Godsfire cover artwork

GODSFIRE

Charts

Setup

Starting Regional Parties, Allegiance & Economic Levels
Dice Roll Party Allegiance Economy
Die Roll Level Die Roll Level
2–5Reactionary (R)121–2Subsistence (S)
6–8Moderate (M)2–333–4Agriculture‑1 (A‑1)
9–12Extremist (E)445–6Agriculture‑2 (A‑2)
5–64; 5 if (M)xIndustrial‑1 (I‑1)
xIndustrial‑2 (I‑2)

Dice roll for Party is 2d6. “x” indicates the level is not reached by initial die roll — it is developed during play.

✦ ✦ ✦

Combat Results Table

Combat Odds (round in attacker's favor)
Die Roll1‑31‑21‑12‑13‑14‑1
1ArDrD1DEDEDE
2ArneDrD2DEDE
3A2neDrD1D2DE
4AEArneDrD1DE
5AEAEArneD1D2
6AEAEA1ArDrD2
Transit Attacks
Die Roll−2−10
1MEMEME
2MEMEM1
3MEM1Ms
4MEMsne
5Msnene
6neneS1
A
= attacker
D
= defender
E
= eliminated
M
= movers
S
= stationary
1, 2
= units lost (enemy's choice)
r
= retreat
s
= units stop
ne
= no effect
✦ ✦ ✦

Movement

Stacking

Summary of Scenarios

Scenario NumberNumber of PlayersMapsMode
12BBasic
23BBasic
32–4ABasic
42ABasic
53bothAdvanced
62noneAdvanced
72–4ABasic
82 or 4bothAdvanced
92bothAdvanced
102–15one or bothAdvanced

Money

GODSFIRE

Summary

Neutrals

National Government

Game End and Victory

See scenario description.

A. Movement Phase

  1. Initiative
    1. Determine player order randomly at start of turn.
    2. 1st player moves at least 1 counter or passes initiative.
    3. If he moves, each player in order may move counters.
    4. After 3 rounds of this (4 in 2‑player game) or when the first player passes, initiative is passed to next player and works the same way with players responding, including the original first player.
    5. Each player gets a chance to have initiative.
  2. Movement
    1. Each counter may only move once per turn; rotate counters which have already moved.
    2. Cannot end movement on an enemy unit.
    3. Stationary units may make Transit Attacks on units moving through them; the moving units defend as individual counters. Alternatively, may Block Transit by forcing moving units to stop and then retreating 1 cell away (not the cell the movers came from).
    4. SQDs never go on ground.
    5. You may build up or break down units during Movement.

B. Combat Phase

All simultaneous; announce all attacks beforehand.

  1. Space Combat
    1. Is between adjacent cells, cell-to-cell, no splitting of forces.
    2. In a nebula, attack and defense is halved.
    3. A SQD has no effect on a planet.
    4. AGs use the smaller number unless on a system sheet or cell.
    5. When attacking a system cell, units on the ground are counted as part of the defense force.
  2. System Combat
    1. It is necessary to hold the system cell in order to land forces on a planet.
    2. Only AGs can land on hostile planets; AGs in space can attack units on the ground or in adjacent cells; AGs on the ground can attack the system cell or units in the same region.
    3. On a planet, combat occurs within a region.
    4. A PDF can only attack when on a system; PDFs don't take losses unless at least half the enemy is also on the ground.
    5. Two or more players may combine forces versus a common foe.

C. Last Chance to Declare War until Next Movement Phase

Sides at war must physically transfer subversion money to a cell adjacent to the target system.

D. Social Interphase

  1. Tax Phase
    1. Receive Revenue in taxable systems, +1 per planet (regions in revolt or with enemy units do not produce revenue).
    2. I‑2 generates 2GB; I‑1 and A‑2 generate 1GB. Money goes into the system bank.
    3. May extort one extra tax per region, but will lower the region Allegiance by 1.
    4. Make loan repayments (cannot win if loans outstanding); pay the amount on the marked loan box; move the loan marker up by 1 on the track.
    5. If you cannot pay the full amount: all regional and national allegiances fall by 1; if defaulting by more than 4, that number of economic levels must be deducted from regions in your systems; you cannot get further loans until all regional and national allegiances are at 3 or better.
  2. Borrowing Money

    You may not borrow money if you failed a loan repayment this turn.

