Core Worlds: (Galactic Orders Expansion Rules Included)

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Core Worlds

(Galactic Orders expansion rules included)


SoloPlay Rules
Original game design by Andrew Parks 2011 (Stronghold Games)
Additional rules 2013
2013 SoloPlay (BGG User: GameRulesforOne)
TM
TM

Introduction:
Introduction The following SoloPlay variant was put together to challenge an experienced gamer. This
variant adds a spatial element to Core Worlds to add a bit more theme to your play. Additionally, there
is a cost to maintaining units left in your war zone when beginning a round. These 2 factors were added
to increase the focus on an energy economy as well as the strategic considerations needed to be
successful. Care has been taken to balance all of the various approaches that you can take to achieve a
victory condition. The Galactic Orders expansion additions are contained within these rules in case you
are playing with it. There are 3 levels to the play (easy, normal and full game) and any rule alterations
have been inserted into the appropriate sections.
Goal: To score better than the AI player after 10 rounds have been completed.
Setup:
1) Retrieve the Galactic Deck and separate the cards into their
their 5 sectors
a) Full Game (Expansion): Separate the event cards from each sector deck and draw 1 event for
each of the 5 sectors without looking at them. The 0 event will not be used.
i) Place the events randomly chosen into a stack and turn the first event faceup. It will be in
play for the first 2 game rounds.
b) Shuffle sector decks 1-4
c) Prepare the sector 5 deck.
i) Draw cards from the sector 5 deck until you get 5 core worlds and 5 prestige cards. Shuffle
the 10 cards setting all other cards aside. You may review the cards so you know what
worlds will be available to invade and perhaps tailor a strategy around this knowledge.
Design Note: There is no guarantee that all of the worlds/prestige cards selected will be
available. This will be dependent on your actions taken in rounds 8 and 9.
2) Retrieve a faction deck to play
a) Lay out the home world and the capital city(expansion).
b) Keep the faction tokens next to your player board(expansion).
c) Retrieve the round marker which you will use to mark your position in the universe.
3) Retrieve 2 player boards,
boards one for you and one for the AI player
a) You will need an energy and action marker for yourself. The AI player will only need an action
marker (to score power tokens gained during play). Design Note: You will only need the AI
player board if you run out of energy tokens which can happen on occasion.
4) Drafting from the zero deck? (Optional)
a) Randomly draw 4 cards
b) Choose 1 to keep
c) Randomly choose 2 for the AI (you will need to maintain an area where the AI collects its cards)
d) Keep the last card
e) Discard 2 cards from your starter deck (select only from snub fighters and galactic grunts)

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5) Shuffle your starting faction deck
a) Draw 6 cards to create your starting hand
6) Setup the universe
universe (4 x 3 grid, locations #1 to 4 (top row), #5-8 (middle row) and #9-12 bottom row)
a) Place the destiny marker with the round marker on top (this is yours and the AIs starting
positions) in the #1 location (upper left corner of the universe).
b) Fill the starting universe locations #2, 3, 8, 11, 10 and 5, in order, with cards drawn from the
sector #1 deck. Requirement:
Requirement There must be at least 2 world and 2 non-world cards amongst the
6 cards placed.
i) Draw the top card of the sector deck and place in the #2 location.
ii) Repeat for locations #3 and 8
iii) For each of the remaining setup card locations (#11, 10 and 5) consider the following if 3
non-world/world cards have been placed and a 4th is drawn:
(1) You can decide whether a 4th world or non-world card is added to the universe. You may
pass on the card, discard it and draw another, unless;
(a) It is a tactic card and another tactic card has not been drawn, you must place the card.
(2) Once 4 worlds or non-worlds are placed continue drawing/discarding cards until the 2
cards needed to fill out the universe are placed. There are no decisions to make once 4 of
a type (non-world/world) of card have been placed.
iv) Place the remaining sector cards near the play area.
7) Place the sector 1 card near the sector decks and place a surge token on the round 1 position. position. This
surge token will be used as the round marker in this variant since the normal round marker will be
used to show your position in the universe.
8) Retrieve and place 2 energy surge tokens and all of the square energy chits chits(12)
(12) near the play area area
9) Randomly shuffle and layout layout the 6 large Galactic Order cards,
cards, (these will be referred to as order
tiles from now on) if playing with the Galactic Orders expansion and retrieve an additional set of
faction tokens to track the AI placement on the order tiles.
10) Setup is complete The #s are noted to assist in the rules
explanation. The gray cards are worlds,
green are units and blue are tactics.
#2 #3
Destiny marker (AI position) with the 6 sector cards no more than 4
round marker token on top (your worlds/non-worlds can be present.
position) #5 #8
Later galactic cards will be added to
the corner positions as well as the
The 2 center positions will never hold galactic cards #10 #11 setup positions.
nor will the AI use them. However, they may be
used to place surge tokens to note energy you
borrowed and can be used for you to travel through.
They are empty after game setup. Setup Example

