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SNEAK PREVIEW

This preview contains selected parts of the merger of the original Freedom in the Galaxy and my amendments to it I am currently working on. It contains the new Sequence of Play, Surface Maneuvers and Space Travel as an example of rules of the Operations Segment, a couple of Missions and the current Table of Contents. The merger is still a work in progress, easily identifiable by the many little notes and reminders still littered all over it. I claim copyright over all my materials herein. Uwe A. Reuter, Ludwigshafen 2003

[#] THE SEQUENCE OF PLAY


COMMENTARY: Freedom in the Galaxy is played in a number of Game-Turns, each representing one Galactic Standard Cycle (which comes very close to one month, Earth reckoning) of real time. During each Game-Turn a many things happen. Players send their characters and military units through space to alien worlds, orbital battles are fought over distant skies and ground offensives are launched into strange environs. Heroes and villains carry out missions to further the cause of their side, braving innumerable hazards and adventures. Military campaigns, diplomacy, espionage, interstellar travel and a myriad of other elements interact with each other all in one Turn and make FITG such a dynamic game. In order to not get carried away by all this action and perform all functions of the game in a logical and fair manner, each Game-Turn is arranged in a rigid order called the Sequence of Play. OVERVIEW: Each Game Turn is composed of three primary Parts: The Rebel Player Turn, the Imperial Player Turn and the Galactic Inter-Phase in that order. The Rebel and the Imperial Player Turn are mainly (but not exclusively) performed by their respective Player, while the Galactic Inter-Phase is executed jointly to prepare for the next Player Turn. Each of the three Primary Parts is subdivided again into Segments, which serve to divide each Part into smaller more manageable elements. The Segments themselves are subdivided again into Phases, the lowest level of subdivision of the Sequence of Play. It is at this level at which the game proceeds and is carried out step-by-step and it is the one usually referred to by the rules when telling what has to happen when. For convenience, the Sequence of Play has been printed on an additional chart at the inside cover at the end of the rules. Keeping this fold-out open while reading the rules is a good way to keep track about which point of the Sequence of Play you are currently reading. It is paramount that the Players at all times do strictly adhere to the Sequence of Play. Out of sequence performance of any game action will lead to results not intended by the rules and are violation of the rules. Cutting some slack The above being said, what is even more important is, that Players still try to make playing the game enjoyable to each other. Thus, a certain leeway from time to time may be in order to keep the game running smooth, especially when it comes to forgetting to move or use one of the hundreds of counters at ones disposal. Of cause, insisting on the Sequence of Play is right. But one has to value this against the problem, that if one Player really pushes his case every single time, his opponent may soon start to triple check every single Phase to ensure he did not forget any of its hundreds of Counters just in case. And then retaliate in kind then.

Players have to find some balance as how much they allow each other to later carry out forgotten acts. As a rule of thumb, as long as in the meantime no die roll, other random event or the possibility for active influence of the opposing Player has occurred, it in general would be okay to take some action back. But once such a random event or chance to exert influence of the opposing Player has passed, taking back ones actions would begin to get an eerie feel of precognition. It would be a bit like playing a computer game, saving before a tight spot and then reloading the game in case something went wrong. While your computer may put up with this, dont assume your opponent will likewise. In any case, it shall be repeated that the Sequence of Play is the final guideline. But try a bit to keep the game running smoothly nevertheless, okay? CASES: [##] GAME TURNS [###] Game Turns divide FITG into ever recurring cycles of steps, called the Sequence of Play (Case ###). Every Game-Turn is subdivided into three Primary Parts (Case ###), which again are subdivided into Segments (Case ###), which again are subdivided into Phases (Case ###). It is paramount that the Players do strictly adhere to the Sequence of Play at all times when performing any in-game action. [###] The number of Game Turns played is the main determinant who wins the game (Case ###). In general, the Rebel Player wants to destroy the Empire and end the game fast to win (Case ###), whereas the Imperial Player wants to prolong its survival and the game to last as long as possible (Case ###). [###] Each Turn is made up of three Primary Parts. The Rebel Player Turn, the Imperial Player Turn (jointly referred to as Player Turns, Case ###) and the Galactic Inter-Phase (Case ###). The Primary Parts are for convenience subdivided into Segments again (Case ###), which in turn are subdivided into Phases (Case ###) again. The complete Sequence of Play of a Game Turn, down to its subdivision into Phases, is as follows:

GAME TURN A) Rebel Player Turn


I) Operations Segment 1) Departure Phase 2) Space Travel Phase 3) Space Battle Phase 4) Arrival Phase 5) Enemy Reaction Phase 6) Ground Battle Phase II) Mission Segment 1) Enemy Search Phase 2) Mission Phase 3) Recovery Phase

B) Imperial Player Turn


I) Operations Segment same as during Rebel Player Turn II) Mission Segment same as during Rebel Player Turn

C) Galactic Inter-Phase I) Galaxy Segment


1) Status Change Phase 2) Galactic Events Phase

II) War Effort Segment


1) Imperial Bureaucracy Phase 2) Imperial Recruitment Phase

3) Rebel Economy Phase 4) Rebel Industry Phase

III) End of Turn Segment


Another copy of the Sequence of Play is provided as a foldout on the inside cover at the end of the rules (Chart ###) for easy reference while reading the rules. That chart includes the complete Sequence of Play as well as a short summary of what happens each Phase similar to the content of Subchapter ##. Besides Besides serving as a reference sheet, the fold out also serves as an excellent bookmark once you are going to put the rules aside for a break. [###]

