Xia - Base Plus Embers Player Reference Sheet V1.2
Xia - Base Plus Embers Player Reference Sheet V1.2
Claim Victory by being the first player to collect Fame Points (FP) equal to your group's FP goal. Exploring - (pg. b11) - Don't forget to place Exploration Tokens, specified # of relic tokens and/or Spawn NPCs, as applicable
You can collect FP in nine ways; Fame through Titles, Combat, Exploration, Missions, Trade, Kindness, Ships, and Wealth. • Scan - With Ship stopped at an Unexplored Edge, spend 1 Energy, draw a new Sector Tile. Move ends!
Additionally, you can gain Fame through Luck: If you roll a natural 20 on any d20 roll, you receive 1 FP (Max Once per turn) • Blind Jump (Minor) - Move to an Unexplored Space, draw Tile, place Ship (see Consequences)
• Collect Exploration (Minor)-Take 1 resource token – can be Energy, Ice Damage, Extra Move, Captain Trouble (see over)
TURN PHASES Sector Tiles - When drawing new Tiles, match symbol on edge you are exploring with same symbol on the new tile.
Each Phase of your turn must be completed prior to moving on to the next Phase. You can't go back to a previous Phase. Trade/Cubes (pg. 15) - Buy/Sell & Mine/Salvage/Harvest Actions: follow on-Tile instructions
1. Action Phase = 1. Declare your Action 2. Spend Energy/Markers/Impulse 3. Resolve 4. Repeat (if you can) Missions- (pg. b13,b14) - You may only Draw Mission Cards 1 time per Mission Point \!/ per turn
• Draw (Minor) - On Mission Point without Active Mission Card: draw 3, pick 0 or 1 (out of turn), discard rest
You may perform any of these actions in any order, even repeatedly, as long as you have the necessary Energy, Armed • Abort Mission - Take a Jettison Cargo (Minor) Action, discard an active Mission card
Markers, Impulse Token, or Ability Cards to Spend/Exhaust. • Objective - Perform Action on Mission card. -- Mission Cargo/Passengers are symbolic only
Stranded - Ships with 0 Energy & 0 Armed Markers may only use Impulse and (Minor) Actions • Reveal - Immediately after completing Objective(s), Flip Mission card face-up and reveal it. On assassin Mission, can
claim even if another player destroys target.
Minor Actions allow movement to continue. Other actions end movement (until another Marker is spent to move). • Deliver - Go to the "Deliver" Mission Point and declare a "Complete a Mission" Action
Moving (pg. b9) - Affected by Borders; Can fly through, but not stop on, occupied spaces (Ships). Can move either by (or • Payment - Receive Payment, earn 1 FP and, if applicable, gain Bounty. Keep the Mission card.
both): "Shuttle" and "Smuggler" Mission payments are determined by Shortest Flyable Distance.
• Engine (Outfit) - Move Armed Marker on Engine's Use Space, Roll specified die, Subtract for Damage markers, Move Experience - You may discard previously completed cards to re-roll d20 for similar Missions
• Impulse - Flip Impulse Token yellow-side down, move up to Ship's Impulse (even if Stranded) Trade/Cubes (pg. b15) - Buy/Sell & Mine/Salvage/Harvest Actions: follow on-Tile instructions:
• Abilities - Some Ability Cards grant extra movement or allow for special movement
Cargo Colour Purchase From Mined/Salvaged/ Sell To
Use an Adjacent occupied space: Spend 2 movement, act as if on space (see Double Traversal)
Harvested
Use Gate (optional): Spend 1 movement, move to any space on other gate (not Tigris) Spice Solid Orange Kemplar II Mined from outpost 138 Neo Damascus
Use Tigris Gate: Roll d20, move to Spawn Point; On 20, choose Point (Also: see Luck, Respawn) Holo Translucent Pink Azure Harvested from Burning Kemplar II
Horse
Borders (pg. b12) - When moving through...