Navigating the Universe:


1) Your Movement:
a) Movement does not cost an action and can be performed before and/or after an action is taken.
b) On your turn you may expend up to 3 energy to move your position marker up to 3 neighboring
locations in the universe #1-12. You may travel over cards but may never end a round on a card.
c) When you take an action, you perform the action on a card orthogonally next to your position.
After the action and energy is spent you move to the location of the card for no energy cost.
i) Borrowing Energy:
Energy You may borrow energy from the game to cross one or both center
locations as long as a surge token is not already on the location(s) to start out with. Place 1
or 2 surge tokens on the location(s) to indicate that you borrowed energy.
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(a) To cross a space with a surge token later in the game you must pay off the surge
token(s) + 1 energy (2 energy for each). This is the only way to pay off energy loans.
(i) Note: If any tokens are in the play area at game end it will cost you VPs (1-3)
2) AI Movement:
a) The AIs position is noted by the destiny marker (start player disk)
b) The AI must move when it takes an action unless the one rare situation occurs noted in the AI
Reaction Phase section.
c) The AI marker only moves in a clockwise direction, never more than 5 positions, never through
the 2 center locations and must take a card, invade a world or stop on an empty space.
d) The AI never pays energy to move.
e) If your position marker is on the AI position marker, you may move with the AI marker for no
energy cost. You are using gravity in this case to navigate the universe.