[#] PHASES ONE-BY-ONE


COMMENTARY: [##] OPERATIONS SEGMENT [###] Departure Phase: The Phasing Player may perform Surface Maneuvers (Case ###, Orbit Moves only from Environs to Orbit Case ###), Stack Arrangements (Case ###) and Transfers (Case ###). The Non-Phasing Player may execute Ranking Attacks (Case ###) or Tracking Routine (Case ###) against Groups moving past his PDBs. [###] Space Travel Phase: The Phasing Player may perform Space Travel (Case ###). The Non-Phasing Player may interfere with Interceptions (Case ###) against moving Groups. [###] Space Battle Phase: Interception Battles are fought (Case ###). After this the Phasing Player may initiate Space Battles (Case ###) followed by the Non-Phasing Player initiating Space Battles in Orbits where the Phasing Player did not (Case ###). In Orbits where no Space Battles occurred, the Phasing Player may initiate Bombardments against Enemy PDBs (Case ###). [###] Arrival Phase: The Phasing Player may perform Surface Maneuvers (Case ###, Orbit Moves only from Orbit to Environs Case ###), Stack Arrangements (Case ###) and Transfers (Case ###). The Non-Phasing Player may execute Ranking Attacks (Case ###) or Tracking Routine (Case ###) against Groups moving past his PDBs. [###] Enemy Reaction Phase: The Non-Phasing Player may possibly perform Reaction Moves on Planets with Enemy Units or Enemy Detected Characters (Case ###). The Phasing Player may prevent such Moves by Superior Numbers (Case ###). [###] Ground Battle Phase: The Phasing Player may initiate Ground Battles (Case ###). Afterwards the Non-Phasing Player may initiate Ground Battles in Environs where the Phasing Player did not (Case ###). [##] MISSION SEGMENT [###] Enemy Search Phase The Non-Phasing Player may conduct Searches for detected Enemy Characters (Case ###). [###] Mission Phase The Phasing Player may perform Missions (Case ###) or let Characters Hide and Heal (Case ###). [###] Recovery Phase

Interception Stacks are dissolved (Case ###) and the Phasing Player may attempt Repairs (Case ###). [##] GALACTIC SEGMENT [###] Status Change Phase First it is checked which Planets change from Rebellion to Liberation (Case ###) after which all Domino Effects of these Status changes are applied (Case ###). After that it is checked, if any Planets change from Counterinsurgency to Suppression (Case ###). [###] Galactic Events Phase One Player has the opportunity to Play a Galactic Event (Case ###). If no Player does so, a random Galactic Event is Drawn (Case ###) after which Galactic Events are resolved and implemented (Case ###). If a Final Event is played during this Phase, the game ends immediately (Case ###). [##] WAR EFFORT SEGMENT [###] Imperial Bureaucracy Phase Every odd Player Turn a new Strategic Assignment Card is revealed (Case ###). Every even Game Turn the Imperial Player collects Taxation (Case ###). Strategic Assignment and Taxation can become subject to fundamental changes due to certain Historical Events (Case ###). [###] Imperial Recruitment Phase The Imperial Player performs Production (Case ###) and Issues Ships (Case ###). [###] Rebel Economy Phase From the Foundation of the Galactic Republic onwards (Case ###) the Rebel Player receives Built-Up (Case ###) and Contributions (Case ###). [###] Rebel Industry Phase The Rebel Player performs Production (Case ###) through his Rebel Network (Case ###). [##] END OF TURN SEGMENT [###] The Turn-Markers are advanced and a new Game Turn commences (Case ###). [###] In case the Rebel Bid is now exceeded, exchange the Rebel Final Event in the hand of the Rebel Player from Rebel Victory to Draw (Case ###).

[#] SURFACE MANOUVERS


COMMENTARY: One Planet is a micro-cosmos of its own and thus equally While the Empire relies on its endless transport pool to move its troops essentially anywhere it pleases upon a Planet, Rebel irregular formations rely on infiltration and guerrilla techniques to shift troops around and - once the civil war progresses - its own ever-growing pool of vehicles and transports. OVERVIEW: This Section deals with the movement of Counters between different locations of the same planet, either entirely between Environs called Ground Moves or involving movement from and to the Orbit Box called Orbit Moves, which together are summarily referred to as Surface Maneuvers. Surface Maneuvers make up two Phases of a Player Turn: the Departure Phase and the Arrival Phase. Both Phases are executed in exactly the same way except for the direction of their Orbit Moves. While during the Departure Phase Orbit Moves can be made only from Environs to the Orbit Box (take-offs), during the Arrival Phase they can be made only to Environs from the Orbit Box (landings). In all other respects the two Phases are the same, in general allowing a Player to freely relocate his Counters within the same Planet box, including an unlimited number of Stack rearrangements and Transfers. [##] GENERAL MANEUVER RULES [###] Surface Maneuvers are Moves (Case ###) of Groups (Case ###) of the Phasing Player between Locations of the same Planet. There are two kinds of Surface Maneuvers

Ground Movements (Moves between Environs Case ###) Orbit Movements (Moves from Orbits to Environs and vice versa Case ###)

