REBEL SPACE
INTRODUCTION
Sci-Fi Card Game. Two Players.
CARDS
The Rebel and Imperial players have their own unique decks of 65 cards.
OBJECT
Reduce your opponents deck to 0 cards.
SETUP
Each player draws 5 cards from their own deck.
TURN SEQUENCE
Players take turns.
The Rebel player goes first.
Each turn has 4 phases:
Draw Phase
Activation Phase
Attack Phase
Deploy Phase
End Phase
DRAW PHASE
Draw 1 or 2 cards from your deck.
If you have no cards left in your deck, you lose.
ACTIVATION PHASE
Move all your units in your Inactive Zone into your Active Zone.
ATTACK PHASE
Declare whether or not you are attacking.
If you are not attacking skip this phase.
You may attack with some or all of your units.
Units include Heroes, ground units, and space units.
Units may be combined into battle groups.
Battle groups contain one or more units.
Battle groups are of 2 kinds: Ground groups, and space groups.
A ground battle group may consist of ground units and heroes.
A space battle group consists of space units.
Some space units are fighters, others are ships.
For each Fighter one Pilot hero may also attack in the same space battle group.
For each Ship one Captain hero may also attack in the same space battle group.
Items and companions attached to heroes.
Active defenders units may block attacking units. Inactive units cannot block.
The above rules also apply to how the defender can form defending battle groups.
The defending player may let attackers through, or block attacking battle groups.
Only ground units can block ground units. Only space units can block space units.
The exception: The rebel ion cannon and shields are ground units that affect attacking ships.
Attacking unblocked units do damage equal to the damage ratings of the attacking cards.
For each point of damage that gets through, one card from the top of the defenders deck is discarded.
If blocked, compare the battle value of the attacking group and the defending group that blocked it.
The battle values are the ground ratings in a ground attack, or space ratings in a space attack.
The side with the lowest battle value is destroyed and discarded.
The winning side always keeps at least one surviving unit but loses extra units with
a combined value up to the battle value of the losing side. The loser picks which of the
winners units are destroyed. Heroes must be picked last.
For example: An attacking ground rebel group has the Princess (3), two soldiers (1,1), a
cycle (2), and a speeder (3). The defending imperial group is a Battle-Walker (4).
The Walker is destroyed. The Imperial player chooses whether the rebel loses a speeder and
a soldier, or the cycle and both soldiers.
Attacking cards are inactivated.
If unblocked, attacking units, instead of doing damage to the deck, may target an
opposing unit in play, which must block. Space units can only target space units. Ground units may
target ground units, or heroes.
DEPLOY PHASE
You may deploy 3 points worth of cards.
Notice that all units have a cost of 1 to 3 points.
Points cannot be saved from turn to turn.
Deployed units are placed face up on the table in front of the controlling player.
Units are placed into the player's Inactive Zone.
Items and companions when deployed must be attached to a hero.
Units stay in play until destroyed in battle or by some card action.
END PHASE
If you have more than 12 cards in your hand, discard the excess cards.
Convert and Treason cards are played in end phase.
Shuttle and Cybernetic cards are played in end phase.
Recruit and Medi-bot cards are played in end phase.
Saboteur and Spy cards are played in end phase.
Surprise attack, Multiple targets, and Trap cards are played in attack phase.
PSION CARDS
Psion cards are played during battles to increase battle or damage ratings.
They are attached to heroes with the Psionic attribute. They are discarded at the end of the battle.
REBEL CARD LIST
Card Name Type # Grnd Space Dam Cost Notes
Young Protagonist Hero 1 7 7 2 3 Pilot, Psionic
Princess Hero 1 3 3 2 3 Captain
Smuggler Hero 1 4 6 2 3 Pilot, Captain
Robot Sidekick Comp 1 1 1 1 1 Companion
Alien Companion Comp 1 2 2 0 2 Companion
Laser Sword Item 1 3 0 0 1 Attach to Hero
Wise Mentor Hero 1 5 0 2 3 Psionic
Rebel Commander Hero 1 4 4 2 3 Captain
Superior Pilot Hero 1 0 5 1 3 Pilot
Rebel Soldier Ground 10 1 0 1 1
Grav Cycles Ground 8 2 0 1 1
Air Speeders Ground 6 3 0 1 2
Rebel Base Ground 1 1 0 0 2 Draw 1 extra card per turn
Ion Cannon Ground 1 1 0 0 3 Facility; Defense; Destroy 1 attacking Ship
Defense Shields Ground 4 1 0 0 2 Facility; Defense; Attacking Ships do no Damage
Stunt Fighters Space 15 0 3 1 1 Fighter
Fighter Bombers Space 4 0 1 2 1
Converted Freighter Space 1 0 5 1 2 Ship
Rebel Warship Space 5 0 7 1 3 Ship
Danger Sense Psi 1 2 1 0 -
True Aim Psi 1 0 3 0 -
Medi-Bot Act 1 Take any Hero from your discard and put it in your hand
Recruit Act 1 Take any Hero from your deck and put it in your hand
Convert State 1 Take control of opposing Hero for rest of game
Surprise Attack Act 4 All attacking units get Ground or Space +2
Multiple Targets Act 1 Rebels get an extra Attack Phase
Rebel Spies Act 2 Look at opponents hand
IMPERIAL CARD LIST
Card Name Type # Ground Space Damage Cost Notes
Mysterious Emperor Hero 1 7 7 2 3 Captain, Psionic, Draw 1 extra card per turn
Emperors Henchman Hero 1 8 6 2 3 Pilot, Captain, Psionic
Imperial Commodore Hero 1 1 5 2 3 Captain
Imperial Captain Hero 1 0 4 1 2 Captain
Bounty Hunter Hero 1 6 4 1 3 Pilot
Alien Crime Boss Hero 1 5 2 2 3 Captain
Squad Leader Ground 1 3 0 1 2
Elite Bodyguards Compan 2 3 0 0 2 Companion
Assault Troopers Ground 3 2 0 1 1
Troopers Ground 10 1 0 1 1
Fixed Defenses G/S 4 4 2 0 2 Facility; Defense
Battle Walkers Ground 4 5 0 1 2
Plasma Sword Item 1 3 0 0 1
Robotic Probe G/S 3 2 2 1 2
Elite Interceptors Space 4 0 4 1 2 Fighter
Interceptors Space 10 0 2 1 1
Bombers Space 3 0 1 2 1
Space Cruiser Space 5 0 10 1 3 Ship
Giant Space Station Space 1 0 12 3 3 Facility; May Attack
Telekinetics Psi 1 3 0 0 -
ESP Psi 1 0 0 3 -
Imperial Spy Act 2 Look at opponents hand
Traitor State 1 Take control of opposing Hero for rest of game
Shuttle Act 1 Take any Hero from your deck and put it in your hand
Cybernetics Act 1 Take any Hero from your discard and put it in your hand
Saboteur Act 1 Destroy one opposing facility
Trap Act 2 All defending units get Ground or Space +2
GAME DESIGNERS NOTES
Not to be confused with any existing properties.