Order Tiles:
Tiles
1) You: Remember to place your faction tokens as permitted onto the order tiles.
a) Faction Token Use Bonus: If you choose to use a faction token that you placed on an order tile
(it must be part of an action) you may remove an AI token from the same order tile to the AI
stock. You may instead pay 1 action point to remove one from a neighboring order tile.
2) AI:: The AI will place its faction tokens as it gains cards but never spends them and does not have a
limit to the number of its tokens placed on the order tiles (check icon and text on the card).
a) If the AI is dictated to select an order tile to place a token on, it will choose the leftmost tile that
does not have one of its tokens on it and then consider the one with the fewest tokens (and
leftmost in case of ties).
b) If the AI is directed to remove your token(s) consider the one with the most and then the
leftmost in case of a tie.
How to Play: (to reduce the luck of the draw the galactic phase is performed first each round)
1) Galactic Phase:
a) Discarding and Energizing: Except in round one, remove all cards that have an energy token on
them from the universe placing the energy tokens in the supply. Place an energy token on
every card remaining in the universe.
b) Draw cards from the appropriate galactic deck for the round being played and fill the universe
to a total of 6 cards.
i) Restriction:
Restriction A new galactic card is never placed next to your position unless your location
marker is on the AI position (destiny) marker.
ii) Start placing cards on the first empty clockwise position next to the AI position marker
(including corners) using the same considerations as during the setup. You can choose
whether to place a 4th world/non-world, discarding cards and retaining a tactic card as
mentioned in the setup section. All cards carried over from the previous round are
considered.
(1) In addition to the restriction mentioned, the only locations that cards cannot occupy are
the 2 center locations and those where position markers are located.
(2) Note:
Note By round ten there may be cards left over or not enough cards (rare) after filling
the universe. This is OK. You need to work through this situation.
c) Event Cards (Full Game): At the start of round 1, 3, 5, 7 and 9 turn the top event card. This
event will be in play for the next 2 rounds. Event cards are activated during the appropriate
phase or immediately as indicated.
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i) The player may choose at the beginning of a round to spend 2 action points to negate the
event for the current round.
(1) If the event is negated, turn the event card face down remembering to turn it face up if
starting an even round or discarding and turning a new event for an odd round.
2) Draw Phase: Draw cards from your deck up to your hand limit.
a) Expansion Note:Note If playing with the expansion, you may place a card under your capital city
and/or draw an additional card as dictated on the home world and capital city cards.
3) Energy Phase: Use any energy abilities to increase your available energy.
a) Unit Energy Payment: You must pay for every (non non-
non-robot/non-
robot/non-hero)
hero deployed unit in your war
zone after 3 at a rate of 1 energy for every 2 units rounded up.
i) Examples: 4 qualifying units, pay 1 energy / 8 qualifying units pay 3 energy.
ii) If you are not able to pay for your all of your units you must discard all units that you are
Note: not willing to pay 2 energy to retain. Dont let this happen.
Heroes and
robots deployed iii) To determine the effectiveness of energy surges refer to the energy generated by all worlds
are not invaded by both you and the AI. Note:
Note The AI does not have a home world.
considered for
the unit energy (1) If Balthazar has been invaded the AI refers to any heroes gained (as opposed to in its war
payment. zone) to determine its energy creation. Your hero(es) must be deployed in your war
zone.
4) Action Phase: (you may perform any action in addition to moving up to 3 spaces (up to 3 energy)
within the universe) Expansion Note: If playing with the expansion, remember to add a faction
token to the appropriate order tile when deploying a unit and drafting certain cards.
a) Draft a card: for 1 action and the necessary energy add a neighboring (orthogonally adjacent)
card to your position to your discard pile moving your position marker to the cards location.
b) Deploy X units: for the cost of 1 action and the necessary energy per card. You may deploy as
many units as you desire up to your action and energy limit.
c) Invade a world: for 1 action and 1 energy you may invade a world that is next to your current
position paying the necessary fleet and ground strength and for any tactic cards used. Discard
the cards used in the invasion after deciding whether to place any one unit used in the invasion
under the world conquered.
d) Use any as an action abilities
e) Pass
i) If you have no energy and/or are out of actions the AI does not take another action.
(1) Note: Moving to eliminate remaining energy is OK up to 2 spaces on a turn you pass.
ii) If you have energy and actions remaining, the game will take one additional action.
iii) If there are no cards in the universe, you must pass. The AI will not take an action in this
case regardless of how many actions and power you still have.
5) AI Reaction Phase:Phase AI chooses to perform an action based off the action that you chose. The AI does
not pay energy nor does its fleet/ground strength need to be checked to acquire cards. Expansion
Note: If playing with the expansion be sure to add an AIs faction token to the appropriate order
tiles when the AI gains a card.
a) If you drafted a unit, the AI moves clockwise up to 5 locations stopping on the first unit card and
acquires it. Place the card in the AIs area along with any energy token on it.
b) If you drafted a tactic card or use an as an action ability, you may move the AIs position
marker 1 to 5 locations to any open location. See No Empty Spaces?
Spaces below if no open locations.
c) If you drafted a prestige card, the AI moves up to 5 locations stopping on the first prestige card
and acquires it. Place the card in the AIs area along with any energy token on it.

