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The Board Game

Component Game System


2273 Full Set &
Rulebook V2.0
A · INTRODUCTION
Welcome to a dynamic new game format that merges flexibility with an assortment of game mechanics in an easy to use intuitive system.
The Component Game System™ is designed with multiple plug-ins and expansions which allow players to play many different games
using some or all of the parts.
CGS lost its license to produce the game and a long lapse ensued, but in 2015 a group of fans coordinated on facebook to develop an
updated version of the game. It should have all pieces originally included in the Starter Kits, Core Sets, and the Reinforcement Pack as
well as many new pieces based on non-canon sources like Babylon 5 Wars and Fleet Action from Agents of Gaming; A Call To Arms
game from Mongoose Publishing; Into the Fire, an unfinished PC game from Sierra; and a software modification to X3:Terran Conflict,
called X3:Babylon 5 from a group of internet based fans. The Customizable Card Game from Precedence Entertainment was also
referenced for their addition to the fandom too. Agents of Gaming and Precedence went out of business in 2002. Mongoose ended its
production of B5 material in 2008. Sierra ended its game development in 1999 during a corporate reorganization.
DESIGNER’S NOTE ABOUT SCALE:
The map is not designed to represent any sort of accurate scale. It represents active locations and points of interest (perhaps intersections
in real time ) where conflicts arise. It could be said that there are millions of hexes in between each of the hexes on the map, and that
we took these less interesting hexes out allowing only for the pertinent ones. A future product will allow for a more strategic level of
play, using the map piece system to represent combat situations only.

CREDITS: We would sincerely like to thank: J. Michael Straczynski


• Managing Developer: C. Henry Schulte
• Development: George T. Henne Jr., Andrew Smith
• Playtesters V1.1: Kevin Beyer, Chuck Bickley, Brian DeRienze, Peter Fuesz, Dan Griswold, Les Hauer, Anthony Medici, Tim
Moyer, Ted Peer, John Perrault, Nick Sauer, Shawn Spurlock, Dan St. Jean.
• Playtesters V1.2: Garret Allen, Kevin Beyer, Chuck Bickley, Brian DeRienze, Peter Fuesz, Dan Griswold, Les Hauer, Bob
Huntsman, Ted Mantuano, Anthony Medici, Tim Moyer, Ted Peer, Nick Sauer, Shawn Spurlock, Dan St. Jean.
• Full Set Development: Kenn Ferguson, Leo Dunin, James Davis-Mann, Wolfgang Lackner-Warton, William Minsinger, Alexander
Schneider, Paul Woodroffe, Neil Molyneaux, Erik Sherpe, Mike Nudd, Curtis Kopciuch, Amras Arfeiniel.
The Component Game System™ is copyright© 1997- 1998 Component Game Systems, Inc.
The game engine, parts and text are TM & © 1998 Component Game Systems, Inc. Some parts were Patent Pending.
The CGS™ logo is TM & © 1998 Component Game Systems, Inc.
The Babylon 5, Component Game System™ is produced under license by Component Game Systems, Inc.
BABYLON 5 names, characters and all related indicia are trademarks of Warner Bros. TM & © 2018 Warner Bros.
Illustrations are used with permission and are TM & © 2018 Warner Bros and other holders.

Component Game Systems, Inc. (defunct information)


Address: P.O. Box 70 Stamford, NY 12167
Website: www.c-g-s.com E-mail: email@c-g-s.com
Phone: (607) 652-2378 Fax: (607) 652-9070

Agents of Gaming
Address: P.O.Box 31571 Dayton, Ohio 45437 (defunct address)
Website: www.agentsofgaming.com Shop site: https://agents-of-gaming.myshopify.com/
E-mail: aog@agentsofgaming.com or agent1@agentsofgaming.com

Mongoose Publishing
Address: 52-54 Cricklade Road, Swindon, Wilts SN2 8AF UK
Website: www.mongoosepublishing.com E-mail: msprange@mongoosepublishing.com
Phone: +44 (0) 1793 434 488

Sierra Entertainment
Address: Bellevue, Washington
Website: www.sierra.com E-mail: contact@sierra.com

Precedence Entertainment/ Reality Simulations


Address: P.O.Box 22400, Tempe, Arizona 85285
Phone: (480) 967-7979 Fax: (480) 894-2028
Website: www.reality.com Email: RSI@reality.com

X3: Babylon 5
Website: http://b5.hc-gamer.de/ Facebook: https://www.facebook.com/X3Babylon5TC
i HOW TO USE THIS MANUAL
The book serves multiple purposes, from teaching new players how to use the pieces, as a reference book for experienced users, and as
a catalog of parts with more in-depth explanations of the different pieces and the rules of each piece.
Many rules will include a link to other sections of the manual. If you are a beginning player DO NOT FOLLOW THE LINK, ignore the
extra information. Follow the rules in stages to get yourself used to the basics of the game before adding in advanced rules.
ii BASIC GAME PREMISE
The point of the game is to select an Empire, build colonies and bases to generate Economy, build ships and bases, and conquer the
galaxy. Conquering can include a military victory (destroying all enemy ships, bases, etc), an economic victory (having at least twice as
much money as your opponents, and more. The game was designed so that it would have to be a blood-bath type of game. A player
could use guile and diplomacy to outwit the opponent as well.
iii CGS UNIQUENESS
The ‘component’ part of this game allows for multiple players to mix their sets to make a larger game than if they used their own sets
alone, and to create different games each time. The use of the hex-shaped map pieces allows for a variety of configurations so the players
do not know what awaits them (hazards, bonuses, empty space). The use of Cards adds a dimension of play that attempts to give a sense
of intrigue and surprise like the television series offered. The use of Votes allows the players to cancel/ override another player, to bribe
each other, and to ‘put a wrench’ on plans so that the game is continually evolving.
iv TOOLS
Each player will use:
An Empire Control Sheet, to keep track of their faction’s unique rules, Economy, and more.
A Fleet Sheet, to make a quick reference card of your tokens so you can review the wording without having to pick up each token to re-
read it.
Color coded dice, coded to keep track of which Empire they affect.
Map pieces, set up at the beginning of the game and explored throughout the play.
Tokens, built as the game goes along to represent bases, ships, crew, space hazards, and more.
Cards, collected and played at different times based on the instructions on the card.
v FIRST TIME
If a new player is in the game all players should chose one of the four major powers, use no advanced rules. Even if avanced players are
in the game, they should start off with a simple game until the new player grows accustomed to the basic rules first. Playing a simple
war, with a military victory as the goal, no cards or voting, is the simplest way to get used to using the hex pieces with their firing arcs,
docking and direction, crippled/ non-crippled sides, earning and using economy, and defending with Defense Grid dice.
The next step is to add the cards, former League worlds.
Rules in Section G and H are advanced rules, save them for players that have played a couple games and are comfortable with the rules.
As you play the simple version of the game, keep in mind that the other rules add dimension and variety, but also make the game more
like the series. When a player suddenly whips out a Mr. Morden card which shakes up the flow it is special in the same way the television
series was special.
A1 TYPES OF PRODUCTS
The Component Game System™ (abbreviated CGS™) is an expandable board game system consisting of multiple components. Players
can begin playing with as little as 2 Starter Kits, a Core Set, or a Full Set.
A1.1 Starter Kit
A Starter Kit is a box which contains all the parts needed for 1 player to play in a game of 2 or more players. Each person needs a Starter
Kit to play. Many expansion products come in Starter Kit format only. Kits available were:
2258 Centauri 2258 Earth 2258 Minbari 2258 Narn

2259 Centauri 2259 Earth 2259 Minbari 2259 Narn

2258 Vorlon 2258 League of Non-Aligned Worlds 2259 Psi Corps 2259 Shadows
A1.2 Core Set
A Core Set is a 4-empire boxed set allowing 2 to 4 players to play. Starter Kits can be added to allow more players (1 Starter Kit per
additional player). The 2258 and 2259 Board Games are Core Sets with extra space to include expansion packs within the same box.

