Rex: Final Days of an Empire
For thousands of years, the Lazax Empire held dominion over the galaxy. But now, it is in a state of civil war, a broken husk of its former glory. The seat of the empire, Mecatol City, is under siege by the other great races, each vying to gain control of the capitol city. Though the city has been weakened by the combined assault of the great races, control of the city still brings with it great resources, both material and intangible. Mecatol City still carries with it symbolic power, and each great race has their own gains to make from participating in the conflict. Alliances will be made and broken, battles will be won and lost. In the end, the victors of the war for the city will have a great advantage in the war for the galaxy.
Rex: Final Days of an Empire is a reimplementation of the classic 1979 boardgame Dune set in the universe of Twilight Imperium. In this game, players will wage war over control of Mecatol City, the fallen capitol of the Lazax Empire. In the field, players must mobilize forces to gain valuable Influence and evade the Sol dreadnought fleet. In battle, players must outwit one another to pull out victories. Each race has a number of abilities that greatly affect the way the game is played, and it will take great cunning and diplomacy to find victory among the city ruins. The game ends when a player or alliance has control of a sufficient amount of the city's strongholds or after eight rounds have passed, triggering special victory conditions.
Rulebook and Game Guidelines
Rulebook, via Fantasy Flight Games’ website
FAQ, via the same
When making an action, players should note them in bold limegreen
or their player color. In order to keep things moving at a good pace, it is encouraged, especially for Strategy cards
, to submit to me conditional orders for the Bidding Phase, Battle Phase, and Strategy card use. Rules forbidding use of private conversation will be observed. As for taking notes, there is no problem trying to piece things together from information relayed in the thread and information gained via private messages from the game host - this is treated as a byproduct of perfect memory and seems to be a necessary concession for the forum game format.
Races and Special Abilities
Where applicable, racial abilities will also be noted in the game phase descriptions below.
: Caught off guard by the rebellion brought forth by the other great races, the Lazax must now work hard to recapture their home capitol and try to steady the Empire's course.
Federation of Sol
- Setup: 10 Influence, 15 Units in Reserve, 5 Mechanized Units in Reserve.
- Free Recruitment: 1 unit.
- Leaders: Centurion (Strength 2), Praetor (Strength 3), Prefect (Strength 3), Chancellor (Strength 5), Mirritar (Strength 6).
- When another player buys a Strategy card, he pays the influence to you instead of the influence pool.
- You have access to 5 Mechanized units. These units provide 2 strength during combat (instead of 1). Deploying (or recruiting) Mechanized units costs the same amount of influence as deploying (or recruiting) regular units. You may only recruit 1 Mechanized unit from the casualty pool each game round. A Mechanized unit may be chosen as your free recruitment.
: Numerous and impulsive, the actions taken by Sol have brought the galaxy into turmoil, but have also given the young race a chance to experience glory seen by no race outside the Lazax.
Universities of Jol-Nar
- Setup: 3 Influence, 10 Units in Reserve, 10 units distributed as you like in sectors 5, 13, and 16.
- Free Recruitment: 3 units.
- Leaders: Commander (Strength 2), Captain (Strength 3), Colonel (Strength 5), General (Strength 6), Admiral (Strength 7).
- Your units may move up to 3 spaces during your movement step (instead of 2).
- Your units are immune to the "Sol Offensive" Influence card. After resolving the card, you may move any of your units from an affected space to any one space on the board.
- You may secretly look at the top card of the Bombardment deck at any time.
- During the deployment step of your Maneuvering Phase, you may deploy any number of units into one space in sectors 13, 14, 15, 16, or 17 for free. You cannot deploy units to the game board in any way other than this.
- Special Victory: You win if no player has won the game by the end of round 8 and if you (or no player) control the Imperial Palace (sector 16) and Mecatol Power South (sector 12).
: Masters of information and technology, the Jol-Nar have their finger on the pulse of all that goes on. They now seek to use their mental strengths to extend their influence to new heights.
Barony of Letnev
- Setup: 10 Influence, 10 Units in reserve, 10 Units in the Civilian Spaceport (sector 2).
- Free recruitment: 2 units.
- Leaders: Engineer (Strength 1), Analyst (Strength 2), Factorum (Strength 4), Preceptor (Strength 5), Technocrat (Strength 5).
- During the Bidding Phase, you may secretly look at each Strategy card as it comes up for auction before any player bids on it.
- During the Maneuvering Phase, you may secretly look at the top card of the Influence deck.
- At the start of a battle, you may command your opponent to reveal your choice of 1 of the 4 elements he will commit to the battle: his leader, his attack card, his defense card, or the number on his battle dial. If you ask to see your opponent’s attack or defense card and he informs you that he is not playing one, you may not ask to see another element.