Terra Solid Green Doravin V Mined from Red Gulch Azure
Border Type Roll D20 Roll D20 Result/Special Rules Shield Blocks Plasma Translucent Teal Neo Damascus Havested from Lower Lunari
Enter Exit Blocks LOS Stratus
Normal Space No special rules No Cyber Solid Purple Lunari Salvaged from Pelmont & Doravin
Star Border (Xia) Instant Death No Yes Kreller IV
Asteroid Border Yes No 1-10: Damage; 11-20: No Damage Yes Yes Ember Solid White Mined from Ice Asteroids The Kiln
Planetary Shields Yes Yes 1-10: Damage, No Traversal, Lose 1 Move Point No Yes Note: The Smuggler's Den sells, and Planet Loath buys, Cargo of any type OTHER THAN EMBER.
(block Adjacency) (not for (not for 11-17: Traverse & gain 1,000cr Bounty; • Jettison Cargo (Minor) - Place any # of Cargo from your Hold onto your space on the board.
doorway) doorway) 18-20: No damage
• Collect Cargo (Minor) - Collect any # of dropped/Jettisoned Cargo from your space into your Hold. You may not Collect
Ice Asteroid Yes No 1-10: Ice Damage; 11-20: No damage. Yes Yes
(white border) But See Comet special rules. any Cargo Cubes you Jettisoned in the same turn.
Nebulae Border Yes No 1-10: Lose roll-result # Energy. If roll > Energy, Yes No Trade: If you sell 2+ cubes and all of the cubes that location will buy, gain 1 FP. If you sell a resource in demand (has 1,000cr),
(pg. b12) also remove outstanding # of all Armed Markers; take bonus 1,000cr from the Economy Board.
11-20: No damage
Abilities - Spend Energy to Exhaust any of your Ship's Ability(s) that are useable on your turn.
Debris Border Yes No 1-3: Instant Death; 4-20: No Damage No Yes
Kindness/Rescue - Rescue an adjacent Stranded player by transferring 2 Energy to them, gain 1 FP.
Planet Entrances (pg. b12) Innocent Ship Outlaw (Has Bounty)
Lawful Entrance No Special Rules Cannot Enter or Exit 2. Business Phase - (Skipped if you didn't end your Action Phase inside a Planet's Shield or on the Kiln)
Outlaw Entrance In or Out, Gain 1,000cr Bounty if Innocent No Special Rules You may perform these items in any order, even repeatedly, as long as you have the Credits
Neutral Entrance No Special Rules No Special Rules • Recharge - Recharge your Energy Meter up to its maximum for free
• Repair Ship - Tier 1 or 2: 1,000Cr; Tier 3: 2,000Cr to remove all Damage Markers. Melt Ice Damage for Free.
Attacking (pg. b8) - Requires Armed Markers for Outfits weapons and/or Energy for Ship Abilities
• Buy a Ship + ship ability (+1 Tier) for its purchase price- Keep Abilities, Outfits, Cargo, Credits; Lose
Destroy a Ship to gain: Tier 1: 1 FP; Tier 2: 2 FP; Tier 3: 3 FP; NPCs: 1 or 2 FP, see NPC's Card
Bounty/Damage; Gain 1 FP.
Plus- Innocent Ship: Gain 1,000 Bounty; An Outlaw: Collect that Ship's Bounty; NPC : See NPC Card's "On Kill" .
• Buy Outfit - You may buy any available Outfit that can fit in your Hold for its purchase Price.
• Sell Outfit - Tier 1 or 2 Outfits: 1,000 Credits; Tier 3: 2,000 Credits; Cannot sell if Damaged.
1. Acquire Target(s) - Some Ship Abilities allow for multiple targets.
• Rearrange Hold - Rearrange items in your hold except Damage Markers & Damaged Outfits.
a. Check Range: Count spaces from Attacking ship to Defending ship(s) (are you in Range?)