Should a rule specifically only apply to one kind, then it will refer to Ground or Orbit Moves specifically (e.g. Case ### or Case ###). Otherwise rules referring to Surface Maneuvers apply to both kinds. [###] Surface Maneuvers occur during two Phases of a Player Turn; the Departure Phase (Case ###) and the Arrival Phase (Case ###). Ground Moves are carried out identically in both the Departure Phase and the Arrival Phases. The direction of Orbit Moves however is restricted during each Phase. During the Departure Phase Orbit Moves can only be made from Environs to the Orbit Box of the same Planet (Take-Offs); during the Arrival Phase Orbit Moves can only be made to Environs from the Orbit Box of the same Planet (Landings). [###] Counters still in an Interception Stack (Case ###) during the Arrival Phase may not perform any Surface Maneuvers (Case ###) and their Transfers are limited to Counters in the same Interception Stack (Case ###). This last Case already illustrates the effect Interceptions (Case ###) can have on the Phasing Players movement. By putting a Group into an Interception Stack, their Counters can be stopped cold from reaching a certain Planet or even from just leaving one for that matter. [###] Surface Maneuvers are carried out by the Phasing Player on a Group-by-Group basis in any order the Phasing Player desires. The Phasing Player declares which Group he wants to perform a Surface Maneuver, picks up the respective Counters forming the Group and any Cargo they carry, performs the desired Surface Maneuver with them and then proceeds with the next Group of his choice. [###] A Counter may be involved in several Surface Maneuvers during the Departure Phase and the Arrival Phase. Every Counter may perform one Orbit Move ( to Orbit in the Departure Phase and from Orbit in the Arrival Phase respectively, Case ###) and an unlimited number of Ground Moves during both the Departure Phase and the Arrival Phase each. The Surface Maneuvers of one Counter do not have to be executed in a consecutive row neither do they have to be executed with the same Group it performed previous Surface Maneuvers with (Case ###). A Player may include a Counter in a Group performing a Surface Maneuver, let other Groups perform Surface Maneuvers in between and then come back to that Counter again to include it in another completely new Group to perform a Surface Maneuver with it. [###] Besides performing Surface Maneuvers during the Departure Phase and Arrival Phase, the Phasing Player furthermore may Arrange his Stacks as outlined in Case ### and conduct Transfers (Case ###) any time. There is no limit how often the Phasing Player may Arrange and Rearrange Stacks or conduct Transfers during both the Departure Phase and Arrival Phase and he may conduct both Arrangements and Transfers independently from any Surface Maneuver performed or in conjunction with them. Unlimited Maneuvers?! And Arrangements?!! AND Transfers?!!! Sounds limitless. Almost abusive! Once you realize however that due to Case ### any movement from or to Orbit is one-way only and that there are not really that many Environs on a Planet to move back and forth in, the initial excitement fades quickly. Surface Maneuvers are relatively easy to perform. It is more a rearrangement of counters on the same Planet than really a complicated sequence of maneuvers. When no Enemy PDB is present a Player could as well just pick up all Units, Characters and Possessions on a given Planet and redistribute them in accordance with the rules for Stacking (Case ###) and Transport (Case ###) as he pleases and even when an Enemy PDB is present, things get only slightly more tricky. During the Departure Phase the main thought of the Phasing Player will be as how to gather and prepare his Counters for the ensuing Space Travel Phase, while during the Arrival Phase it is how to deploy his Counters best for Ground-Battles and Missions, while at the same time keeping an eye on how to defend the Planet during his opponents following Turn. [###] During the Departure and Arrival Phases the Phasing Player may temporarily exceed the Stacking Limits of Case ### with his Units. This only applies while the Departure and Arrival Phases are currently in progress, i.e. the Phasing Player is currently executing Surface Maneuvers. At the end of the Departure and Arrival Phases, i.e. after the Phasing Player is finished with all his Surface Maneuvers, Arrangements and Transfers the Stacking Limits of Case ### have again to be complied with. Example of a Departure Phase: Make up some stuff with two or three mission groups at the start of the game, which have to get their act together a bit. Throw in some Pirates??? Example of an Arrival Phase:

Some example of mobiles loaded with 1-0 which temporarily over-stack during arrival before they disperse. [###] Movements of the Phasing Players Counters from one Planet to another Planet are not Surface Movements. Such movements are Space Travel which are governed by their own respective rules (Case ###) and are carried out during the Space Travel Phase (Case ###). [##] GROUND MOVES [###] Ground Movements are the Moves of the Phasing Players Groups from one Environ to another Environ on the same Planet. Ground Movements occur during both the Departure Phase and the Arrival Phase and do so in exactly the same manner. [###] There is no limit on how many Ground Movements a Counter may perform during any given Departure Phase or Arrival Phase. Counters may move back and forth between Environs of the same Planet as many times as the Phasing Player wishes (Case ###). [###] All Types of Military Units including 1-0 Units may execute Ground Movements. Spaceships may perform Ground Moves only when Crewed (Case ###) or as Cargo of Units. Characters may perform Ground Moves on their own or using a Spaceship or Unit as a Transport (Case ###). [###] Counters may act as Transports during Ground Movements. As no Counter may act as Transport while stationary in an Environ, Cargo has to be Loaded at the outset of the Ground Movement and must Unload upon arrival at the destination Environ (Case ###). [###] Ground Movements avoid Enemy PDBs and do not entitle the Non-Phasing Player to perform Tracking or Ranking Attacks (Case ###). Ground Moves also can not be prevented like Reaction Moves by a Superior Numbers (Case ###) of Enemy Units present. [##] ORBIT MOVES [###] Orbit Moves are the Moves of the Phasing Players Counters from an Environ to the Orbit Box or from the Orbit Box to an Environ of the same Planet. Orbit Moves occur during the Departure Phase and the Arrival Phase. [###] A Counter may only take perform an Orbit Move once in the Departure Phase and once in the Arrival Phase. During the Departure Phase the Orbit Move may only be from an Environ to the Orbit Box and during the Arrival Phase the Orbit Move may only be from the Orbit Box to an Environ (Case ###). [###] Only Mobile Military Units may execute Orbit Moves completely on their own. Spaceships may perform Orbit Moves only when Crewed (Case ###) or as Cargo of Units. Immobile Units and Characters may only take part in Orbit Moves when carried by an appropriate Transport (Case ###). [###] When performing Orbit Moves on a Planet with an Enemy PDB Military Groups are subject to Ranking Attacks (Case ###) and Spaceship Groups are subject to the Detection Routine (Case ###). The Ranking Attack or Tracking Routine is rolled for after the Group has been formed, Cargo Transferred and all Counters involved in the Move picked up by the Phasing Player from their starting Location but before they are placed to their destination if they arrives there at all. [###] Counters may act as Transports during Orbit Moves. As Counters can not act as Transport when stationary in an Environ (Case ###) during the Departure Phase Cargo has to be Loaded at the outset of the Orbit Move before any Ranking Attacks (Case###) or Detection Routine (Case ###) is rolled for. During the Arrival Phase Cargo has to be Unloaded the instant its Transport reaches an Environ after any Ranking Attacks (Case###) or Detection Routine (Case ###) have been executed. [###] Military Groups are not subject to Interceptions when performing Orbit Moves. Interceptions only occur during the Space Travel Phase (Case ###).