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d) If you deployed 1 or more units, the AI moves up to 5 locations stopping on the first world card
and invades it. Move the card to the AIs area along with any energy token on it.
e) If you invaded a world, the AI moves up to 5 locations stopping on the first tactic card and
acquires it. Move the card to the AIs area along with any energy token on it.
f) If you pass with energy and actions, the AI gains the world/non-world card remaining in the
universe that is worth the greatest number of VPs. You must consider the text of the cards and
any energy tokens on them to determine which is of the most value. In the event of a tie, the
closest, clockwise card from its current position is gained. Move the AI position marker to the
location of the card. This is the only exception to the 5 space movement limitation for the AI.
i) What if the card type is not available or within 5 locations?
locations?: If the AI is unable to gain the
designated card, the AI gains/invades the first card it comes to with an energy token on it
regardless of its type.
ii) If there is not a card with an energy token, the AI is moved to any empty location within 1-5
clockwise spaces of its current position.
(1) No Empty Spaces?: If there are no empty spaces, the AI gains 2 energy tokens (VPs) from
the supply without moving. This is the only situation where the AI does not move when
taking an action.
g) After the AI has performed its reaction phase, you may continue taking actions with the AI
reacting to each of your choices.
6) Discard Phase: You may retain at most 1 card, discarding the remaining cards in your hand. The AI
does not discard cards as it has no hand.
7) End Phase: Advance the round marker noting the change in sector and the number of actions you
will have in the coming round or proceed to end game scoring if 10 rounds have been completed.
End Game Scoring:
1) For each player:
a) Tally all cards that are worth VPs
b) Tally all cards that are worth conditional VPs (Core Worlds, heroes etc.)
c) Expansion:
Expansion
i) Score the faction tokens, considering the game level played:
(1) The player with the most (or tied for the most) tokens on each order tile gains 1 point
for each of his tokens.
(2) The player with the least gains 1 point for every 2 tokens rounded up. 1-2 tokens = 1
point, 3-4 tokens = 2 points etc.
(a) AI::
(i) Easy Game:
Game AI only blocks majorities. The AI does not score his tokens.
(ii) Normal Game:
Game AI only scores if it is tied or has most tokens.
(iii) Full Game:
Game Normal scoring applies
2) AI Only:
a) Easy Game:
Game Score half rounded down the number of energy tokens that the AI has gained (or
tallied on its player board).
b) Normal/Full Game:Game Score 1 point for each energy token the AI gained (or tallied on its player
board)
c) Add 1 or 3 points for 1 or 2 energy tokens in the 2 center locations of the universe (energy loans
that have not been repaid). Note:
Note You may not repay energy loans unless you move into the
space where the loan was taken during round play.

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Determining Your Victory Rating: (if your score is ...)
1) Less than the AI:
AI Game Loss
2) Equal
Equal the AI score:
score: Easy Game Victory
3) Score 1 to 2 more than the AI:
AI Game Victory
4) +3 - 4 >:
> Major Victory
5) +5 - 6 >:
> Complete Victory
6) +7 - 8 >:
> Master Level Victory
7) 9+ >:
>: Perfect Game
Strategy Session:
1) Energy management is very important because of all of the uses that energy has in this variant. It
will take a bit of time before the AI generates enough power for you to be able to use energy surges
more effectively. You may not want to wait and invade planets to power your play.
2) It goes without saying that controlling the AIs reaction matrix is very important. You have as
much time as you want to think through your dilemma. Ultimately the AI will gain cards or invade
worlds that you dont want him to. The challenging part is sequencing your actions so the AI gains
a less damaging card to your position.
3) The expansion with events has some strong effects on game play and will challenge those
experienced players who need a stiffer challenge. The AI will compete fairly well with your position
on the order tiles and so you will need to maximize the return of your choices.
4) The universe and the way that you move in it adds an additional spatial element that needs to be
considered during play. You may want to move onto the AIs initiative marker to get a free ride
around the universe on occasion to save on energy costs.
5) Tactic, hero and robot cards provide subtle abilities that may be important to manage your energy
needs and the AIs reactions to your choices.
6) If playing with the expansion, there is not a loss of position on the order tiles due to the additional
ability to remove a faction token placed by the AI. This can lead to some important possibilities that
may not be available with only your cards.
Specific Card Explanations:
Event Cards: (the AI will not react to any other events unless noted)
1) Information Broker: You must discard 1 random card.
2) Night of a Thousand Assassins: The AI removes 1 token from the order tile that has the most of
your tokens otherwise the leftmost order tile given a tie. You may choose any order tile to remove
a token from.
3) Warlords: The AI removes 2 tokens 1 at a time, from the order tile with the most AI tokens and
then the leftmost in the event of a tie. You may choose any order tile to remove a token from.
Tactic
Tactic Cards: (the AI will not react to any other tactics cards unless noted)
1) Smugglers: If the AI gains the card, you must immediately lose 1 energy. When you use the card
you may either gain 2 energy or remove 1 energy token from those gained by the AI.
Unit Cards:
1) Worldship: The AI only scores 5 points if it gains the card at game end.
2) Queen Alais: The AI only score 2 points if it gains the card at game end.