A1.3 Reinforcement Pack


Reinforcements Pack #1 is the source for empire specific bases and generic ships such as Raiders (hired by
many empires at one time or another) and the Dockers Guild. Other Reinforcement Packs were in development
but never completed before CGS lost its license. The Full Set includes many types of expansions and
reinforcements within the single set.

A1.4 Full Set


A Full Set is a downloadable set of game pieces that includes reproductions of all original game pieces
from the Starter Kits, Core Sets, and Reinforcement Packs as well as numerous new units inspired by
other board and PC games. All pieces from previous versions were recreated to ensure that the entire set
would match and allow for uninterrupted game play.

Beginner’s note: The size of this rulebook might seem intimidating to a new player. Because of this, we designed the rulebook to help
the 'latent gamers' out there, by providing a multi-leveled play structure (you only need to learn a portion of the rules at a time). If you
are a latent gamer, please do not attempt to use the entire rulebook in your first game. Please, follow the steps prescribed in A4 Adding
Advanced Rules. Thank you and welcome to the Component Game System™.
A2 HELPFUL HINTS BEFORE YOU START
A2.1 Rule Organization
A2.11 Numbering
The rules are divided by section (letter) and topic (number). For example, A2 is the 2nd topic in the A section (Introduction). Rules
within a topic are then numbered after a decimal point. This way a specific rule can be referenced by its Section, Topic, Number and
sub-number (ST.Nn).

For example, B4.11 Unit Token Features- Undamaged Side

A2.12 Play Levels


There are 2 standard play levels: they are the Basic Game and the Standard Game (see A3.1 Game).

A2.13 Play Aids


Non-rules text is found in italics. Beginner's notes and examples are found in italics within [brackets]. These are NOT rules, but are
examples made to clarify a specific rule.

[Example: Bob is playing the CGS™. There are a number of examples through the rules that, if followed sequentially, may be mimicked,
using your pieces, to learn the game mechanics.]

A2.14 Turn Sequence Chart


This guide is a reference page designed to speed an experienced gamer's understanding of the rules, and to function as a play sequence
reference sheet for inexperienced players.

A2.15 V1.2 Additions:

V1.2 of this rulebook adds several new rules. These are found in yellow shaded text (like this rule) to help players familiar with V1.1
find the changes and additions. New players should disregard the shaded lines and focus on learning the basic rules (plain text formatting)
then advanced rules (gray, see A4 Adding Advanced Rules). Underlined text within a rule indicates a change in the text for clarity only
and not an actual change in the rule.

A2.16 V2.0 Additions:

V2.0 of this rulebook adds several new rules as well. These are found in blue shaded text (like this rule) to help players familiar with
previous versions find the new rules. Like the previous rule, new players should again disregard the shaded lines and focus on learning
the basic rules (plain text formatting) then move on to advanced rules (A4 Adding Advanced Rules). The same premise exists to
underline text within a rule when changes were made to wording to
add clarity but not to change the function of a rule. This will be
especially important when viewing sample cards, map pieces, and
other game pieces that have brief text and benefit from further
explanation.

A2.2 Separating Parts


Map pieces, tokens and currency within the Starter Kits and Core Sets
come attached in die cut sheets. These parts are nearly separated, but
have tabs holding them together to prevent damage during shipping.
IMPORTANT: Use care when separating pieces to prevent ripping.

A2.3 Printing Parts


Users of the Full Set will need to download the Rulebook which
contains all of the files for reviewing the game play and to print pieces
with. It is important that the printing be done all on a single printer to
ensure consistency of the pieces otherwise it will be like a marked
deck of cards. This is the reason that the Full Set duplicates all of the
original pieces contained in previous kits/ sets/ packs in addition to
the new pieces, so that the pieces can be uniform.

A2.4 Applying Labels


The pieces are double-sided but should not be run through a double-
sided printer; the pieces will rarely line up and it will be a wasted
effort. It is recommended that one side be printed then attached to firm
backing like paperboard, foam core, or other similar materials. Then cut off the left edge of the pieces but leave the rest attached to the
group. The second side should be printed and have its right edges cut off and now there is a guide for lining up the back side to the
middle material. Ensure that no air-bubbles exist while applying the labels. Then cut the pieces lose. Coloring the edges can put a
finished look on the set. Use black for your own isolated game but if you plan to mix game sets with a friend then one or all players
should choose distinguishing colors to tell the pieces apart.

A2.5 Using Miniatures


The map pieces and game cards can be printed per the above instructions but the tokens should
not use a firm material. Heavy stock paper should be used instead. Use the optional token sheets
without illustrations on them. Use a hole punch to put a hole in the center of the token, then slice
to the lower right corner; do this to the undamaged and crippled sides of each token. Line up the
uncrippled label and use adhesive to apply it to the stand, smoothing out any air-bubbles. The
crippled side token should be able to loosely fit around the stem and cover over the previous stats
when needed, and removed when a ship is repaired.

A2.6 Using Dice


Section B5 explains what the dice are used for, how many, and which kinds to get. The player should review this section to determine
how many they will need for their own play. A full set of dice will be needed for each player expected to participate, and one additional
set can be shared for unusual situations. A recommended selection of dice from Chessex company is featured in the manual and the
color patterns are duplicated on the game pieces to help keep consistency of pieces belonging to a particular empire.

A2.7 Sorting Sets


Once all of the pieces have been prepared it is recommended that each Empire be organized with its unique pieces (tokens, dice,
miniatures, cards, and Empire Control Sheet. A separate container should be maintained for the map pieces, generic tokens, Babylon 5
die and other generic dice and counters, and generic cards.

A2.8 Empire Boxes


A recommended sorting tool are a simple light wood box roughly the size of a cigar box. A model
3” tall was chosen so that it could accommodate pewter miniatures in place of tokens. By lining the
bottom of the box with a sheet of Styrofoam and cutting 1” hexes into that foam to hold the miniatures
in place, safely, other cutouts can be made to accommodate the dice and to stack the cards. The
Empire Control Sheet and Empire Fleet Chart can lay in the top section for quick reference.

Each Empire gets its own box to store its items, and based on how many copies a player makes some Empires will benefit from multiple
boxes (Earth Alliance for example).

A generic box will be made to hold asteroids, jumpgates, comets, moons, planet (halves), map pieces, cards, tokens, and some generic
use dice.
A3 Segments of Play
A3.1 Game
A game consists of as many rounds as are required for a player to win.

A3.11 Basic Game


When the rules refer to the Basic Game, they are referring to an introductory level of play. The Basic Game rules are on white (not
shaded). Advanced rules are shaded.

[Beginner's Note: It is highly recommended that new players play one or more Basic Games before incorporating the advanced rules a
few at a time. The advanced rules are not used in a Basic Game. To add advanced rules, see A4 Adding Advanced Rules.]

A3.12 Standard Game


The Standard Game is a level of play where all the advanced rules (shaded rules) are in effect and each player uses their own Play Set.
Variant rules are not part of the Standard Game.

A3.13 Simple Game


A version of the Basic Game that skips the use of cards, crew, and votes. This speeds up the game considerably but removes the dramatic
element of the B5 realm- makes the game more action-oriented.

A3.14 Epic Game


A version of the Standard Game that uses a larger play field, can include alliances (a player playing as multiple empires), additional ship
tokens, game cards, and other elements. This game ends upon total victory, defeating the opponent’s military, economy, and holdings.
It does take longer and may require multiple days.

A3.15 Variant Game


A variant game consists of numerous House Rules that must be agreed upon before game play begins. The variations can be applied to
the Basic, Standard, Simple, or other game types. These rules need to be well known as House Rules so that a player does not expect
such rules to be used at other game venues.