: For the Letnev, power means everything. Every action they take is tailored to the goal of gaining more power, and the grand civil war is the perfect opportunity to take all of it for themselves.
Emirates of Hacan
- Setup: 10 Influence, 10 Units in Reserve, 10 Units in the Imperial Navy Base (sector 18).
- Free recruitment: 2 units.
- Leaders: Spy Master (Strength 1), Legate (Strength 2), Magistrate (Strength 3), Sovereign (Strength 4), Overseer (Strength 6).
- At the start of the game, you keep all 4 of the Traitor cards you are dealt (instead of choosing only 1 card).
- At the start of the game, you are dealt 2 Strategy cards (instead of 1).
- When you buy a Strategy card, you receive 1 extra Strategy card from the top of the deck for free (as long as you do not exceed your hand limit).
- Your maximum hand limit of Strategy cards is 8 (instead of 4).
: Masters of trade, the Hacan stand to gain quite a bit from the business of war. They also stand to gain even more if they're the ones in control of everything else.
- Setup: 5 Influence, 15 Units in Reserve, 5 Units in the Adminus Imperialis (sector 7).
- Free recruitment: 1 unit.
- Leaders: Negotiator (Strength 1), Trade Captain (Strength 2), Master of Lies (Strength 3), Smuggler Lord (Strength 4), Merchant Prince (Strength 5).
- During the deployment step of your Maneuvering Phase, choose one of the following types of deployment: A) Deploy units as normal but at half cost (round up). B) Instead of deploying units to the game board, you may move any number of your units from one space to any other space on the game board at the cost of one influence per unit.
- When another player deploys units onto the game board, he pays the influence to you instead of to the influence pool.
- Special Victory: You win the game if no player has won the game at the end of round 8.
: The ancient Xxcha saw the end of the Lazax Empire coming, and were prepared for Mecatol City's fall. How much have they been able to predict, and how grand can the future of their race become now?
- Setup: 5 Influence, 15 Units in Reserve, 5 Units in the Galactic Council.
- Free recruitment: 1 unit.
- Leaders: Ambassador (Strength 5), Diplomat (Strength 5), Emissary (Strength 5), Envoy (Strength 5), Orator (Strength 5).
- At the start of battle, you may command your opponent to not play one of the seven Attack or Defense cards of your choice.
- When another player deploys units onto the game board, you may deploy 1 unit from your reserves onto the Galactic Council for free. You may only perform this once per player per game round.
- At the start of the Battle Phase, you may flip any of your units face up or face down. Face down units do not participate in battle or count toward controlling the space (but are still considered to be on the board for other effects). All units in a space must have the same orientation.
- Special Victory: During setup, predict a player and a round. If that player wins during the round you predicted, you alone win the game instead.
- Lazax Empire: Before bidding at least 1 Influence on a Strategy Card, the Lazax player may give the bidding ally any amount of Influence from their reserve. Limit once per game round per ally.
- Federation of Sol: Sol allies are immune to "Sol Offensive" Influence cards. After resolving a "Sol Offensive", they may move any number of units from an affected space to any one space on the board.
- Universities of Jol-Nar: At the start of a battle involving one of their allies, the Jol-Nar player may command their ally’s opponent to reveal the Attack card, Defense card, Leader, or number he will select on his battle dial.
- Barony of Letnev: During a battle involving one of their allies, the Letnev player may reveal a Traitor card against their opponent as if the ally was holding the card.
- Emirates of Hacan: If you are allied with the Hacan, during your Deployment step you may choose to either deploy your units at half cost (rounding up) or move any number of units from one space to any other space at a cost of one influence per unit.
- Xxcha Kingdom: At the start of a battle involving one of their allies, the Xxcha player may command their ally’s opponent to not play one of the seven Attack or Defense cards of the Xxcha player’s choice.
Game Flow and Objectives
Each player has a maximum hand limit of 4 Strategy cards (except for the Letnev with 8). Cards may not be discarded voluntarily from the hand: they must be used before they can be discarded. A list of Strategy cards in the Strategy deck follows, in roughly phase order. Cards in crimson may be played as Attack cards in battles, cards in dodgerblue may be played as Defense cards in battles.
- 1x Tracking Beacon: Play during the Influence Phase, before a card has been revealed. Immediately resolve a Sol Offensive (following normal rules and restrictions). After this has been resolved, draw and resolve an Influence card as normal. Discard this card after use.
- 2x Field Operative: Play during the Influence Phase, after a card has been revealed. Choose one of the spaces listed on the card and place twice as much influence as the listed number. Limit of 1 "Field Operative" per space. Discard this card after use.