[#] SPACE TRAVEL


COMMENTARY Lalala about hyperspace OVERVIEW

[##] GENERAL TRAVEL RULES [###] Space Travels are Moves (Case ###) of Groups (Case ###) of the Phasing Player from the Orbit Box of one Planet to the Orbit Box of another Planet. Space Travel never involves Counters in an Environ. Space Travels occur during the Space Travel Phase (Case ###). [###] Space Travels are carried out by the Phasing Player on a Group-by-Group basis in any order the Phasing Player desires. The Phasing Player declares which Group he wants to perform Space Travel, picks up the respective Counters forming the Group and any Cargo they carry, asks the Phasing Player if he wants to Intercept the Group before it leaves, if no Interception occurs the Phasing Player announces to which Planet the Group shall Travel and rolls for Hyperjump if the destination lies in a different Star System (Case ###), if traveling successful asks the Non-Phasing Player upon arrival if he wants to Intercept the Group at its destination (Case ###) and places the Group into the Interception Stack or Fleet Stack of its destination accordingly (Case ###) or into a Drift Box if the Group failed its Hyperjump (Case ###). [###] A Counter may only be involved in one Space Travel during the same Space Travel Phase. The Phasing Player may perform Space Travel with one Group as outlined in Case ###, finish the Move and then proceed with the next Group he wants to Move, but no Counter may ever be moved twice during the same Space Travel Phase. Keeping Track To keep track which Counters already had their Space Move and which may still move, Players can adopt the habit of placing those Counters which have performed a Space Move diagonally at their destination. To avoid confusion, turn these Counters straight again before your next Space Travel Phase starts. The Recovery Phase is an excellent opportunity to tidy up all those Counters which had not been straightened again by that point. [###] There are no Transfers during the Space Travel Phase. Likewise, no Stack Arrangements are carried out as no Environs are involved in the Space Travel Phase. Counters are put into Fleet and Interception Stacks according to Interceptions done by the Non-Phasing Player (Case ###), but the Phasing Player himself has little direct influence over which Stack his Groups will be placed. Tactical Hint That said, the Phasing Player of cause has a lot of indirect influence over that matter. Moving to an Orbit without any Enemy Units of cause will ensure that your Units will not end up in an Interception Stack, while moving with a sufficiently large (or small) Group will have an impact on the Non-Phasing Players decision to Intercept or not. The only thing to keep in mind is that once the Non-Phasing Player decides to or not to Intercept, the Phasing Player has little other way than accepting that his Group is put into the Fleet or Interception Stack of the Orbit Box. Initiate Hyperjump I ten seconds! - Nine! - Eight! As the Phasing Player, spend some thought on your Transfers before you end the Departure Phase. For the next time you will be allowed to Transfer Cargo in an orderly fashion again will be long after all Space Travel and Space Combat have been conducted. So, better make sure everyone is checked in on the proper ride before you commence the Space Travel Phase. Once the Hyperjump-Engines are running warm, there is no turning back. [###] Please take note, that the Imperial Player is severely restricted regarding the Planets to which his Groups may perform Space Travel. For details read the rules about Red Tape (Case ###) other names: Imperial Red Tape, Imperial Bureaucracy, Strategic Assignment The rules for Red Tape are one of the most crucial elements of the entire game. It can not be stressed enough that failing to grasp their implications on Space Travel is a sure way to lose the game for both the Imperial and Rebel Player alike. [##] HYPERJUMPING [###] When moving a Group during Space Travel to a Planet in a different System, it is done so by Hyperjumping (Case ###). Hyperjumping possibly involves rolling on the Hyperjump Table to determine if the Group arrives as intended at its destination or if it is cast adrift or even harmed when traversing hyperspace. [###] To determine if a roll on the Hyperjump Table is necessary for a particular Hyperjump, compare the Hyperjump Rating of the moving Group (Case ###) with the Hyperjump Distance to be traveled (Case ###). If the Hyperjump Rating exceeds the Hyperjump Distance then the Jump is automatically

successful and the Group is put in any Orbit Box of its destination System. If the Hyperjump Rating of the Group only equals or is even lower than the Hyperjump Distance then the Phasing Player has to roll on the Hyperjump Table to determine the outcome of the Jump (Case ###). In System Travel never necessitates a roll on the Hyperjump Table (Case ###). [###] The Hyperjump Rating of a Spaceship Group is equal to the Navigation Rating of its Pilot (Case ###). Lack of a Co-Pilot may lower a Pilots Navigation Rating on certain ships during Hyperjump (Case ###) except if he is the Owner of the Spaceship involved (Case ###), while the S-XIII Spaceship may increase the Navigation Rating of its Pilot during Hyperjumps in several ways (Case ###). [###] The Hyperjump Rating of a Military Group is equal to the Spaceship Strength of the Mobile Unit with the lowest Quality (Case ###) of the Group. The Imperial Player may in accordance with the rules for Fog of War (Case ###) keep all his Units unrevealed and treat them to have a Space Strength of two during Hyperjumps. [###] The Hyperjump Rating of a Military Group is reduced if there are too many Units in the Group. For every Military Unit over three of a Military Group, reduce the Navigation Rating of the entire Group by one. If a character with a space Leadership rating is part of a Military Group, only reduce the Navigation Rating of the Group by one for every unit over four in the Group. Units traveling along as Cargo do count for this calculation, but Characters and Spaceships traveling as Cargo do not (except for a Space Leader allowing for a bigger basic Military Group). Example: A Vanguard, a Line and Two Militias are Hyperjumping as one Military Group. The Hyperjump rating of the Group is only one: 2 (Space Strength of the Line which is the lowest Mobile Unit of the Stack) minus 1 (for one Unit more than three in a Stack without a Spaceleader). Even when traveling a Hyperjump Distance of only one, this Unit would have to roll on the Hyperjump Table (Case ###). Example: Saytar, an Elite Navy, two Vanguards and a Cargo of 3 Militas are Hyperjumping as one Group. Thir Hyperjump Rating is two: 4 (Space Strength of the Vanguards which are the lowest mobile Unit of the Group) 2 (for two Units more than four in a Group with a Space Leader). When traveling a Jump Distance of only one, this Group does not have to roll and automatically succeeds with its Jump. When traveling a Distance of two or more this Group must roll on the Hyperjump Table. [###] The Star Systems on the Game-Map are connected by lines called Space Routes (Case ###). These space routes are interrupted by Stars, which can either be the System Stars at the centre of each System (Case ###) or Navigation Stars, which lie between Systems (Case ###). Hyperjump Distance is determined by counting the number of Stars on the way from the System the traveling Group originates from to the System of its destination. When counting the Distance do not include the Star at the destination System Star but not the one of the System of origin. The total number of Stars in the shortest possible such route represents the Hyperjump distance. [###] Navigation Stars are never a legal destination of a Hyperjump and can never be reached by a Counter. Their sole purpose is to determine Hyperjump Distances. Example ###: A Player wishes to move a Group from the Orbit Box of Horon (Planet 431) in the Varu System to the Orbit Box of Lonica (421) in the Wex star system. No space route connects these two Systems directly, so the shortest possible route is achieved by tracing from Varu through the Erwind star system to Wex; a Hyperjump distance of two. If the route were traced through the Deblon star system, the Hyperjump distance would be three (because of the Navigation Star between Varu and Deblon), so this route is not used. [###] Regardless of which Orbit in a particular System is being Jumped to or from, the Hyperjump Distance is always the same. Thus, in the above example the Hyperjump distance would be two, regardless of what planet in the Varu system the unit was being moved from. The Stars that are counted to determine Hyperjump Distance are not actually passed through as the unit is moved to its destination; any Units that occupy Star Systems that the Group traverses while Hyperjumping have alsolutely no effect on the Group and for instance can not Intercept (Case ###). [###] If a roll on the Hyperjump Table is necessary (Case ###) then the Phasing Player rolls one die, modifies it by adding the difference between his Groups Hyperjump Distance and the Hyperjump Rating traveled and implements the result on the Group. Hyperjump Table Die roll 1 Result 2 1 3-6 7 1 8 2 9 1 10 2 11 1Dd 12 2Dd 13+ E