A3.2 Round
A round is once around the table. i.e. one turn for each player. From a given player's point of view 1 round is from the beginning of their
turn to the beginning of their next turn.

A3.3 Tum
A turn consists of one player performing each of the 5 phases:

• Record Keeping,
• Vote,
• Allocate,
• Move and
• Fire.

Players take turns sequentially, in clockwise rotation.

A3.4 Scenarios & Campaigns (Variants)


A3.41 Scenario
A game which will use the advanced rules and specially defined rules and/or mission cards. Scenarios will be found in some
expansion products and within the Full Set.

A3.42 Campaign
A series of scenarios defined by campaign rules. These are found in some expansion products and in the Full Set.
A4 ADDING ADVANCED RULES
Many advanced rules have the note 'Modular' after their title. After learning the Basic Game (non-shaded rules), add these rules one or
more at a time.

Hyperspace Jumps D4.6

Empire Discounts D3.22

Contested Space D3.25, D3.33 & D3.4 Contested Space

Territorial & Political Victory D1.13 Territorial Victory, D1.14 Political Victory

Mines D3.244 Building a Token- Mine Token, D4.4 Mines, H5 Minesweeping Rolls

Squadrons D1.6 Recover Squadrons, D3.243 Building a Token - Squadron Tokens), F- Squadrons & H2.2
Defense Grid Die Rolls vs An Attacking Squadron

Factions C3 Faction Tokens

After learning the above rules add all the remaining rules (except empire specific rules for empires not being played (see A5 Adding
Empire Specific Rules below)) and the playing cards.

[Note: To add the cards, all the rules must be used (as cards interact with most of the advanced rules).] After you have learned how to
use the cards, you can begin experimenting with variant rules ('Variant" in ( ) after the rules title).

A5 ADDING EMPIRE SPECIFIC RULES


Some advanced rules are specific to an empire and only need to be added if a player represents that empire.
Shadows G1, G3, & G4
Vorlons G2 & G5

Soul Hunters G6
Techno-mages G7
Raiders & sub-factions G8
Belt Alliance
Dawnstar
Doogan Raiders
Thieves Guild
Thievery
Docker’s Guild
B · NOMENCLATURE
The nomenclature section of the rulebook defines in detail the various aspects of each game piece in the CGS™.
B1 Map Pieces
A map piece is a six-sided playing piece • approximately 4 inches from edge to edge used by players to form the board (or map). A map
piece has 7 hexes.
B1.1 Map Elements
Any feature of a map piece or token which causes a hex to have a rule is a map element. [Examples of Map Elements: Economy
Indicators (planets, etc.), Damage Indicators (asteroids, etc.), jumpgates, black holes, etc.]

B1.11 Economy Indicator


A white circle with a number in it (shown at right). Hexes with Economy Indicators
are the only hexes where bases may be built (see D3.24 Building a Token - Base
Token).

B1.12 Damage Indicators


A white ring with a white number in it. Any hex with a Damage Indicator causes
damage to any token entering the hex. The number in the indicator tells you how many
Babylon 5 dice to roll for damage (see E2 Applying Damage).
B1.13 Jumpgate
The jumpgate graphic indicates a jumpgate in the system and facilitates faster
transit (see D4.61 Jumpgates). Jumpgates can be pre-existing like the ones on
the map piece, or can be built/added by one of the players.

B1.14 Minefields
Minefields are only found on map pieces. Minefields have a Damage
Indicator, but do not cause additional jump damage (see D4.66 Jump
Damage).

B1.15 Special Rules


Many map pieces have rules text on them. Whenever a unit (ship, base or squadron)
enters a hex with special rules, that hex is activated as described on the map piece (see
D4.32 Activation of Hexes).
B1.16 Babylon 5
The Babylon 5 hex contains a base and therefore units cannot enter the
Babylon 5 hex, even when the map piece is unexposed. Babylon 5 (including
refit token) cannot be damaged. No player controls Babylon 5 in the Basic or
Standard Game. The 6 numbers around the Babylon 5 hex are for determining
random direction (see H4 Random Direction Rolls). In some game variants
Babylon 5 may be owned by an empire and bonuses are available for the
Interstellar Alliance.

B1.17 Empire Bonus


Some hexes have special rules that apply to one or more Empire(s) and may
provide a bonus or a danger. The specific rules are noted on the Empire
Control Sheet for the affected Empire. Anyone may use the map piece, the
special rule only applies to the mentioned Empire(s).
[Example: Davala Than has a special rule that affects Minbari players.]
B1.2 Terms Relating to Hexes
B1.21 Empty
An empty hex is a hex on an exposed map piece that has no token or map
element.
[Example: The center hex on the 'Gravity Wave' map piece is the only hex
which has a rule, the outer six hexes are empty (when no token is present)
since a token entering one of these hexes does not activate a map element
rule.]

B1.22 Occupied
Any hex with a ship or base of any player in it is an occupied hex. Hexes with
your squadrons are considered occupied to you (but not to opponents) (see
F5 Forced Recovery). Map elements and opponent squadrons do not cause a
hex to be occupied, but do prevent a hex from being empty.

B1.23 Unoccupied
A hex which is not occupied by a ship or base of any player or by one of your
squadrons.
[Example: A hex with an opponent squadron, a mine token, an asteroid token,
etc. is unoccupied, (but is not empty).]
B2 Currency
Users can choose either kind or combination of currency markers to use in the game. The chits are used to keep track of values in the
Scoring Banks but not actually exchanged. The units are universal, so local currency is not necessarily used by any respective empire.
B2.1 Token Chit
The small diamond and triangular chits with denominations of 1, 5, and 10. Currency is used to
represent the amounts in each of the four Scoring Banks on your Empire Control Sheet.

B2.2 Dice Chit


A collection of ten-sided dice (D10) used to keep track of monetary values in each of the four Scoring Banks. At least one pair
(sometimes a third) is needed for each of the four bank accounts; a minimum of 8 dice will be needed per empire. The more epic the
game (larger playing field, longer playing time) the more likely a third will be needed in any of the banks. Extra dice will be helpful in
other areas of game play to use as counters for various game elements.
B3 Empire Control Sheets
Empire Control Sheets are approximately 6" x 8.5"
cards which have starting configurations for an
empire, movement diagrams for that empire's ships
and special rules and limitations for that empire.
Additionally, there are 4 Scoring Banks for tracking
your Gross Economy, Total Upkeep, Net Economy
and Economy Reserve. Use the currency (provided)
and/or dice (recommended) to show the current
amount in each of your Scoring Banks.

B3.1 Scoring Banks


B3.11 Gross Economy
The sum of the Economy Indicators on all of your bases on the map. This Scoring Bank notes your starting Gross Economy. (Use green
dice in tournament play or empire specific counters.)

B3.12 Total Upkeep


The sum of the upkeep costs of your tokens on the map and any tokens in your Scrap Yard. (Use red dice in tournament play or empire
specific counters.)

B3.13 Net Economy


Net Economy equals Gross Economy minus Total Upkeep. (Use white dice in tournament play or empire specific counters.)
B3.14 Economy Reserve
The Economy Reserve is your treasury. It is the amount of money you currently have. Whenever you spend economy (build, repair,
buy/play cards, etc.), it is immediately deducted from your Economy Reserve by removing currency. This Scoring Bank notes how
much economy your empire has at the start of the game. (Use currency or dice.)

B3.2 Starting Requirements & Options


The steps listed here on the Empire Control Sheet must be followed at the start of each game. This
establishes a configuration for your homeworld map piece and defines your starting hand.
[Note: The Empire Control Sheet makes an exception to the requirement that a base's Economy
Indicator equal the Economy Indicator of the hex (see D3.24 Building a Token - Base Token). This
only applies at the start of the game. Should you wish to rebuild a base in that same hex later in the
game, you could not exceed the limit of the Economy Indicator, even though you did at the start.]