• Wealth (Buy Fame): Purchase 1 FP for 5,000 Credits; You can't purchase the final Fame Point
• Blasters (Outfit) - Range: 1 (adjacent) Targets: 1 Ship
• Sift Relics (convert Relics to FP or Credits) – Only if docked with the Kiln. Shuffle back into general relic supply
• Engines (Outfit) - Range: 1 (adjacent) Targets: 1 Ship Damages You! (see Ramming)
• Missiles (Outfit) - Range: 2-6 Targets: 1 Ship 3. Status Phase – First player to reach yellow space on Point Tracker draws a Title Card; All players complete to claim the
• Ship Abilities - Some Ships have Attack Abilities, see Ability Cards for Range, # of Targets
Title. First to reach pink space, draw an EV Event card. Place EV tokens on board location to remind of event in play.
b. Check for Line of Sight (LOS) - Some Ship Abilities may ignore Line of Sight
• Ice Growth– Place 1 ice damage in every orthogonally adjacent to existing ice damage
Would a straight line from the centre of your space to the centre of the defending ship(s) space(s) avoid Asteroids,
• Claim Fame - Claim any Titles you completed for 1 FP plus Title effect or FP you've earned but haven't yet claimed.
Debris Fields, Stars, Planet Shields/Entrances & Unexplored Space?
• Refresh - Refresh your Exhausted Ability Cards and Impulse Token, flipping them face-up.
2. Declare Attack - You can attack as many times as you can afford.
• Arm Markers - Spend 1 Energy each (free on Planets) to Arm 1-4 Markers, otherwise remove from outfits and place on
Tell the defending player(s) how many Outfits/Abilities you are combining into 1 Attack (see Combined Attacks) and
Disarmed spaces.
spend any necessary Armed Markers and/or Energy (Abilities)
• Economy – if any resource space on Economy Board is now empty of resource AND credits, add 1,000cr to that section
3. Allow Defence - The other player(s) may only Declare Defence against this Attack right now
(resource in demand)
4. Roll for Outfits/Abilities you declared, subtract # of Damage Markers on Outfits
5. Resolve - If there are multiple Defenders, each one Rolls & Resolves Defence separately. Damage done is attack total OTHER PLAYERS & NPC TURNS
value minus defence total value. Place damage crystals in defenders Hull. If out of space, see Death.
If you were dealt an NPC card, watch for that NPC's Sector/Spawn Tile. If spawned, its turn is after your turn.
6. Re-Arm – Defenders who have spent armed markers on Shield Outfits may immediately re-arm any of those spent
Abilities - Your Ship may have abilities that are useable on other's turns. Keep an eye out!
markers at a cost of 1 Energy per Marker. Non re-armed shield markers are placed in Disarmed spaces.
Defence against Attacks (pg. b8, Combat, steps 3-6)
GLOSSARY/INDEX All Damage can be Repaired in Business Phase. Also see Ice Measuring in Sectors (pg. b11) - A Ship can be 1 Sector away, Sectors (pg. b11) - The tiles of the game. They can have
Items in Italics can be found in this glossary. Page #s indicates Damage even if they are 1 space away. Mission, & Spawn Points, Exploration Spaces and Special Spaces
base (bx) or Expansion (ex) page numbers of manual Dead Worlds (pg. e4) – use Excavate space to pickup Relic Miniatures (pg. b4) - See Ships (Buy/Sell/Mine etc.)
token and place unseen face down in hold space (2 spaces). No (Minor) Actions (pg. b10) - Don't end movement Shields (pg. b7) - Blue Outfits used to block Damage from
Ability/Cards (pg. b4) - Each ship has an Ability. Abilities cost Business Phase on dead worlds. Missiles (pg. b7) - Yellow Outfits with an Attack Range of 2-6. Asteroids / Mining / Attacks, and Energy loss from Nebulae /
Energy. All Abilities are kept when new Ships are purchased. Death (pg. b9) - If your Hold is filled with Damage, remove your Missiles require Line of Sight. Harvesting
Abilities cards are kept face-up if unused, face-down if Ship from board. The destroyer (if appl.) collects any Bounty you Missions (pg. b13, b14) - Can be Lawful: Shuttle, Research, Ships (pg. b4) - Player ships have Abilities, Tiers, and Ship Mats,
Exhausted. had. Jettison your Cargo. Lose Active Missions. Recharge Energy Bounty Hunter or Outlaw: Smuggler, Thief, Assassin. You can When you buy a new ship: lose Bounty/Damage, gain 1 FP, keep
Abort Mission (pg. b14) - See Jettison Cargo to max & Refresh Abilities/Impulse. Respawn with damage have 1 Active at a time. all Abilities, Outfits, Cargo, Credits, Mission Cards (see NPCs)
Actions (pg. b10) - Actions end current move based on ship tier (T1=1dmg, T2=2, T3=3) - (See Respawn) Mission Point (pg. b11) - Orange/Blue triangle with an Ship Mat (pg. b4) - The card used to track your Ship's Bounty,
Actions (Minor) (pg. b10) - Don't end movement Debris (pg. b12) - Blocky, Yellow Borders Exclamation Mark. Used for Mission objectives, drawing Missions Armed Markers, Impulse, Energy, and Damage, and Hold your
Active Mission (pg. 13) - A Mission you chose that is not yet Destroyed (pg. b9) - A Ship that died (see Death) (once/turn/Mission Point), and completing Missions. See Sectors Cargo and Outfits.