Modifiers: add Hyperjump Difference (Hyperjump Distance minus Hyperjump Rating)

-: 1: 2: Dd: E:

Successful Jump Drift 1 Drift 2 Damaged Eliminated

[###] Besides the results above, Characters Hyperjumping with a Spaceship Group become Undetected (Case ###) though the presence of Military Units in the Fleet Stack at their destination possibly turn them Detected again upon arrival (Case ###). Example: A Group with a Hyperjump Rating of two travels from Horon to Lonica (Hyperjump Distance 2). As the Groups Hyperjump Rating does not exceed the Hyperjump Distance, the Unit must roll on the Hyperjump Table. The die roll is not modified (Hyperjump Distance of 2 minus Hyperjump Rating of two equals +0). On a roll of 2 the Group receives a Drift 1 result. On any other roll its Jump is successful. Example: Roll with +2 [###] Successful Jump: The Group arrives at its intended destination. The Phasing Player may put the Group in any Orbit Box of the System it Jumped to and asks the Non-Phasing Player if he wants to Intercept it there (Case ###). [###] Drift 1, Drift 2: The Group is put into the respective Drift Box. Think about how they are placed there. Group by Group? All lumped??? On a final roll of 11 or 12, a Damaged result is applied in addition to the Drift 1 or 2 placement. Rename to Drift Area? [###] Damaged: If a Spaceship Group was Jumping then its Spaceship becomes Damaged; flip the Spaceship Counter and place the Group in the respective Drift Box. If a Military Group was Jumping, one of its Units is eliminated, Phasing Players choice. If the Military Group only consisted of one Unit and was carrying Characters and Spaceships as Cargo, then all Spaceships carried are destroyed along with the Unit and all Characters become Stranded (Case ###) instead of placed in the respective Drift 1 or 2 Box. No refunds! As can be seen from Case ### there is a certain risk involved transporting Spaceships with just a single Unit traveling long distance through Hyperspace. If anything happens to the Transport, then the Spaceships are lost along, no matter if there are also Characters on the same Group able to Pilot it. Ask yourself why they did not fly on their own in the first place. If it was because you wanted them as Space Leaders, then just accept you gambled high when rolling on the Hyperjump Table and lost. If not live and learn. None of both Players Armies will refund for any baggage lost in transit. [###] Eliminated: If a Spaceship Group was Jumping then its Spaceship is eliminated, if a Military Group was Jumping all its Units and Spaceships it carried as Cargo are eliminated. Return the Spaceship and Unit Counters to the Force-Pool and Rebel Spaceship Cards to the Possession Deck. In both cases, all Characters of the Group are Stranded (Case ###). [###] When Characters lose all their Transport due to a Damaged or Eliminated result during Hyperjumping, then they become Stranded in the System at their destination. The Non-Phasing Player places the Characters in any one Environ at the destination System, wherein they all become Detected, reduced to one wound remaining and Incapacitated by Locals (Case ###). All Possessions of the Characters must be kept by then and become inoperative, even those which do not have the entry Becomes inoperative on a roll off x on their Card; they are not returned to the Possession Deck. Though the Non-Phasing Player selects the Environ to which the Characters are placed, all Characters must be placed into the same Environ. If the Non-Phasing Player has any Units or Characters in that Environ, they may immediately pick up the Incapacitated Characters as usual (Case ###). Really no refunds!!! Players are advised to not gamble their Characters when rolling on the Hyperjump Table. Characters in FITG enjoy something like Script Immunity but this shall not enable them to pretty much jump any distance they like. Hence the somewhat harsh conditions for Characters losing their Transports in Hyperjump. No there is even no refund for the tickets. [###] In-System Space Travel: Hyperjumping is not used when moving a Group from one Orbit or the Drift 1 Box to another Orbit in the same System, it is only used when moving between Systems (Case ##) or when leaving a Drift 2 Box (Case ###). A Player can not voluntarily Jump between Planets of the same System with a Spaceship Group to flip his Characters Undetected (Case ###). Otherwise, In