B3.3 Movement Options Chart


This illustrates the movement options available to units of the empire. The hexes with
arrows represent the hexes into which a unit can move and the direction of the arrows
indicate the facing the unit can have when it moves to that hex (see D4.1 Movement).

B3.4 Special Rules (& Limitations)


Rules allowing the empire to perform special abilities. Some empires also have limitations indicated
here.
[Example: The Earth Alliance Nova-class Dreadnought and Omega-class destroyer cannot sideslip
(see D4.13 Alternative Movement).]
B3.5 Homeworld (Headquarters, etc.)
An illustration of the empire's homeworld or headquarters. This is also the illustration found
on empire-specific base tokens. The Full Set uses the homeworld map piece(s) instead of the
illustration of the government building.

B3.6 Ambassador (Agent, etc.)


An illustration of the empire's representative. The Full Set no longer uses this device to allow more room for other information.
B3.7 Scrap Yard
An area which runs off the bottom of the Empire Control Sheet. This is where your ship tokens (and your other tokens with upkeep) are
moved when destroyed. You can rebuild these tokens (without altering your Total Upkeep) instead of building a 'new' token from out
of play.
B4 Tokens
Most tokens represent units (ships, bases, and squadrons). Some tokens represents asteroids, mines, declarations of war, etc. and are
described separately in B4.4 and B4.5.
B4.1 Unit Token Features
B4.11 Undamaged Side
Defense Rating Jump Engines or Economy Rating (if any)

Upkeep Cost
Build Cost
Carrying Capacity (#) (if any)
Special Rules (if any) Firing Arcs (if any)
Empire (Heavy, special, light)
Token Name
Weapons Rating (if any)
(Heavy, special, light)

B4.12 Crippled Side


Jump Engines or Economy Rating (if any)
Defense Rating
Upkeep Cost
Repair Cost
Carrying Capacity (#) (if any)

Firing Arcs (if any)


Special Rules (if any)
(Heavy, special, light)
Empire
Token Name
Weapons Rating (if any)
(Heavy, special, light)

B4.2 Definitions of Token Features


Not all tokens have every one of these features. Features not found on a given token indicate that the token does not have the feature in
question.
[Examples: A token which does not have a Jump Engine Indicator does not have a jump engine and cannot jump on its own. A token
with no defense rating cannot be damaged and therefore does not need a defense rating, etc.]
B4.21 Defense Rating
This number in the upper left corner indicates how many points of damage it takes to cripple an undamaged token (undamaged side) or
destroy a crippled token.
For more information about the crippled side; see E2 Applying Damage.
[Note: Empire specific tokens have the empire's color in the defense rating symbol. These colors are coordinated between the dice,
background color of the Defense Rating marker on the tokens, the background color of the Empire Control Sheet, Fleet Sheet, and the
Empire-specific cards. For the listing of color patterns assigned to the Empires see B5.23 Empire Colors.]
B4.22 Jump Engine Indicator
This symbol in the upper right corner indicates that the token has a jump engine.
For more information about jump engine indicators see D4.6 Hyperspace Jumps.
[Note: Often the crippled side of a token will not have the Jump Engine Indicator, indicating that the token cannot jump on its own when
it is crippled.]
B4.23 Economy Indicator
Bases (which generate economy) have this symbol in the upper right corner where the Jump Engine Indicator is also found. Your Gross
Economy equals the sum of Economy Indicators on your bases on the map.
B4.24 Costs
B4.241 Build Cost (green)
The number in the green circle on the left corner of the token (undamaged side only). This is the amount of economy needed to build
the token. The presence of the build cost indicates that the token is undamaged.
For more information about building tokens see D3.2 Building Tokens.
B42.411 Upgrade Cost
If a token is going to be upgraded the cost is two times the difference of the original build costs between the two tokens. Upgrades can
be done when a player can’t afford to build an expensive token and prefers to build slowly (but costs more in the long run) or when a
card gives the player the opportunity to upgrade. This applies to bases most of the time but could apply to vessels and other token
elements. The original token is removed from the game and the new token put in place. The old token does not go to the Scrap Yard and
can be used for other play.
[Example: If the build cost of a Base-4 is 9, but a card played afterwards says “+2 Economy” and a Base-6 costs 13, the difference is 4
Economy; the Upgrade Cost would be 8 Economy.]
B4.242 Repair Cost (magenta)
The number in the magenta circle on the left corner of the token (crippled side only). This is the amount of economy needed to repair
the token (see D3.3 Repair). The presence of the repair cost indicates that the token is crippled.
B4.243 Upkeep Cost (blue)
The number in the light blue circle on the right corner of the token. Upkeep is the cost in economy required each turn to maintain a ship
or other token (support industries, maintenance facilities, replacement parts, food, fuel, payroll & benefits, etc.).
[Note: The sum of the upkeep of all your tokens on the map and in the Scrap Yard is your Total Upkeep and should always be indicated
in the Total Upkeep bank on your Empire Control Sheet.]
[Note: Upkeep is maintained on ships in the Scrap Yard too. It could be said that such expense is like the retirement pay for the war
veterans.)
B4.25 Weaponry
B4.251 Heavy Weapons (red)
The number in the red hexagon on the lower left side of the token. This is the amount of damage caused by the token's heavy weapons.
B4.252 Lasers & Other Light Weapons (yellow)
The number in the yellow hexagon on the lower right side of the token. This is the amount of damage caused by the token's lasers.
B4.253 Special Weapons (orange)
Some ships have special weapons that exist only on that craft or select few. The type will be printed on the token. The number in the
orange hexagon in the middle of the lower edge of the token represents its strength. This is the amount of damage caused by the token’s
special weapon. Special weapons like mass drivers, mine laying, long range torpedoes, EL-INT/ electronic intelligence, rail gun, plasma
gun, missiles, etc. and each have rules outlined in the Rulebook and on the respective Empire Control Sheet.
B4.254 Firing Arcs (red, orange, and yellow)
These lines tell you in which directions the token can fire its heavy weapons (red lines), special weapons (orange), and light weapons
(yellow lines) (see D5.4 Firing Arcs).

B4.26 Identification & Notes


B4.261 Special Rules
A brief note indicating a special ability of that token.
[Example: 'Carrier (1)' indicates the token is a carrier and can carry one fighter squadron or similar
unit.]
Other special rules can include:
Mass Drivers Jumpgate Disruptors
E-LINT (electronic intelligence) Pulse Cannon
Rail Gun Shields
Torpedoes or Missiles Mines
Sensor Jammers Passenger Liner
For more information see X2 Special Token Rules.

B4.262 Empire
The empire to which the token belongs. (In same font style as other writing in the Full Set, but
previous versions places this in bold text. The Full Set also adds the Empire logo in front of the
government name.)
B4.263 Hull Class or Token Type
Tokens are referenced by the hull class or token type. Tokens generally indicate their type (base,
squadron, mine, etc.). Ship tokens tell you the name of the ship class and hull type (freighter,
destroyer, etc.).

B4.3 Positioning Tokens on the Map


B4.31 Placement
Tokens are positioned within hexes so that the edges of the token are
parallel to the edges of the hex (see the diagram in C4.3 Starting
Fleet).
B4.32 Ship Facing
The facing of a ship is the direction the forward part of the token (see
B4.1 Unit Token Features) is pointing.
B4.33 Docked
A ship facing a base in an adjacent hex is considered to be docked to
that base. Only ships can be docked.
[Note: A squadron, base or other non-ship token adjacent to a base is
not considered docked.]
B4.34 Docked Position
A ship is considered in a 'docked position' to a hex if it is adjacent to
and facing the hex. For a ship to be able to build a base in a hex, the
ship must be adjacent to and facing the hex. Only ships may be
considered in a docked position.
B4.35 Stacking
A hex may 'contain' a maximum of 1 unit token (exception squadrons under a carrier (F1.2 Carrier Capacity), dormant Shadow vessels
under a base (G3 Dormant Shadow Vessels), and other similar units).