completed or Aborted. Disarmed Markers (pg. b6) - Any Markers not re-Armed (when Mods (pg. e6) – Small 1x1 computers placed over Shortest Flyable Distance (pg. b14) - Count # of Sectors from
Adjacency (pg. b13) - Ships are Adjacent if they occupy spaces allowed) are put in the Disarmed section of your Ship Mat. They corresponding outfits Use Space; Piercer: -4 to defender’s Mission "Pick up" Sector to Mission Deliver Sector, avoid Stars &
that are next to each other and there is no Planetary may only be rearmed in a Status Phase or if you're Rescued. shields; GTS: +2 to engine range; EnviShield: Auto maxes Unexplored Space.
Shield/Entrance between. Ships can be Adjacent without having Docking (pg. e4) – To dock, be adjacent to space station (Kiln) shield value on non-combat rolls; M-Comp: placed in hold Skills (pg. b13)-Extra ship skills earned with Titles
LOS. and use 1 movement of any type. Place ship Miniature on NPC space, allows extra 2 missions per M-comp. Spawn Point (pg. b11) - See Sectors, Respawn
Anomaly (pg. e4) – Ships touching orange or purple lines pause card. When docked with Kiln, can convert Relics to FP or Cr. Movement Points (pg. b9)- Gain from Impulse or Engines. Ex.: Special Spaces (pg. b11) - See Sectors
actions and are forced moved as indicated, then continue. Double Traversal (pg. b12) -When you traverse 2 borders in 1 If your Engine has 1 Damage and you roll 5, you have 4 Move Spend Armed Marker - See Armed Markers
Armed Markers (pg. b6) - Markers in the Armed section of your Movement Point, apply effects of both. Also applies when Using Points. When you do Actions (not (Minor)) you forfeit leftover Stars (pg. b12) -Cause Instant Death, see Borders
Ship Mat. Place them on Use Spaces of Outfits to use Outfits. Occupied Spaces. points. Stranded (pg. b9)- Ships with 0 Armed Markers & 0 Energy may
Can rearm in Status Phase of your turn, or when you are Economy Board (pg. e3) – board to track cube currency Nebulae (pg. b12)-Solid, Purple Borders if the effect of a only use Impulse & (Minor) Actions.
Rescued, for 1 Energy each (free on Planets). If you choose not exchange. See Economy Board helper. Nebulae makes you Stranded, stop your movement. NPCs are Symbol (pg. b11) - Used to align Sectors (when drawn).
to Arm a Marker, Disarm it. Energy (Meter) (pg. b5) - At Bottom of your Ship Mat. When unaffected by them. Symbols on the board won't all match.
Armor Plating (pg. e6) – on reverse of Cargo Pod. Extends ship you use Energy, move marker down. NPCs (Non-Player Ships) (pg. b16)- Dealt during setup, NPCs Tier - See Outfits, Ships
size (green tab inside ship). Can hold only damage markers. Engines (pg. b7) - Grey Outfits (Also: Ramming) Spawn when their Sector is drawn and take a turn after their Ties (pg. b16) - Roll d20 to break ties / disputes.