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Play example: (1st 2 rounds)

#2 #3 #3

#5 #8 #5 #8 #5 #8

#10 #11 #10 #11 #10 #11

Hand:
Hand Energy surge, 2 grunts, 2 snubs and tight formation. Discard surge for +1 energy. Discard 1
snub and 1 grunt for +1 energy. 4 actions / 5 energy.
Action #1:
#1 Deploy 2 grunts and 1 snub / AI reaction: Invade world in #2 location (move both yours and
the AIs position markers to #2 location).
Action #2:
#2 Buy unit card for 1 action/1 energy in #3 location (move your position marker to the #3
location) / AI reaction: There are no unit cards within 5 clockwise positions of its current position and
no cards have power tokens on them so you can move the AI position marker up to 5 locations
clockwise to an empty location (the AI can move to location #4 or #12 (#12 is chosen)
Pass:
Pass You are out of actions and energy and thus pass / AI has no reaction since you are out of energy.
Round 2 (Galactic Phase) Place an energy token on #8, #11, #10 and #5 cards. Place a card in location
#9, its a world. Draw another card which is also a world. You have the option to place it in location #1
or to discard it and draw another card. You go ahead and place it.

#1 #1 #1

#5 #8 #5 #5

#9 #10 #11 #9 #10 #10

Hand:
Hand Energy surge, 1 grunt, 2 snubs, hero and medibot. Discard surge for +1 energy. Discard medibot
and hero for +1 energy. 4 actions / 5 energy (3 units deployed : no energy payment needed)
Action #1:
#1 Spend 1 energy to move to location #4 (no action) / spend 1 action + 1 energy to invade the
world in location #8. Use 1 grunt and 1 snub. Move your position marker to location #8 / AI reaction:
Moves to take tactic card in location #11, gaining a power token (1 VP to the AI)
Action #2:
#2 Deploy 1 grunt and 2 snubs / AI reaction: Moves to invade world in location #9
Pass:
Pass You are out of actions but with the 1 energy gained from #8 world you move to central location
#7 / AI has no reaction since you are out of energy and actions.
Round 3 (Galactic Phase) Discard #5 and #10 cards and place an energy token on #1 card. Place a card
on location #5 (unit). Place a card on location #2 (unit). Place a card on location #4 (world) [cant place
on #3, #8 or #11 because of your current position, no cards are placed on a location next to your
position)]. Place a card on location #12 (unit). Place a card on location #10 (tactic card, must be placed
because there are no tactic cards in the universe and only 3 non-worlds have been placed).

#1 #2 #4
The X marks note where cards cannot be placed
because they would be next to your position marker.
#5 Note:
Note If you were on the AI marker (location #9)
then the cards would be placed on #5, #2, #3, #4 and
#8. Next to is OK when you are on the AI position
#10 #12
marker.

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Starting AI and Setup Position Setup Position
Player Position

Core Worlds Universe Setup Template


for SoloPlay Variant

Setup Position Setup Position

Energy Loan Positions


You may borrow up to 2 energy from the universal controller. Place
surge token(s) on the position(s) to note when power has been
borrowed. To pay off loans requires 2 power when moving over these
positions occupied by a surge token.

Setup Position Setup Position

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