B4.4 Map Element Tokens


Map element tokens represent terrain features, including natural and artificial hazards. Map element tokens can only be placed into
empty hexes (see B1.21 Empty) on exposed map pieces. A hex with a map element token is no longer considered empty (it now contains
a map element). If a rule causes a map element token to be placed in a hex which already has a map element, the token supersedes the
map element in the hex.

B4.41 Asteroid Tokens


Some cards call for the placement of an asteroid token on the map. Asteroid tokens have Damage
Indicators (see B1.12 Damage Indicators) and are used to add a Damage Indicator to a hex. Some
actions call for placing asteroid tokens in hexes (For example: Vorlon Planet Killers can 'rubbilize'
small planets (see G5 Vorlon Planet Decimation)).
B4.42 Jumpgate Tokens
These tokens are used to represent jumpgates (see D4.61 Jumpgates). Some jumpgates existed when
the game began, but more can be built to assist players in reaching areas without gates.

B4.43 Mine Tokens


Mine tokens are used to represent mines (see D4.4 Mines). Some mines have weapons. Mines are
empire specific and help to denote which fleet is not vulnerable to the devastating effects of the
weapons.
[For example: Narn fleets are not vulnerable to Narn mines. Some empires do not have their own
mines.]

B4.44 Moon Tokens


Some cards and variant rules call for the placement of moon tokens. A moon token has an Economy
Indicator, therefore a base could be built on the moon token.

B4.45 Comet Tokens


Some cards and scenario rules call for the use of comets. If you have a ship in the same hex as a comet
during your Record Keeping Phase, you gain a bonus (as indicated on the comet token).

B4.46 Proxy Required


If a map element token with a specific indicator value is required by a rule and no such token is available, a proxy must be used.
[Example: A ‘4’ planet is rubblized by the Vorlons and no ‘4’ asteroid is available, use currency instead.]
Since the Full Set allows for pieces to be printed the player should be able to print an additional piece for future use so this rule will
phase out. The Full Set also includes pieces not created before, like the Asteroid-4 piece indicated in the example,

B4.5 Status Tokens


Status tokens are used to keep track of the status of alliances and declarations of war. They are not considered unit tokens or map element
tokens.
B4.51 War Tokens
A War Token has the text 'Declaration of War' on it. Players only use the War Tokens of the
empire found on their Empire Control Sheet (and must use proxies if they run out). Whenever a
player fires weapons from any of their tokens at the unit of another player, the firing player must
give that player one of their War Tokens, if that player does not currently have one (of the firing
player's War Tokens). War Tokens given to you by other players are placed in front of you.
[Note: You can never have more than one War Token from each player in the game.]
[Note: A player who fires the weapons on one of their faction tokens must give out a War Token
(if the target player does not have one) even though none of their empire tokens may have fired.]
[Note: A player who fires the weapons on an opponent token (which he took control of) must give out a war Token (if the target player
does not have one) even though none of their empire tokens may have fired.]

B4.52 Shadow Influence Tokens


Found in the Shadow Starter Kit and Full Set, Shadow Influence Tokens are used to indicate
players who have been influenced by the Shadows (see G1 Shadow Influence).

B4.53 Vorlon Alliance Tokens


Found in the Vorlon Starter Kit and Full Set, Vorlon Alliance Tokens are used to indicate players
who have allied themselves with the Vorlon Empire (see G2 Vorlon Alliance).
B5 Dice
There are several types of dice found in the CGS™. Each is defined below.
B5.1 Babylon 5 Die (B5)
The Babylon 5 Die is the white die with black lettering and the Babylon 5 logo. The Babylon 5 Die is rolled
in many different instances, most prominently, when entering hexes with Damage Indicators (see B1.12
Damage Indicators). Cards and rules often reference this die with the text 'nB5' where 'n' is a number
indicating how many B5 dice are to be rolled. Most products contain B5 dice with the Babylon 5 logo
replacing the 5 on the die face (some early releases did not have these cool logos on the dice, but all new
releases should). When rolling this die, a result of 'Babylon 5' should be considered a result of 5. This die
is not common but rather has unique sides, 0 1 1 2 3 and the logo on its faces.

B5.2 Defense Grid Dice (DG)


A defense grid is special defensive weaponry used by many ships to diminish incoming weapons fire or destroy small targets such as
mines or fighters.
B5.21 Use
The Defense Grid Die is used when a ship or base is the target of a weapons volley or when a ship sweeps a mine
(see H2 Defense Grid Die Rolls and H5 Minesweeping Rolls). Cards and rules often reference this die with the text
'nDG' where 'n' is a number indicating how many Defense Grid Dice are to be rolled.

B5.22 Empire Specific


Each empire has a unique Defense Grid Die which comes in the empire's color (the color in the defense rating circle
at the top left of that empire's tokens and on the back of their Starter Kit boxes). It is required that you use the
Defense Grid Die for your empire when rolling a Defense Grid Die Roll. The only exception to this is when the ship
or base of another empire is under your control. In that event, roll a Defense Grid Die of that empire (i.e. with that
empire's Defense Grid Die.) These dice do have different numbers than others so they are empire specific.
B5.23 Empire Colors
The following are the colors for the Defense Grid Dice that match the empire specific cards and control sheets within the Full Set. The
Full Set is a user built game and they will need to purchase dice of their choice but the samples below list the suggested color patterns
used on the paper products. The Defense Grid dice were not standard issue dice. They have numerals, not pips, had a unique combination
of numbers on the various faces, and include an Empire logo on one of the faces.
B5.24 Generic Defense Grid Die
The 2258 Edition released in December 1997 contained a Defense Grid Die (black die/ pearlescent black with
white numbers). This die is (now) only used for generic tokens (bases (white defense rating) and non-aligned
factions (gray defense ratings, includes: Docker Faction, Raider Faction, etc.)) which do not have an empire
specific Defense Grid Die.
[Note: if players do not have an appropriate Defense Grid Die, use a mutually agreed upon substitute.] Full Set
dice collections include

B5.3 Standard Die (D6)


The standard six-sided die (smaller) is white with black pips showing 1 through 6. Cards and rules often
reference this die with the text 'nD6' where 'n' is a number indicating how many standard six-sided dice are to
be rolled.

B5.4 Dice As Markers (formerly written as X9.1)


While the currency found in the CGS™ Starter Kits and Core Sets are useful, it is
recommended to pick up a dice brick (if you don't already have dice) with 36 ten-
sided dice in three or four colors. Dice are the easiest way to track the first three
Scoring Banks (see B3.1 Scoring Banks), using currency only for your Economy
Reserve. This ensures that scores are kept accurately and that currency does not
inadvertently slip from one bank to another. In Rules B3.1x it notes color choices of
green, red, white. [NOTE: This system is required in tournaments.]
B5.5 Counter Dice
As a recommended option a player should maintain some extra ten-sided dice to use
as counters on their tokens and map pieces to denote the passage DURATION. Some
pieces may have to skip a couple turns, or are suffering slow damage from a Soldier
of Darkness/ Soul Hunter/ Grylar, Zarg, etc. The counter will keep track of how
much longer the token is affected. A specific number of counters cannot be
accurately determined and is up to the players to decide how many to buy but if a player chooses to buy empire specific colors, then
some generic dice should be maintained (maybe from empires not in play) to use as extra counters.
B6 Cards
There are several types of cards: Ability, Crew, Event, Gear, and Vote
cards. Later expansions will add other types to the CGSTM. Location, and
Ship came along with the Full Set.