Asteroids (pg. b12) Jagged, Orange Borders Event Card (pg. e3) – When reaching pink space on Fame Point controlling player's turn. NPCs attack, earn money, die, lose Tigris Gate (pg. b12) - Broken. Use: Respawn for random jump
Attack (pg. b8) - Use of an Outfit or Ability to Damage another Track, Event card is drawn. Use EV tokens to track event turns, and Respawn. Follow their on-card instructions. location
Ship (see Combined Attack) durations (rounds). NPC Movement (pg. b16)- NPCs take most direct route Tiles (pg. b11) - See Sectors
Blasters (pg. b7) - Orange Outfits with an Attack Range of 1. Exhausted (pg. b4, b5) - When you use Abilities, flip card; possible toward their goal. They avoid (if possible) Asteroids, Titles/Cards (pg. b13)-Every player can compete for Titles for
Blasters require Line of Sight. Impulse, flip token until Refreshed. Debris, Planetary Shields, & Stars. If they are unavoidable, roll both FP and Skills (see Fame Point Track)
Blind Jump - You can save Movement and 1 Energy by moving Experience (pg. b14) - When you complete a Mission, save the for Borders using normal rules. Nebulae don't affect NPCs. Traverse-Go Through Borders, Double Traversal
into an Unexplored Space without Scanning it first. You still deal card. On future Rolls for Missions of the same type, discard it for Outfits (pg. b6)- Blaster, Engine, Missile, Cargo Pod, Mods, Unblockable (pg. b7) - All Damage from Stars, Planets, Debris,
with any Border Traversal attempted and you may die. a reroll. Armor Plating & Shield Outfits are Tetris-shaped, purchased w/ Salvaging, and some Abilities.
Blockable Loss - See Shields Exploration Space/Token (pg. ex3) - When a Sector with an Credits and affected by Damage. When purchased, they must fit Unexplored Edge (pg. 11) - A Sector Tile's edge that has no
Borders (pg. b12) - For Asteroids, Debris and Nebulae, you roll Expl. Space is drawn, place Token face-down. Collection of in your Hold. Each type has 3 Tiers. Higher Tiers = larger dice. Sector Tile next to it.
for Loss/Success immediately after Traversal. For Planet Shields Token is a (Minor) Action. See Exploration Token Table Use an Outfit: Place 1+ Marker on an Outfit's Use Space, roll for Unexplored Space (pg. b11) - A space outside of the game
roll prior to Traversal (1-10 = You crashed into the Shield). This Fame Point Track (pg. b3) - Board used to track Player's FP each board where there is no Tile yet.
also applies to Blind Jumps. Stars kill you. and mark a Victory goal. When a token reaches a Purple Space, Outlaw (Token) (pg. b5)- A Ship with Bounty is an Outlaw. Use Space (pg. b6) – Orange hex where markers can be placed
st
Bounty (pg. b5) - Your Ship can gain Bounty by sneaking draw a Title Card. On 1 to reach a Pink space, draws an Event Optionally, place Outlaw Token on it. to use outfits. See Outfits
through Planetary Shields, Destroying Innocent Ships and Card (first player to reach space only). Planets (Inside a Planetary Shield) (pg. b13)- If on a planet Using Occupied Spaces (pg. b9)-Use 2 Movement Points to
completing illegal Missions. Buying a new Ship and Death cause Gates (Minor) (pg. b12) -Travel through a Gate to another for after Action Phase: Do Business Phase. Planet Names:Lunari, use an adjacent space that contains another ship. If Border:
your Bounty to go away (Discarded or Claimed). 1 Move Point. NPCs can use Gates. Kemplar II, Azure, Doravin V, Loath, Neo Damascus and trigger Double Traversal.
Buy New Ship (pg. b5) - See Ships Hold (pg. b5) - Each space on your Ship Mat can contain 1 Smuggler's Den. Victory Marker/Token (pg. b2, b3) - Tokens that track
Cargo (Cubes) (pg. b15) -Purchase 2 Cubes for 1,000 Credits Damage Marker or 1 Cargo, or part of an Outfit with or without Planet Entrance (pg. b13)-Dashed lines in Border player's status and goals on Fame Point Track.