System Travel is no different from other Space Travel, including that it does allow for Interception (Case ###). [##] DRIFT AREAS [###] Some results of the Hyperjump Table may call for a Group to be placed in a Drift Box. If such is the case, place the Group in the Star Box of the System to indicate they have been cast adrift. The Star Box is divided diagonally to differentiate between Drift 1 and 2. Groups which are in Drift 1 are to be placed in the top-left (North-West) corner of the Star Box, Groups which are in Drift 2 are to be placed in the bottom-right (South East) corner of the Star Box. The corners have labels printed as a reminder. [###] Groups are placed into Drift Areas in different piles like they arrive. They are not all put together in one common Drift Stack of their side; each Group is placed as its own pile of Counters. Counters in a Drift Area may take no part in the game until they leave (Cases ### and ###) except for performing Transfers (Case ###), Repairs (Case ###) and Healing (Case ###), which and all three strictly restricted to within their own Group only. No Battles or Example: Unit with Ship, Unit with Character, 2 Characters with Spaceship. [###] Counters in any Drift Area have to leave the next time they may move. Counters in the Drift 1 Area be moved by their Player either to an Orbit Box in the same Star System or by Hyperjumping to some other System, within the normal rules for Space Travel (Case ###). [###] Counters in the Drift 2 Area must (Case ###) be moved by their Player to any Orbit Box in the same Star System using Hyperjumping at a Hyperjump Distance of two. The Group may not be moved to any other Star System from the Drift 2 Box, and the Unit must Hyperjump. The Jump follows the normal rules for Space Travel, including placing the Group (again) in Drift Areas as indicated by the Hyperjump Table or possible Interception at its Obit of destination by the Enemy Player (Case ###). [###] Counters from different Group piles may not combine into new Groups when leaving a Drift Area. Supposed they are still able to form new legal Groups, Counters from the same Group pile may split up into different smaller Groups and may travel to different destinations when leaving a Drift Area. Characters add 1-0s and Spaceships may not be left on their own in a Drift Box. Yeah, yeah though it would be very funny we know, we know

...

[#] DIPLOMACY MISSION


[###] Diplomacy Missions may be performed on Planets in a Status of Suppression or Subjugation. The Rebel Player may perform the Mission only on Planets with a Loyalty Level of Dissent or Higher; the Imperial Player may perform the Mission on any Planet with a Loyalty of Loyal or lower. [###] Diplomacy Missions receive Bonus Draws as follows: Diplomacy Rating of one Character + one per additional Character in the Mission Group (max. two Case ###) +/- one or two Bonus Draws due to Current Planet Loyalty (Case ###) +/- one or two Bonus Draws for Sovereigns of the same Planet (Case ###) +/- Generic Bonus Draws (Case ###) [###] A Diplomacy mission receives or loses extra Bonus Draws dependent on the Loyalty of the Planet as follows: Patriotic: Loyal: Neutral: Dissent: Unrest: Rebel Player minus two / Imperial Player plus two Rebel Player minus one / Imperial Player plus one Rebel Player plus one / Imperial Player no effect Rebel Player plus one / Imperial Player minus one Rebel Player plus two / Imperial Player minus two

Relevant is the Loyalty Level at the time all Regular Draws have been taken and all their Encounters have been applied but before any Bonus Draws are taken.

[###] If the Mission succeeds with one D, move the Loyalty Marker one Space in the Phasing Players favor. [###] If the Mission succeeds with two D, move the Loyalty Marker two Spaces in the Phasing Players favor and apply a Domino Effect for a Political Breakthrough (Case ###). Planet Loyalty can never be influenced above Patriotic or below Unrest with this result, but the Domino Effect of Case ### even applies when the Loyalty marker could only be moved one space because Planet Loyalty was at Dissent or Loyal when the Mission was started by the Rebel or Imperial Player respectively. [###] There are certain Encounters that may abort a Diplomacy Mission (Case ###). These Events have no effect when no Diplomacy Mission is undertaken in the Environ or a lessened effect when there is at least one Character with a Diplomacy rating of two in the Mission Group at the time the Encounter occurs (Case ###). [###] All details about Loyalty and Domino Effects are covered in their own Sections (Case ### and ###) Why cant I go on Diplomacy on Patriotic Planets? Why is it that you cant go on Diplomacy Missions on Planets already at maximum Loyalty in your favor in the hope of sparking a Domino Effect there? Because it would make things a bit easy for the Imperial Player. By stationing his diplomats on the Home Planets of Star-Faring Races, he could wield influence over said race out of proportion to the effort he invests. Just live with it that the most you can achieve is a Domino Effect when you move up (or down) to optimal level. Pushing for more will do you little good, possibly quite the contrary if you do not stop pestering these people. They are bending backwards already for you, what else do you want to ask them for? If you want to strengthen your influence over a certain race further, then maybe it is time leave that plush Imperial Embassy of yours and move on and meet them in person. Or in the Rebel Players case how about you make all this talk of yours about Rebellion true and start one for a change?

[#] COUP MISSION


[##] COUPS [###] Coup Missions may be performed in Environs with the Special Feature Coup (Case ###). Other than that there is no requirement, Political Status has no influence on the ability to perform a Coup Mission, though it can limit its usefulness. [###] Coup Missions receive Bonus Draws as follows: Leadership Rating of one Character + Coup Rating of the Environ +/- Generic Bonus Draws (Case ###) [###] If the Mission succeeds with one C the Phasing Player may roll once on the Coup Results Table. The result rolled must be accepted and its effects are implemented at once. [###] If the Mission succeeds with two Cs, the Phasing Player may roll up to twice on the Coup Results Table. The first roll is always compulsory. Before rolling the second time, the Phasing Player must decide if he: Option 1: wants to accept the second result instead of the first one or Option 2: accept the second result in addition to the first one or Option 3: wants to forego the second roll altogether and accept the first result straight away

Results are implemented after the dice are rolled. If option 1 was chosen ignore any effects of the first roll. If option 2 was chosen both results are implemented in the order they were rolled (which will usually have any results in favor of the Phasing Player applied before any Counter-Coups are implemented). If option 3 was chosen, the results of the first roll must be implemented; it is not possible to ignore all rolls on the Coup Results Table completely.