B6.2 Definition of Card Features


B6.21 Card Name
The name of the card. This distinguishes one card from another.

B6.22 Play Cost


The cost to play the card. This cost is paid from the Economy Reserve
once when the card is first played.

B6.23 Play Phase


The phase of the turn when the card may be played (see C5.2 How Cards
are Played). This is also the phase when the card's periodic function(s)
may be performed.
Phases in use are: Allocate, Vote, Move, OP Move, Fire, OP Fire (where
OP= opponent and the card is played during an opponent’s phase.)
B6.24 When Discarded
B6.241 Discard After/ Duration
Cards with ‘Discard After: X’, where X is a duration, are discarded after
the duration. Use of a counter die may be appropriate. The word
“DURATION” will be used on cards in the Full Set.

B6.242 Discard With


Some cards have ‘Discard: With Crew’ or ‘Discard: With Base’ on them.
This indicates that they are discarded when the crew card they are in play
on is discarded. This is necessary for cards that augment a player, base,
etc. It is not transferred upon the end of that crew/ base/ etc unless
transferred prior to the end of the enhanced unit. This usually applies to
Gear and Ability cards. Others say ‘DISCARD: After Use.’

B6.25 Unique Cards


B6.251 Unique
If the card is unique, there may be only one card in play (by all players
combined) with the card’s name.
Cards which are not unique are not limited to how many duplicates may
be in play at the same time, by one or more players.
B6.252 Year
Year is a mechanism of unique. You may play a unique card if there is
already a card of the same name of an earlier year in play (by any player),
discarding the version with the earlier year. A unique card may not be
played if an equal or later year version of that card is in play (by any
player).

B6.253 Non-Unique
These cards should be common and many of them can enter into play
during a game. A single player may have more than one, or a combination
of players may be using the same card. This often applies to GEAR,
ABILITY, LOCATION, and SHIP cards but not always.
B6.26 Illustration
A pictorial reference from the show was selected for the card as desirable
artwork and does not necessary affect the use of the card.

B6.27 Flavor Text


A quote or information reference was selected for the card as an attempt
to make the card more fun but does not affect game play or use of the
card.
[Whenever possible a quote from the same time frame as the picture is
often used and tries to tie in with the function of the card but doesn’t
always work out that way. In theory it would reference the inspiration for
the card within an episode and may help a player understand the card
function better.]

B6.28 Card Functions


The function(s) of the card are stated in this area of the card.

B6.281 Periodic Functions


A ‘-‘ indicates a function that may be performed one time each round, on
your turn, during the card’s play phase as an action (not during another
action). These functions cannot be used on other player’s turns.
B6.282 Mandatory Functions
An ‘=’ indicates a function that is always in effect and cannot be ‘shut
off’ (even by a card which negates a function). These functions must be
activated when the appropriate circumstances arise.
[Example: Some crew cards have council votes. These cards cast a vote
every time a vote is called, no matter whose turn it is.]

B6.283 Conditional Functions


A ‘>’ indicates a function which you may activate on any turn (of any
player) each time the appropriate circumstances arise, but only once
during an action (see C5.2 How Cards are Played).

B6.29 Clarifier Text


This text, found in [brackets], is not required on the card, but is present
only to help clarify the rules on the card.
B6.2a Empire
The empire to which that card belongs: Centauri, League, etc. This card
may only be played by a player of that Empire. Cards with the word
‘Generic’ do not have an empire and will be accompanied by the
BabCom logo in the upper right. Generic cards can be played by anyone

B6.3 Card Types


B6.31 Crew
Crew cards are some of the more powerful cards since they usually
remain in play performing their actions multiple times.

6.311 Location
See J1 Crew Location for more input. The card is played in front of you showing that you control the card. Crew cards may be augmented
with their ability and gear by placing those accessory cards under the crew card, indicating that it is connected to that person. Tokens
may be available for crew so that they can be assigned to locations on the map, but the card itself remains in front of the player.

B6.312 Stats
Crew cards have stats on them defining the attributes of that crew (the
stat) and a raring for that stat (a number). Stats are used at various times
(see H3 Stats Rolls).

B6.313 Cards Affecting a Crew


A card is defined as ‘affecting a crew’ when it causes a change in the crew’s location, controller, play status (in play, in the hand, in the
deck, discarded, etc.) or alters the use of a function of that crew.
[Example: changing a vote.]

B6.314 Crew Proximity


For a crew to affect another crew it must be at the same location. (see J3.11 Crew Proximity) While most crew spend their time on
Babylon 5, they can be sent out on a mission, and thus unable to be affected by other crew not with them.
B6.32 Event
Event cards represent events which affect play. These cards are usually
used once/ one round.

B6.33 Vote
Vote cards are only used in the Vote Phase (see D2 Vote Phase). The
current player may call one vote during their turn by playing a vote card.

B6.34 Gear
Gear cards represent an assortment of tools used by crew. A gear card is
played to one of your crew cards. If the crew is discarded, the gear card
is discarded as well.

B6.341 Use
Gear cards add functions to the crew card on which they are played. If
the crew cannot function, it cannot use its gear.
B6.342 Possession
Each of your gear cards in play may be relocated, once each round during
your Record Keeping Phase, moving it to one of your crew in play (even
a crew prevented from functioning). The periodic functions (if any) of
the gear card may be used by the crew (with the appropriate gear card
attached) in the gear card’s play phase.

B6.35 Ability
Ability cards represent a special ability or power gained by the crew. An
ability card is played to one of your crew cards. If the crew is discarded,
the ability card is discarded as well. Empire specific ability cards must
be played to a crew of that empire.

B6.351 Use
Ability cards add functions to the crew card on which they are played. If
the crew cannot function, it cannot use its abilities. The periodic
functions (if any) of the ability card may be used by the crew (with the
ability) in the ability card’s play phase.

B6.36 Mission
A mission card is used to send crew on missions. Future releases were
expected to contain mission cards.
C - Starting the Game
C1 Pre-Game Set-up
At the beginning of each game, players should choose 1 of the 4 set-up options described below and follow that section's rules.
[Beginner's Note: Set-ups C1.1 and C1.2 are specifically designed to get you playing with ease. Read 1 of these sections for now, then
after a few games, try C1.3 Standard Game Set-up (this requires that each player have sufficient parts to make a Play Set).]

C1.1 Basic Game Set-up - Starter Kits


C1.11 Product Requirements
Each player needs a Starter Kit.
C1.12 Parts
Starter Kits are presorted to contain an appropriate amount of parts needed to play the empire in a Basic Game. No
pregame set-up is required, proceed to C2 Map Creation.

C1.2 Basic Game Set-up - Core Set


The Core Set contains sufficient parts for 2 to 4 players to play a Basic Game. Divide the parts (plus any extra
parts from add-on products) among the players as follows:
C1.21 Empire Control Sheets
Give each player the Empire Control Sheet for the empire they wish to represent.
C1.22 Map Pieces
Place the 'Babylon 5' map piece at the center of the table. Give each player their empire homeworld map piece (as
defined in the starting requirements section of the Empire Control Sheet). Have each player place their homeworld
map piece on the table in front of them. The remainder of the map pieces are shuffled and dealt to the players
randomly with the back of the map piece (CGS logo side) showing. Do not expose these pieces to the other players, but you may look
at the pieces you receive.
C1.23 Tokens
Give each player the tokens belonging to their empire. Place any tokens belonging to empires which are not being played back in the
box (they are not used). Take the generic tokens (bases, asteroids, jumpgates, etc.) and place them in a central area. They may be used
by any player.
C1.24 Cards
Give each player the cards belonging to their empire they represent. The empire is noted in the bottom left corner of the card just above
the card type (each empire has its own unique background graphic which matches the graphic on the Empire Control Sheet). Shuffle the
rest of the cards and deal them out. Your empire cards not selected for your hand are added to the random cards you were dealt to
become your deck. You may not look at these cards.