- 1x Diplomatic Interference: Play as required to perform 1 of the following: A) Play ay the start of the Bidding Phase to choose any player except 1 of your allies. That player cannot bid on Strategy cards during this Bidding Phase. Discard this card after use. B) Play at the start of a Temporary Ceasefire to choose any player except 1 of your allies. That player cannot form new alliances this turn. Discard this card after use.
- 3x Fresh Recruits: Play at the start of the Recruitment Phase. You may recruit either 1 of your leaders or up to 5 of your (non-mechanized) units from the casualty pool for free and place them in your reserve. This card does not count toward your limit of leaders and units you may recruit per game round. Discard this card after use.
- 2x Informant: Play as required to perform 1 of the following: A) Play at the end of your deployment step to perform a second deployment step, ignoring Hacan and Sol racial and ally advantages. Your deployment cost is 1 per unit even if enemy units are present. Discard this card after use. B) Play when another player attempts to use a racial advantage or ally advantage to cancel the ability. Discard this card after use.
- 2x Rapid Mobilization: Play during the Movement Phase, immediately after resolving your deployment step. You may resolve 1 additional movement step. This movement may involve units that have already moved or have been deployed this phase. Discard this card after use.
- 2x Double Agent: Play at the start of the Battle Phase to perform 1 of the following: A) Draw 1 card from the Traitor deck. This card is added to your hand and may be used just like the Traitor cards received at the start of the game. Discard this card after use. B) Choose a player, and look at 1 random Traitor card from his hand. Discard this card after use.
- 1x Graviton Negator: Play at the start of the Battle Phase. Choose a shielded space containing at least 1 of your units. Place a destroyed shield token on the space (it is no longer shielded from bombardment). Remove this card from the game after use. You may not place this card during the first round of the game.
- 5x X-35 Biological Weapon: Commit during Battle. Your opponent's leader is destroyed unless he committed an Atmospheric Ionizer or Tactical Retreat card. If this card destroys a leader, you gain influence equal to the destroyed leader's strength.
- 5x Atmospheric Ionizer: Commit during Battle. If your opponent commits an X-35 Biological Weapon, it is canceled and has no effect.
- 5x Energy Rifle: Commit during Battle. Your opponent's leader is destroyed unless he committed a Magen Energy Shield or Tactical Retreat card. If this card destroys a leader, you gain influence equal to the destroyed leader's strength.
- 5x Magen Energy Shield: Commit during Battle. If your opponent commits an Energy Rifle, it is canceled and has no effect.
- 1x Hylar III Pulsar Cannon: Commit during Battle. Your opponent's leader is destroyed unless he committed a Tactical Retreat card. If your opponent committed a Magen Energy Shield, it explodes, destroying all units and influence in the space.
- 3x Tactical Retreat: Commit during Battle. Cancel the battle and return your leader and participating units to your reserves. Players take 0 casualties and reclaim their chosen Strategy cards without effect. Discard this card after use.
- 3x Mercenary: Commit during Battle. Gain +3 strength in this battle. Discard this card after use.
- 1x Intel Report: Play during the Bombardment Phase, immediately after a Bombardment card is drawn. Cancel the drawn Bombardment card. Instead, choose a number between 0 and 10 and move the dreadnought fleet this many spaces. Discard this card after use. You may not play this card on the first round of the game.
In this game, players are vying over control of strongholds in the Empire's capitol, Mecatol City, in an attempt to take control of the remnants of the Lazax Empire. The game is played over a series of rounds, each round divided into seven phases (detailed in the following sections). At the end of each round, there is a check for victory.
The board is divided into 28 interconnected spaces. 27 of these spaces belong to one of 18 numbered sectors. The Sol dreadnought fleet will move through these sectors sequentially during the game; units and Influence in a space that the fleet passes over will be destroyed unless protected by a shield, denoted by the green icons. The only space without a sector number is the Galactic Council, denoted by the yellow icon and border. The dreadnought fleet will never pass over this space, and units from different players may coexist here without conflict. The 16 spaces with the blue icons indicate spaces where Influence, the game's currency, will appear over the game. Players must establish control of these spaces with units to gain more funds. Finally, there are five spaces denoted by the red icon and border that form the main objective of the game, the strongholds. Two of these strongholds have an additional icon in white that provides a bonus to their controlling player during the Maneuvering Phase.
An unallied player wins if he controls at least three strongholds at the end of a round. An alliance of two players win if they control four strongholds, and an alliance of three players win if they control all five strongholds. All players in an alliance share victory. If, at the end of 8 game rounds, no player has won and Sol or no player controls the Imperial Palace and Mecatol Power South strongholds, Sol and their allies win. If, at the end of 8 rounds, Sol does not complete their condition, then Hacan and their allies win. Finally, if the Xxcha has successfully predicted a winning player and round (including Sol and Hacan special victories), they take a solo