Coup Result Table: 1 The Non-Phasing rolls once on the Counter-Coup Table 2 Shift Loyalty one Space in Phasing Players favor 3 Shift Loyalty one Space in Phasing Players favor 4 Shift Loyalty one Space in Phasing Players favor and he receives Supporters 5 Shift Loyalty two Spaces in Phasing Players favor and he receives Supporters 6 Shift Loyalty two Spaces in Phasing Players favor and apply a Political Breakthrough [###] When the Loyalty Marker is to be moved two spaces in a Players favor due to a Coup Mission but can only be moved on Space any more, then the second space is just forfeit. [###] A Political Breakthrough entitles to apply the Domino Effect of Case ###. The Domino Effect is independent of any Loyalty shifts gained by the same result and also applied even if the Loyalty Marker is already at the optimum level of the respective Player. [###] All details about Loyalty and Domino Effects are covered in their own Sections (Case ### and ###). [###] When the Imperial Player receives Supporters and has not yet reached the Stacking Limit of the Environ, he puts a 1-0 Unit there, in case of the Rebel Player of the same Environ Type. If the Environs Stacking Limit is not yet used up then the Unit must be placed, possibly via the rules for Battle Hardening (Case ###) or Regrouping (Case ###). If a Player has already used up the Stacking Limit of the Environment he may instead of placing a 1-0 Unit Augment (Case ###) one of his Units there for free, again referring to the rules for Battle Hardening or Regrouping if he has no appropriate Unit at all any more in his Force Pool (Cases ### and ###). This is a little extra bonus a Player can receive, i.e. when coordinating a Coup with exhausting the Stacking Limit of the Environ he will gain an equivalent worth two instead of only one Force Point when receiving Supporters. [###] The Rebel Player receives Supporters in the form of a Rebel Cell or a 1-0 Unit to be placed in the Environ in which the Mission was performed. If there is no Cell in the Environ he must place one there, possibly removing one elsewhere from the map (Case ###). If there is already a Rebel Cell he must place a 1-0 Unit of that Environ Type there, possibly referring to the rules for Rebel Veterans if he has none in his Force-Pool any more (Case ###) or for Augmenting (Case ###) if it would make him exceed the Stacking Limit. Streamline this here. Just give both either 1-0 or Augment (i.e. even more) if 1-0 cant be placed. [##] COUNTER-COUPS [###] On a roll of one on the Coup Results Table a Counter Coup occurs. In this case the Non-Phasing Player rolls one die on the Counter Coup Table and applies the results. [###] The roll on the Counter Coup Table can be modified by two circumstances. Subtract one from the roll, if the Phasing Player has more Units in the Environ than the Non-Phasing Player. Subtract one from the die roll if the Non-Phasing Player has no Units in the Environ. These modifiers are commutative. Counter Coup Table: below 1 No effect 1 The Non-Phasing Player shifts Loyalty one Spaces in his favor 2 The Non-Phasing Player shifts Loyalty one Spaces in his favor 3 The Non-Phasing Player places Supporters and either shifts the Loyalty two spaces in his favor or achieves a Political Breakthrough. 4 Non-Phasing Player shifts Loyalty two spaces in his favor, places Supporters and achieves a Political Breakthrough. 5 Non-Phasing Player shifts Loyalty one space in his favor, places Supporters and one random Character of the Enemy Mission Team is captured 6 Non-Phasing Player shifts Loyalty one space in his favor, places Supporters and captures the entire Enemy Mission Team is captured Modifiers: -1 if the Phasing Player has more Units in the Environ -1 if the Non-Phasing Player has no Units in the Environ [###] Political Breakthroughs and the Placement of Supporters are carried out like described under Coups (Cases ### and ###). Results five or six entitle the Non-Phasing Player to capture the entire Mission Team performing the Coup or one random Character out of it to be captured. It is up to the Non-

Phasing Player which of his Units or Characters receive the prisoners and it is possible to assign them to Supporters just received by the same result. Should the Rebel Player currently only have a Rebel Cell in the Environ, then the affected Imperial Characters instead become Incarcerated by Locals. Example of a Coup: The Imperial Player decides to temper with the balance of power on Pronox, which has become seriously disturbed by a very active Rebel Cell there. His operatives of choice: a 3-2, 1-2 and 1-0 to squash the Cell, Imperial Knight Els Taroff and no one lesser than His Royal Highness himself Emperor Coreguya. After destroying the Cell, he sends his Characters on a Coup Mission to rectify things. Already during Regular Draws the Imperial Player scores one C but decides to delve even further into power games and is rewarded by a second C. His first roll is a 2, just rewarding him with one Loyalty shift in his favor, raising it to Neutral again. Still unsatisfied, the Imperial Player rolls another time to add to that result - and gets a 1. Counter-Coup! The Rebel Player picks up the die. As he has no Units at all there and thus the Imperial Units seriously outnumbers his forces, the roll is modified by -2. The Rebel Player rolls a 5 modified to a 3. He puts a new Cell in the Environ and chooses two Loyalty Shifts, lowering Pronox Loyalty to Unrest. What started out as a Royal attempt to undermine opposition on Pronox only ended as a royal screw-up. Yet the Imperial Player still can be happy. Without his military supremacy on Pronox, there would have been a good chance that the Emperor could have become a Royal hostage - with all the implications of a Court in Disarray this entails. Just remember to always back up with troops if you attempt yourself at Coups. And maybe make the Emperor keep his hands of it all together! Seems as if the 3-2, 1-2 and 1-0 may have to stay longer on Pronox than expected.

[#] GATHER INFORMATION


[##] MISSION Mission Performance [###] Gather Information may be attempted only in the Environs of certain Planets. Both Players may attempt Gather Information, though not necessarily on the same kind of Planets. The Planets Gather Information may be attempted on are as follows: Planets in Subjugation or Suppression (Rebel Player only) Planets in Rebellion or Counterinsurgency Liberated Planets (Imperial Player only) Planets which contain any Enemy Counters Throne and Capital Planets Planets with the Imperial Archives or Clone World Planet with the Casino Galactica (Rebel Player only) Ministry of Justice (Imperial Player only)

The conditions are not mutually exclusive. If an entry above states it applies to one Player only, then the other Player still may attempt a Gather Information Mission if another entry permits him so. Example: Though a Planet being Suppressed or Subjugated on itself only allows the Rebel Player to attempt Gather Information thereon, the Imperial Player still could attempt a Gather Information Mission while there are Rebel Counters Characters or Cells for instance are present on the Planet. Insert pic of Planet in Subjugation [###] The presence of any kind of Enemy Counter anywhere on a Planet allows a Player to perform Gather Information in Environs of that Planet. The Counters do not have to be in the same Environ as

the Mission Team and can be even in the Orbit Box. Any kind of Enemy Counter entitles to attempt the Mission on the same Planet, even Enemy Spaceships, Sovereigns or Rebel Cells. Unsummoned Sovereigns, as they are not yet represented by a Counter, do not allow for Gather Information. [###] Gather Information receives Bonus Draws as follows: + + + +/Intelligence Rating of one Character one for an additional Character in the Mission Group (max. one Case ###) two if Detected Enemy Characters are present in the Environ (Case ###) two or three on certain Planet Secrets (Case ###) Generic Bonus Draws (Case ###)