C1.3 Standard Game Set-up


This is the standard set-up. Once you have learned the game you can quickly take out your Play Set and ‘face off’ against other players.
Below are the guidelines for building a Play Set.
C1.31 Empire Control Sheet
Select the Empire Control Sheet of the empire you will use for the game.
C1.32 Map Pieces
C1.321 Quantity
Select five or more map pieces from your collection. One of these must be the homeworld map piece of the same empire and year as
your Empire Control Sheet. Put any extras away.
C1.322 Empire
A player may not use the Babylon 5 map piece or a homeworld map pieces of another empire as their homeworld.
C1.323 Total Value
The total point value of these pieces (found after the name in parenthesis) may not exceed 25 points. The homeworld piece counts in
this total. This attempts to allow for an even distribution of economy between the players, but also limits how much can be made too.
C1.324 Duplicates
A player may not use duplicates of a map piece in a Play Set. Map pieces are considered identical is they have the same name (regardless
of year or configuration of the map piece).
[Example: A player could not select both a ‘Time Quake’ (2258 Edition) and a ‘Time Quake (2259 Edition) for their Play Set even
though the 2 pieces are functionally different.]
[Note: The Timeline Game (future release) and other scenarios or cards may call for map pieces being changed based on the year.]

C1.33 Tokens
C1.331 Empire
Each player may only use generic tokens and the tokens of their empire. However, the ability to use tokens of another empire may be
granted on the Empire Control Sheet, the use of factions (see C3 Factions), or certain cards.
C1.332 No Proxies
You must have a given token to build it (i.e. no proxies allowed). This does not restrict you to one product or set. This rule is believed
to be created solely to require players to buy sets instead of making their own and does not affect game play but rather the commercial
interests of the CGS Company. Since the company is out of business and not making game sets any longer it is unreasonable to hold to
this rule. The Full Set provides the resources for players to build their own sets and to include as many of each game piece that they
choose.
C1.34 Cards
Players should have a legal Player Deck (see C5.1 Player Decks). At this point, remove any empire cards belonging to empires being
represented by other players (except cards of your empire) and set them aside (they are not used).
[Note: Empire cards of other empires do not count for deck construction, so pulling them out should leave your deck legal.]

C1.4 Random Game Set-up (Variant)


C1.41 Empire Control Sheets
Each player selects an empire (by choice or at random).
C1.42 Map Pieces
Place the 'Babylon 5' map piece in the center of the table (see C2.31 Babylon 5). Place the homeworld map pieces (see C2.32
Homeworlds) in their positions. Randomize the rest and deal them face down into place completing the map so no player has viewed
any of the map pieces.
C1.43 Tokens
Give each player the tokens needed for the empire they represent.
C1.44 Cards
Give each player the cards belonging to the empire they represent. The empire is noted in the bottom left corner of the card just above
the card type (each empire has its own unique background graphic which matches the graphic on the Empire Control Sheet). Shuttle the
rest of the cards and deal them out. After selecting your hand, any extra empire cards are added to the random cards you were dealt to
become your deck. You may not look at these cards.
C1.45 Play
Skip C2 Map Creation and proceed to either C3 Factions or C4 Starting Forces (skipping C3 Factions).

C1.5 Simple Play


This version of game bypasses all Card use and Vote use, simplifying much of the game. The game uses a completely random playing
field which makes the game more exciting, completely different each game, and simpler to set up. The game does not require sorting
of parts other than to find the homeworld map hexes that will be featured, the others can remain in the deck. This pure randomness
does make it possible for one empire to encounter more habitable worlds quicker than others however, and can create a lopsided
advantage for a random player. And while the game is considered simple, it does not preclude the use of larger map sizes.

C1.51 Empire Selection


Each player either selects or is randomly issued an Empire Control Sheet and the matching tokens, no cards. The player receives the
matching Homeworld as well.
C1.52 Map Pieces
Babylon 5 may or may not be used in this game (since there is no voting the station’s existence is irrelevant). If the Interstellar Alliance
is an empire being played then the station is assigned to them as part of their Homeworld territory. If the ISA is not in the game the
station may be used as a trading post or removed from game play, decide before the game starts. Decide upon the size of the playing
field and randomly place map pieces face down between the playing empires and place the respective homeworlds in front of each
player. Since the pieces are placed randomly without peeking there is no need to take turns putting them into place. The homeworlds of
empires not in play may be used in the map and located randomly, face down, like all other map pieces with none of the players knowing
where they are. Duplicate map pieces may be used as well. Without cards, timelines, or other values to nullify one there is no need to
hold back.

C1.53 Play
Begin by setting up your homeworld base(s), jumpgate, and load up your Banks. Roll to see who plays first then begin.
C1.6 Epic Play

The game uses a completely random playing field which makes the game more exciting, completely different each game, and simpler
to set up. The game does not require sorting of parts other than to find the homeworld map hexes that will be featured, the others can
remain in the deck. This pure randomness does make it possible for one empire to encounter more habitable worlds quicker than
others however, and can create a lopsided advantage for a random player.

C1.61 Empire Selection


Each player either selects or is randomly issued an Empire Control Sheet, the matching tokens, and cards. The player receives the
matching Homeworld as well.

C1.52 Map Pieces


Babylon 5 may or may not be used in this game. If the Interstellar Alliance is an empire being played then the station is assigned to them
as part of their Homeworld territory. If the ISA is not in the game the station may be used as a trading post or removed from game play,
decide before the game starts. Decide upon the size of the playing field and randomly place map pieces face down between the playing
empires and place the respective homeworlds in front of each player. Since the pieces are placed randomly without peeking there is no
need to take turns putting them into place. The homeworlds of empires not in play may be used in the map and located randomly, face
down, like all other map pieces with none of the players knowing where they are. Duplicate map pieces may be used as well. Without
cards, timelines, or other values to nullify one there is no need to hold back.

C1.53 Play
Begin by setting up your homeworld base(s), jumpgate, and load up your Banks. Roll to see who plays first then begin.

C2 Map Creation
C2.1 Map Size
The diagrams on this page show the shape of the map to be used based on the number of players at the start of a game. Experienced
players may use any size map they wish and scenario rules may dictate other sizes.

Standard 2 player game

Standard 3 player game


Standard 4 player game

2 Player game variant

3 Player game variant


4 Player game variant

5 Player game variant


6 player game variant

6 player game variant


Epic play game variant showing 2 empires, table size 4’ x 8’.
C2.2 Order of Play
At this point, each player announces which empire they represent. Then, determine who will have the first turn by having each player
roll a die. The player with the highest roll will play first. Turns will then proceed in a clockwise rotation. At this time, cards of empires
represented by other players (on their Empire Control Sheets) must be removed from each player's Player Deck.

C2.3 Babylon 5 and Homeworlds


C2.31 Babylon 5
Place the ‘Babylon 5’ map piece in the center of the table. Babylon 5 is placed face up
(jumpgate and firing arcs up).

If using Starter Kits only, you might not have the 'Babylon 5' map piece (found in the Earth
Alliance Starter Kit, Psi Corps Starter Kit, the Core Sets, and Full Set). In this event, Babylon
5 is presumed to be at a location that is not on the map. No player may use the 'Babylon 5' map
piece as 1 of their starting map pieces during the Basic or Standard game rules. Players
selecting the Interstellar Alliance may claim Babylon 5 as one of their homeworlds however.