    1. Put the borrowed money on the system.
    2. Place a marker on the bottom box of the amount borrowed.
  3. Transfer Phase
    1. Transfer money to/from the Money in Transit Box and/or National Government (NG).
    2. Other than for subversion, money must be moved through space (carry in a ship, or at speed 3 if by itself) to reach another planet.
  4. Purchase Phase

    All purchasing is completely optional. Be aware of “regional jealousy” (see 9b).

    1. Allot SQD, AG, or PDF boxes.
    2. Each region can only purchase units of the type wanted by the party in power.
    3. Each type of unit costs 1.
    4. I‑1 regions may produce up to 4 units; I‑2 regions up to 6; other regions nothing.
    5. May not purchase squadrons if enemy units are on the system cell, and may not purchase units in regions containing enemy units.
  5. Increase Allegiance (Loyalty box) and Economic levels (Econ box)
    1. Spend 1 to increase the current party allegiance by 1.
    2. Extra money may be spent on Loyalty for “regional jealousy”, but maximum increase is still 1 per turn.
    3. Only Moderate (M) governments not in revolt can raise economic levels.
    4. Pay the cost listed between the levels — see Economic Scale.
    5. Cannot raise economic level if system is under siege or enemy units are in the region.
  6. Attempt to Change Party Affiliations
    1. Only allowed if regional party level = 2 (Allegiance Index).
    2. Pay 1 from NG, or lower National party loyalty for the current party in the system by 1.
    3. Roll 1 die: 1–3 = revolt; 4–6 = change to adjacent party. If party was Moderate (M): 1–3 = Extremist; 4–6 = Reactionary.
  7. Deal with Any Revolts in Progress

    For each region, you can try ONE of these options per turn:

    1. Negotiate: roll a die; 1–2 restores allegiance to 3.
    2. Bribery: pay 2 from the system bank; roll a die; 1–4 restores allegiance to 2 (only works for Reactionary (R) revolts).
    3. Police Action: make a die roll less than or equal to the number of PDFs in the system to restore allegiance to 2.
    4. If the entire system revolts, it is considered neutral, unless only 1 player had subversion money in it, in which case it has a 50% chance of becoming his.
  8. Resolve Subversion
    1. Regions with undefended subversion lower allegiance by 1.
    2. Remove Counter Subversion money.
    3. Move Subversion money down 1 on the track.
  9. Lower Allegiance Level by 1 in regions which are…
    1. Adjacent to regions in revolt.
    2. “Regional jealousy”. If you spent more money for any purpose in another region of the same system, lower allegiance by 1 for every $ the region was shorted. Exception: money for bribes spent on revolt does not count.
  10. Lower Economic Level by 1 in regions…
    1. Which are in revolt.
    2. Which are I‑2 with no A‑2 in the same system.
    3. Which are I‑1 with no A‑1 or A‑2 in the same system (each A region can only feed one I region).
    4. Where the player wishes (i.e. voluntarily).
    5. Occupied by enemy units.
  11. Place Subversion Money Using the Initiative System
    1. Must be physically transported if at war.
    2. Subvert costs by system type: A‑2, I‑2 = 2; others = 1.
    3. Place subversion money at top Subversion Attempt circle.
  12. Place De-subversion Money
    1. Costs per system: S = 3; others = 2.
    2. Remove Subversion and De-subversion money after placement.
  13. Place Counter-subversion Money

    Costs per system: S = 2; others = 1.

  14. Place New Units
    1. Cannot place if the region is in revolt or has lost its industrial capacity.
    2. Party changes do not affect builds.