[###] Both Players may get three extra Bonus Draws when performing Gather Information on the Imperial Archives, but are then restricted in their choice to General Research. The Imperial Player gets two Bonus Draws when attempting Gather Information on the Planet with the Ministry of Justice. Furthermore on the Clone World, though it does not grant any special Bonus Draws, the Imperial Player may chose to ignore all Encounters with a Team performing Gather Information, but is then restricted to Clone Character with his choice. For the detailed rules governing these Planet Secrets, turn to their respective Section (Case ###). [###] The two extra Bonus Draws for the Enemy presence in an Environ are only awarded for Detected Enemy Characters. Undetected Characters, Units, Sovereigns, Spaceships or Cells do not grant these Bonus Draws. Hows that? After that ships log story under Case ###, why are not also two Bonus draws granted for Enemy Spaceships present? Because nobody is that stupid. Mission Success [###] Any success at a Gather Information Mission turns all Characters of the Non-Phasing Player on the same Planet Detected and the Rebel Player may after succeeding with a Gather Information Mission may inspect any face-down Imperial Units on the same Planet may be inspected. All Characters and Units of the Non-Phasing Player on the same Planet are affected, even those in the Orbit Box. Facedown Imperial Units may only temporarily be inspected by the Rebel Player and are not flipped face-up, but the Rebel Player is allowed to notes about their Unit Type, Location and the Turn he inspected them. [###] In addition to the effects of Case ###, a success at a Gather Information entitles a Player to receive one of several possible results. In general, there are two types of results: Research & Contacts and Espionage & Intelligence. The results are not the same for both Players and in detail entail the following. Imperial Player: Rebel Player: Research & Contacts Research & Contacts General Research General Research Raise Bounties Discourage Bounty Hunters Ally Slave Traders Ally Pirate King Recruit Exploration Teams Raise Money Clone Character (only on the Clone World) Investigate Secret (only on certain Secrets) Espionage & Intelligence Imperial Counterintelligence Approve Secret Project Free Move Infiltrate Rebel Network Espionage & Intelligence Infiltrate Imperial Forces Spy Strategic Assignment Reveal Planet Secrets Rebel Counterintelligence

How one of these results is assigned or chosen depends with how many I Letters the Mission succeeded (Case ###). [###] If the Mission succeeded with one I, the Phasing Player may either chose one specific result of the Research & Contacts results or ask the Non-Phasing Player to assign him one of the Espionage & Intelligence results. If the Phasing Player chooses the latter, then the Non-Phasing Player picks the result of the Espionage & Intelligence results (Case ###). [###] Under certain conditions (Case ###), the Phasing Player may reject specific Espionage & Intelligence results to be assigned to him by the Non-Phasing Player (Case ###) forcing the NonPhasing Player to assign him a different Espionage & Intelligence result. This procedure is repeated until either the Phasing Player is offered a result which he either can not or does not want to reject. The Non-

Phasing Player is allowed to offer results which are rejectable and the Phasing Player is never required to reject a specific result, but the same result may not be offered over and over again by the NonPhasing Player within the same Mission resolution. because it is not very good style to switch between the same two results just to unnerve your opponent. Example of result assignment: Imperial succeeds, has already Secret Project and Counterintelligence. Rebel offers Secret Project again but rejected. Offers Counterintelligence, but rejected. Can not now again offer Secret Project, so chooses Free Move. [###] If the Mission succeeded with two I, the Phasing Player may chose one result of the Research & Contacts or Espionage & Intelligence results. Some results have an increased effect when chosen after succeeding with two I (Cases ###). [###] Except for the result General Research (Case ###), which is the same result for both Players, the other possible results of a Gather Information Mission are different for the Rebel Player and the Imperial Player. What the respective results of each Player mean in detail as well as when those of Espionage & Intelligence may be rejected when assigned is explained below (Cases ## and ## respectively). [##] GENERAL RESEARCH

TABLE OF CONTENTS
SNEAK PREVIEW..................................................................................................................................... 1 ............................................................................................................................................................... 1 [#] THE SEQUENCE OF PLAY................................................................................................................. 1 [##] Game Turns....................................................................................................................................... 2 ............................................................................................................................................................... 3 [#] PHASES ONE-BY-ONE....................................................................................................................... 3 [##] Operations Segment........................................................................................................................... 3 [##] Mission Segment................................................................................................................................ 3 [##] Galactic Segment............................................................................................................................... 4 [##] War Effort Segment............................................................................................................................ 4 [##] End of Turn Segment......................................................................................................................... 4 ............................................................................................................................................................... 4 [#] SURFACE MANOUVERS.................................................................................................................... 4 [##] General Maneuver Rules.................................................................................................................... 4 [##] Ground Moves.................................................................................................................................... 6 [##] Orbit Moves........................................................................................................................................ 6 ............................................................................................................................................................... 6 [#] SPACE TRAVEL.................................................................................................................................. 6 [##] General Travel Rules.......................................................................................................................... 7 [##] Hyperjumping..................................................................................................................................... 7 [##] Drift Areas........................................................................................................................................ 10 ................................................................................................................................................................ 10 [#] DIPLOMACY MISSION...................................................................................................................... 10 ............................................................................................................................................................. 11 [#] COUP MISSION................................................................................................................................. 11 [##] Coups............................................................................................................................................... 11 [##] Counter-Coups................................................................................................................................. 12 ............................................................................................................................................................. 13 [#] GATHER INFORMATION................................................................................................................... 13 [##] Mission............................................................................................................................................. 13 [##] General Research............................................................................................................................ 15 ............................................................................................................................................................. 15 TABLE OF CONTENTS.......................................................................................................................... 16

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