at a Planet and sell each for 1,000 Credits elsewhere. You may a Damage Marker. A Hold full of Damage Markers causes Death. Ramming (pg. b7, b9)-Use an Engine Outfit to ram into Ships Victory Story (pg. b4)- Back, bottom of Ship Mat
also Mine/Salvage/Harvest Cargo from Special Spaces. Ice Damage (pg. e5) – Blue Crystals placed in Hold- Taken from causing Blockable Damage to them and Unblockable Damage to Visual Aids (pg. b5) - Outlaw and/or player colour Tokens can
Cargo Pods (pg. e6) – on reverse of Armor Plating. Extends Exploration Tokens or Comets. Takes space (see Damage) but yourself. If you die, don't collect Bounty or gain FP! Requires be placed on your flight stand to make it easy to see Outlaws
ship size (green tab inside ship). Can hold only cargo cubes or spreads to every orthogonally adjacent space of existing ice LOS. and who is who
Relics. during Status Phase. Range (pg. b8) - Counted in spaces on the board
Impulse (Token/Value) (pg. b5)-Your Ship has an Impulse Rearrange Hold (pg. b10) - In Business Phase, move items EXPLORATION TOKENS
Claim Victory (pg. b3) - Read your Victory Story
Keep revealed exploration tokens on ship mat. Cash in 2 tokens
Combat Rearm (pg. b8) - Immediately following combat, you you can use to move for free. Use the Impulse Token to track if around Hold. Cannot moved Damaged things.
to gain 1FP OR 2,000cr.
may re-Arm tokens spent as Defence (on Shields) for 1 Energy you've used Impulse. Rearm - See Armed Markers, Combat Rearm
Innocent (pg. b5) – A ship without a Bounty Recharge Energy (pg. b10) - In Business Phase, move Energy Cargo Cube (S), (H), (T), (P) or (C)– Take matching cube from
each.
supply (not Economy Board) and place in hold if possible
Comet (pg. e5) – Moves whenever ship (not NPC) touches path. Jettison Cargo (Minor) (pg. b10) - Eject any # of Cargo or Marker to max Energy for free
Relics to your space or Abort an Active Mission Relic (pg. e4) – Pickup relics from Dead Worlds and return to Energy (yellow E)- Immediately refill energy meter to max
Comet touching ship/cube destroys ship/cube.
Ice Damage (blue zap) - Immediately place 1 ice damage in
Combined Attack (pg. b8) - You may combine multiple Outfits Kiln (pg. e4) – Dock with orbit space station. Move inside Kiln Kiln orbit station for reward.
hold (see Damage, blockable by shield use)
/ Use Spaces into one large attack or perform multiple separate NPC card using movement. Exit via any border to any space Refresh (pg. b10) - Flip Ability Card(s)/Impulse Token face-up
adjacent to kiln on board. during your Status Phase. Movement (green arrow)– Immediately gain +5 movement
attacks.
Line of Sight (pg. b8) - If a line from the centre of your space Repair Damage (pg. b10)- In Business Phase, pay Credits to Captain in Need (\!/)– Draw top Mission Card- read the Deliver
Consequences - See Blind Jump
To (\!/) mission point and ignore everything else. You may
Credits (pg. b16) - Currency. Obtainable through Exploration to the centre of another space avoids Asteroids, Planetary remove all Damage from your ship.
delivery captain to specified location for 1FP and 1,000cr. Takes
Tokens, Missions, Trade, Collecting Bounties, and some Ship Shields/Entrances, Debris, Stars & Unexplored Space, you have Rescued (pg. b9)- A Stranded ship that receives 2 Energy is
LOS. rescued and may Rearm immediately. up 1 Mission slot
Abilities. Spendable on Repairs, Outfits, Ships, and Fame.
Damage (Markers) (pg. b8, b9) – Red Crystals - Defending LOS - See Line of Sight Respawn (pg. b9) - Roll d20, place ship on Spawn Point closest
player chooses where these go in their Hold. If placed on a Cargo Luck (pg. b3) - If you roll a natural, unmodified 20 on a d20 to roll, higher if tied. 20 = Choose + FP (1 per turn)
cube, Jettison that cube. Subtract 1 from each Outfit roll for each roll, you receive 1 FP (Max: 1x per turn) Scan (pg. b11)-At Unexplored Edge, Pay 1 Energy, Draw Sector
Damage Marker on Outfit. You can't use a Damaged Use Space. Marker - See Armed, Damage, Disarmed, Victory Tile. Place it, matching Symbols.