forces are: -Ward Serpentine -One 3-5 jump troops -One 7-4 laser tank batallion -One 4-10 airjets squadron -One 2-8 hovercrafts 4. Galactic Heroes Place them face-down in two piles next to the board. One pile contains Dr. Death, Skarn 3 and Corvus Andromeda, while the other pile contains the remaining Heroes.
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5. Houses Loyalty Players take turns choosing one allied house (Silakka first), until all are chosen. 6. Silakka Forces The Silakka player places the Silakka counters anywhere on the map (except all water hexes), and the Native Infantry counters plus Mirrhos on brown hexes.

Victory The winner, at the end of 10 turns, is the one who scores the most points (1 for each owned or captured economic hex; 3 for each owned or captured house fortress; 10 if he/she controls Starport Imhirros).

Sequence of play There are 10 turns. In each turn, there are 7 phases: 1. Silakka player moves. 2. Silakka player combats. 3. Terran player moves. 4. Terran player combats. 5. Silakka player replaces units and recruits Heroes. 6. Terran player replaces units and recruits Heroes. 7. Mark off one turn. The Silakka have 12 replacement points, plus those of their allied houses. Silakka replacements arrive at friendly economic hexes (not fortresses), following stacking rules. The Terrans have 10 replacement points plus those of their allied houses. The only Galactic Heroes the Silakka player may recruit are Dr. Death, Skarn 3 and Corvus Andromeda. These heroes cannot be recruited by the Terran player.

Scenario 3: Power Politics on Imirrhos

-2 to 4 players-

In Power Politics on Imirrhos, Houses are split among players, and Terrans and Silakka are used as mercenaries. Players try to create the most powerful House on Imirrhos. The game is played over the course of eight turns. Each turn, order of play is determined by rolling a die. The player with the greatest number of victory points at the end of eight turns wins the game.

Setup 1. Houses Players roll high to set order of choice. Following this order, each player chooses one House to rule. They repeat this process (rolling and choosing one House), until there are no remaining Houses. 2. Artifacts One player randomly places one face-down artifact on each House fortress, without looking at them. 3. Galactic Heroes Place them face-down in a pile next to the board. 4. Houses Forces Players roll high to determine order for setting up their forces. Following that order, each player places the counters of the House/s he/she controls. Counters of each house must be set up in hexes of that House's color. In a 4-player game, the player who started with only one House takes one Galactic Hero from the face11/12 - 19/10/2011

Revolt on Antares

down pile of hero counters. The Hero may start the game in any of the Houses hexes, and may be stacked with friendly units. 5. Mercenaries Terran and Silakka counters (except Ward Serpentine and Magron) are placed face-down in a pile. Players roll high to determine order. Following this order, each player takes one counter from the pile. Players keep taking counters until there is none left. Each player places the taken counters in front of him/her.

Victory The winner, at the end of eight turns, is the one who scores the most points (1 for each owned or captured economic hex; 3 for each owned or captured house fortress).

Special Rules Terran/Native territory is neutral, but all counters may freely move through those hexes, with the exception of Starport Imirrhos. All players begin with 0 replacement points. Eliminated mercenary counters are placed face-down in a common pile, where they can be taken from again. Destroyed House counters are placed face-up in separate piles, by color. No player may recruit mercenaries if he/she has destroyed House units. When recruiting, each player may pay 2 replacement points to choose one counter amongst his/her mercenaries or to take one random mercenary counter from the common pile. Each player may recruit just one mercenary counter per turn.

Sequence of play There are 8 turns, each one with the following phases: 1. Players roll high to determine order of play. 2. The player who rolled highest moves and then combat. The player with the second highest result moves and then combat. until all players have done it. 3. (Turns 4-8) The player who rolled highest replaces units and recruits Heroes. (Turns 4-8) The player with the second highest result replaces units and recruits Heroes. until all players done it. 4. (Turn 3) Players receive replacement points. 5. Mark off one turn. In turn 3, each player counts how many economic and fortress hexes he/she controls. If an economic or fortress hex is unoccupied, the points go to the player who controls that house. Each player gains 1 replacement point for every economic hex controlled, and 3 points for every fortress controlled. In a 4-player game, the player who started with only one House receives double points (2 points per economic hex and 6 points per fortress). These are the only replacement points given to the players during the game.

12/12 - 19/10/2011

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