Objective token
Collect your own tokens from friendly worlds at the start of Refresh. Three collected tokens can win this three-player game.
Rule reference: RR14
3-player playthrough
Definitions from the authored tutorial, with stable links for sharing a particular term. The selected edition and scenario determine how each rule applies.
Open the interactive tutorial →36 terms
Collect your own tokens from friendly worlds at the start of Refresh. Three collected tokens can win this three-player game.
Rule reference: RR14
A world containing your units or a structure with your control marker, and no enemy presence. Empty abandoned worlds are uncontrolled.
Rule reference: RR3
An area with no faction units or controlled structure. You may enter it, but cannot use a newly captured world as a friendly path in the same movement step.
Rule reference: RR3 / FAQp1
Move ships, then ground units into the active system. Start at most one combat; if no combat occurred, an orbital strike may be possible.
Rule reference: RR2
Purchase units using a friendly factory in the active system, then purchase at most one structure on a friendly world.
Rule reference: RR6
Collect the assets printed on friendly worlds in the active system, then optionally use the faction-sheet ability.
Rule reference: RR7
With a presence in the active system, buy up to one combat upgrade and one order upgrade. Put the resolved token on the event deck.
Rule reference: RR13
Tokens are placed facedown on top and resolve from the top. An opponent can cover and delay an order.
Rule reference: RR12
The system in which the current order was revealed. Most order effects are limited to this system.
Rule reference: RR2
The purchase resource tracked on a dial from zero to fourteen. Friendly worlds provide income at Refresh.
Rule reference: RR8
Spend at most one per purchased unit or structure to reduce its materiel cost by two. Keep at most three in your play area.
Rule reference: RR3
An asset used for printed forge costs or to reduce one unit purchase’s command requirement by one. It does not lower the unit’s printed command level.
Rule reference: RR8 / FAQp1
Commit after rolling combat dice, attacker first. Each counts as a level-zero unit, adds no initial dice, and returns to supply after combat.
Rule reference: RR11
The number of cities you currently control. This limits normal unit and upgrade purchases; losing a city does not remove existing units or cards.
Rule reference: RR5
A structure that allows normal Deploy unit purchases in its system. The capacity of its world contributes to the system’s deploy limit.
Rule reference: RR7
A three-materiel structure that raises command level by one while you control it. It has no combat value.
Rule reference: RR3
A two-materiel structure with two combat dice, three health and two morale. It cannot rout and normally prevents orbital strikes.
Rule reference: RR3 / FAQp1
Printed skulls limit units on a world; a void holds three. Combat may begin with up to five attackers, but excess units must be destroyed after the order.
Rule reference: RR13
Ground units move along adjacent friendly areas to their destination. A friendly ship makes its void a usable link. Paths are fixed before ground units move.
Rule reference: RR9 / FAQp1
If the Advance did not start combat, unrouted ships in one void may strike an adjacent enemy world in the same system. Only offence dice deal damage; surviving units do not rout.
Rule reference: RR9 / FAQp2
A barrier along a system edge that blocks normal unit movement. Events move storms along one of their two printed directions. Each storm moves at most once each Refresh.
Rule reference: RR14 / LTP7
Roll dice and draw five cards each, then resolve up to three execution rounds. Players choose cards facedown; attacker reveals and resolves first.
Rule reference: RR4
The bolter icon. During combat, compare your offence total with the opponent’s defence to determine damage. The record abbreviates it B.
Rule reference: RR5
The shield icon. It reduces incoming combat damage. The record abbreviates it S; shields do not defend against an orbital strike.
Rule reference: RR5
After three execution rounds, add morale dice, printed card morale and unrouted units/bastions. Defender wins ties. The record abbreviates the die M.
Rule reference: RR4–5
Assign each packet to an eligible unit or bastion. Lethal damage destroys it and excess carries to another; a surviving unit routes. Damage does not persist to the next assessment.
Rule reference: RR6
A unit tipped onto its side. It adds no initial combat dice or final morale and cannot meet unit prerequisites or move normally. It can retreat.
Rule reference: RR11
Stand a routed unit upright. All routed units rally during Refresh; some combat cards and schemes rally earlier.
Rule reference: RR11
The defeated force moves together to one legal area and routes. Attackers return to an origin; defenders prefer a friendly area and face extra origin restrictions.
Rule reference: RR11 / FAQp1
An event retained faceup for its printed trigger. A new scheme replaces older schemes. Some consume a turn instead of revealing an available order.
Rule reference: RR7 / FAQp2
Resolve its optional printed effect now, then immediately shuffle the card back into the event deck. Storm movement occurs first.
Rule reference: RR7
Purchase both copies, remove both copies of one other card and shuffle the ten-card combat deck. The purchase and removed pair are public.
Rule reference: RR5 / FAQp2
A faceup card improving a particular order. Each has a once-per-round limit; flip it when used and ready it at round end.
Rule reference: RR10
When multiple factions reach the objective target together, compare collected objectives, then friendly worlds, then board units. A remaining tie is a shared victory.
Rule reference: RR14
Collect objectives, collect materiel, rally units, resolve events/storms, then pass first player and advance the round. Stop immediately if collection ends the game.
Rule reference: RR10
The delivered route was checked against the official rules, reference guide, original card faces and located FAQ v1.1 on 8 September 2026. The tutorial includes rule references for the actions it demonstrates.
Reading guide reviewed 2026-09-15; based on tutorial v1.0.4. This date records an editorial review of the existing tutorial, not a new rules edition. Strategic suggestions are conditional interpretations, separate from official rules.