Advanced Rules

Rules Deep Dive

You can play a full game without any of this. When you are ready, these are the systems that add the real strategy — one short page each.

Advanced Rules

Lightspeed Actions

Gold-bordered Lightspeed cards, the response windows they open, and how actions and responses resolve last-in, first-out — with a worked example.

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Advanced Rules

Ring Effects

Force Field, Mute and Plagued – the coloured ring markers placed around a unit’s Conquest Value, and exactly what each one does.

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Advanced Rules

Adjacency

Which Locations count as touching – including diagonally – and why the centred rear row makes neighbours less obvious than they look.

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Advanced Rules

Celestials

One per deck, deployed during the Celestial Phase — its power affects the entire battle zone and stays in play across all three Battles.

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Advanced Rules

Multiplayer

Free-for-All, Team Conquest, Nemesis and Homeworld – turn order, allies, and the four ways to play at a bigger table.

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Advanced Rules

Attaching

How attaching works — the carrier gains only the attached card’s Conquest, and because attaching isn’t deploying, it skips “when deployed” costs (Apocalypse Engine’s board wipe never fires).

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Advanced Rules

Unit Triggers

Every unit trigger and exactly when it fires — Upon Deployment, Throughout the Battle, When Destroyed / Discarded / Depleted, At the End of the Battle, and Special Triggers.

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