The Ashes of Empire
the strategic card game
for 1-8 players
[9 - 16 players with
a second set of cards]
http://home.t-online.de/home/ashes_of_empire/
Info: h.topf@cspp.com
Author: Harald Topf Graphics:
Klaus Großpietsch Producer: Udo Grebe
Distribution: CSPP & UGG
The game material: 40
planet cards at 10 clusters in the 1. Degree. You will need 18
sixsided dice per player.
The goal of The Ashes
of Empires, the strategic card game, is to colonize planets and
to build the economically strongest empire.
The cards:
planet number:
is a means to determine the distance to this planet.
clusters: A 1st degree cluster
consists of 4 planets with the same letters (e.g. A1 to A4).
A 2nd degree cluster consists of 6 planets with the
same numbers (e.g. A2, C2, E2, F2, G2, H2).
population: equals both value and defense
strength of the planet.
planet morale: see advanced rules.
distance (field D / line D)
- field D: The distance equals
one gameturn.
- line D: planets with these numbers
are in reach within one gameturn.
- (fields and lines D+1, D+2,
D+3: see advanced rules.)
homeplanets are the three cards in the
players hands.
colonies are the cards on the table
in front of the player.
An empire includes all homecards plus
colonies of a player.
A die is used in different
ways:
- One eye on an already placed
or received die (during the replacement phase) equals 1 spaceship.
- One die per spaceship is thrown
to determine the number of hits scored.
- A die showing the equivalent
number of current morale points of the planet is placed on the
satellite icon.
Movement:
A maximum number of 6 spaceships can be moved during each game
turn (exception: 2.d, reorganisation).
The stacking limit of a planet
equals its population × 2 for each game turn. Maximum strength
of an empire = 108 spaceships (18 dice at 6 spaceships).
Starting the game:
Each player receives 3 planet cards, concealed (the homeplanets).
Next, 8 neutral planets are laid on the table, topside up (see
below). The rest of the deck is stacked (topside down) in the
middle of this 'explored galaxy' - this is the 'black hole'.
The youngest player begins, the others follow clockwise.
Sequence of Play
One game turn consists of:
- reinforcement phase
- movement phase a, b, c, or d
if 2.c then follows
- battlephase
- execution
- evaluation
- phase of retreat
Reinforcement Phase:
Each player receives one spaceship for every planet in his possession
(as long as there is one of his 108 spaceship 'in stock'). He
can then place these reinforcements on his homeplanets and colonies
as he chooses, within the stacking limits.
He can only place reinforcements, not spaceships already stationed
on homeplanets and/or colonies (see 2.d).
Movement Phase:
Every player can choose between the following movement possibilities:
- exchange homeplanets: One handcard is shoved underneath the
'black hole', a new one is taken off the top.
- change homeplanets into colonies: A player places one of his handcards
topside up on the table in front him and occupies it with up
to 6 spaceship (stationed before that on his homeplanets). After
that, a new homeplanet is drawn.
- prepare conquest: The player chooses one target planet,
i.e. one of the 8 planets of the galaxy or a colony of another
player's empire, and lands there with a maximum number of 6 spaceships
coming from the colony wich in line D shows the planet's number.
The spaceships are placed on field D of the target planet. If
the target planet can only be reached from one of the players
homeplanets, he must prove this by showing the card. 1-6 spaceships
stationed on the homeplanets are deployed for the attack. The
shown handcard is shoven underneath the deck, a new homeplanet
is taken.
- reorganisation: A player is allowed to place (within
the stacking limit) every spaceship already in the game onto
every colony and/or homeplanet. Every player needs to again/still
hold three homeplanets in his hands after this phase.
Battlephase:
If ,during the movement phase, the last spaceship has been removed
from any one planet, a revolution starts on this planet. It becomes
neutral and his player must shove the card underneath the 'black
hole' - out of reach for potential conquerors...
Every spaceship which lands on a neutral planet or a colony initiates
a battle.
Execution:
Each die brought into action is thrown only once. Attack: One
die per spaceship; Defense: Neutral planets defend themselves
with one die per population point, colonies defend themselves
with one die per spaceship.
evaluation:
The player with the highest die cast wins. The defender wins
if it is a tie. Losses are determined as following: Die result
divided by 6, rounded down. Example: 6 attacking spaceships
throw 6+5+5+3+2+4 = 25 which means 4 hits. The 5 defending spaceships
throw 6+5+5+4+4 = 24, which also means 4 hits. The attacker keeps
2 spaceships, the defender keeps one. He also looses the battle.
Phase of Retreat:
Loser: neutral planet: A 'newly explored'
planet is taken off the deck and placed in the neutral galaxy.
Possibly remaining spaceship of a conquered planet now strengthen
the defense of one of these 8 neutral planets, which is chosen
by the conqueror. Spaceship exceeding the stacking limit of this
planet is eliminated.
Colony: After the battle for a colony,
the loser send his spaceship back to his home-planets. Spaceship
exceeding the stacking limit are eliminated.
Winner: The winner places the conquered
planet/colony in front of him as his colony and occupies it with
those spaceship that survived the battle. Spaceship exceeding
the stacking limit are eliminated.
End of the game:
- The first player to possess
a 1st or 2nd degree cluster wins.
- If no player possesses a complete
cluster before the last card is drawn off the deck, the game
ends immediately. Now the player having the highest total amount
of population points wins. In case of a tie, these players win
together.

Used for advanced rules. |