C2.32 Homeworlds
The first player places their homeworld in position 1 (as shown on the map). The piece is placed
face up (exposed) in any position (rotation) the player desires. The second player then places
their homeworld in position 2 and so on.
C2.4 Place Starting Map Pieces
C2.41 Place Map Pieces
Starting with the player who will go last, then proceeding counter-clockwise (4th player. 3rd,
2nd, 1st), each player places 1 map piece adjacent to any map piece already on the map. Map
pieces are two sided and are placed face down (CGS™ logo up). Map pieces may not be placed
in an area outside the final map size (see diagrams). Any unplaced map pieces remaining after
the map has been completed are set aside unexposed. They are not currently used, but may be
used by means of certain cards. Only the owning player may view these pieces during the
remainder of the game.

[Hint: Place map pieces with large Economy Indicators near your homeworld and build bases
on them on your second turn.]

C2.42 Flip Babylon 5


The player who places the last map piece (completing the map) flips the 'Babylon 5' map piece
over to its unexposed side (the large Babylon 5 graphic showing).

C2.43 View
Once placed, a map piece's unexposed side may not be looked at by any player until a unit has entered the map piece, causing it to be
exposed.

For more information see D4.2 Exposing Map Pieces.

C3 Faction Tokens
C3.1 Faction Operations
C3.11 Faction
Any empire not being represented by a player may be used as a faction. The Docker Faction and Raider Faction are also used as factions.
Factions are only available for games that include a core set, full set, or multiple starter sets in excess of the number of players. The
option to use Factions may not be available in every game.
C3.12 Selection
To select a faction, a player chooses one or more tokens from one empire (not represented on another player’s control sheet) as their
faction.
C3.13 Announce
After all players have selected a faction each player announces their faction and shows the tokens selected.
C3.14 Auction
Starting with the first player hold an auction for each faction (bid clockwise from the player whose faction is up for bid until all players
have passed).The winner of each auction pays for the faction from their Reserve and is the player who may use the tokens of that faction.
These are the only tokens of that faction used in the game (except by means of a card).
For more information see D4.15 Moving Other Empire Ships.
C3.15 Duplicate Factions
If multiple players have selected the same faction, only bid once. The winner picks one of the configurations. The other duplicate factions
are not used by any player.
C4 Starting Forces
C4.1 Starting Hand
Each player secretly selects a number of empire cards from the Player
Deck, no duplicates (as indicated on the Empire Control Sheet), as their
starting hand. Shuffle the remainder of your deck and have it cut by the
player to the right. Secretly only means that no one knows what cards
you draw, not that the collection itself is done without anyone knowing
or that your count may be different than other players or that you peeked
before drawing your cards.
For more information see C5.1 Player Decks.

C4.2 Starting Economy


Place currency in your four Scoring Banks (or dice in the first three banks and currency in the Economy Reserve) to represent the
amounts currently there (see D1.9 Notes on Tracking Economy).

C4.3 Starting fleet


After the map has been created and players have selected their starting hand, each player places empire-specific base(s) (as indicated on
their Empire Control Sheet) on their homeworld map piece. Players, in the order of play, may then spend any or all of their starting
Economy Reserve to place additional units (your empire, your faction(s), or generic) on their homeworld map piece (with any facing
desired) (see D3.2 Building Tokens). Your empire tokens are built using empire discounts (D3.22 Empire Discounts).
[Beginner's Example: Bob is playing Earth Alliance and has a starting Economy Reserve of 45. The Earth Base-8 is placed in the Earth
hex and the Earth Base-2 in the Mars hex (see the Earth Alliance Control Sheet). Bob chooses to purchase a Hyperion Cr. for 13 (16-3
(see D3.22 Empire Discounts)) and a Transport for 4 (6-2), costing a total of 18. This leaves 27 in his Reserve.]

C4.4 Begin Play


Proceed to D - Turn Sequence and start with the player who had the highest roll (see C2.2 Order of Play).

C5 Card Usage
C5.1 Player Decks
C5.11 Player Deck
Each player will have a Player Deck (or Starter Deck in a Basic Game)
and will only draw cards from their own deck. A Player Deck consists of
a Core Deck (see C5.12 Building a Core Deck below) plus possibly) a
selection of other empire cards (see C5.13 Other Empire Cards).
[Beginner’s Note: Players who each have an empire Starter Kit, may use
the cards found therein as a Starter Deck. Players with just the Core Set
should each take the empire cards of the empire they are playing and then
deal out the rest of the cards to create Starter Decks. When using Starter
Decks, skip C5.11 Player Decks. As you purchase additional expansions,
you can add more cards to your Starter Deck, converting it into a Player
Deck.]
C5.12 Building a Core Deck
A Core Deck is the main card selection of a Player Deck. It must contain at least 10 distinct cards (cards with different names). These
cards must be generic or of the empire the player represents in the game.
C5.121 Duplication
For every 10 distinct cards in a Core Deck, you are allowed 1 level of duplication. The level of duplication is the maximum number of
a distinct card that you may have in the deck.
[Example: In a Core Deck with 30 to 39 distinct cards, 3 levels of duplication are allowed. You can put no more than 3 Londo Mollari
cards in this deck even if they are of different years, say 2258, 2259 and 2261 or any other combination.]
Card Types: No more than half (50%) of the Core Deck (including duplicates) may be of the same card type (event; crew, etc.).
C5.13 Other Empires Cards
Cards of other empires do not count as part of the Core Deck. They are added after the Core Deck has been completed making the Player
Deck. In C2.2 Order of Play, cards of other empires represented by other players (on their Empire Control Sheets) must be removed
from each player's Player Deck.
[Note: This allows other empire cards to be easily added or removed upon learning the empires of the other players.]
C5.2 How Cards are Played
Cards are played during the phase indicated on the card. An action is the starting and completion of a step within the phase. Cards are
played at any point in the phase before or after other actions (except OP Phase and Any Phase cards). The playing of a card and its
resolution is an action.
C5.21 Record Keeping Phase
No cards are played in this phase.
C5.22 Vote Phase
A vote card may be played to call a vote (see D2.1 Council Vote). The playing of a vote card through to the completion of the vote is
one action.
C5.23 Allocate Phase
Each allocation is its own action.
C5.24 Move Phase
Each movement of a token and its resolution is an action.
C5.25 Fire Phase
The declaration through completion of a volley is an action.
C5.26 OP 'Phase'
These cards are played in response to another player's action taken on that player's tum. OP Phase cards are played during the opponent
phase indicated on the card. They must be used when played, and are resolved just before the action to which they are responding.
C5.27 Any
C5.271 Your Turn
See above for the phase in question.
C5.272 Opponent Turn
When played during an opponent's phase, or in response to an opponent action on your tum, they must be used when played, and are
resolved just before the action to which they are responding.
C5.28 Unique Cards
Each player may play a maximum of 1 unique card each turn.
C5.29 Duration
Cards with a duration have the duration start when they are played. Some last a number of rounds, turns or phases, and are then discarded.
Cards which are discarded after 'Use' must be used when played and then discarded.
C5.3 Hand Size Limit
A player may not draw cards from his deck to cause their hand to exceed seven cards. In an instance where the hand would exceed seven
cards by drawing them, allow the hand to reach seven and then stop drawing cards. The balance of additional cards are not drawn. In an
instance where a rule would cause the hand to exceed seven cards by means other than drawing then the hand may exceed seven but
most cards specifically address this and either say that the hand may not exceed or the hand may exceed the limit.

C5.4 Negating Card Functions


C5.41 Mandatory Functions
A Mandatory function ('=') cannot be 'negated' by a card which negates a function.
C5.42 Entire Function
You cannot negate part of a function. You can only negate an entire function at the point when it is announced, before any part of the
function has been resolved. A player is expected to allow other players a reasonable amount of time (several seconds) to react to an
action just announced. So, if part of a function has been resolved, it's too late to negate the function.
C6 Game Variants
C6.1 Larger Maps (Master’s Level)
This rule replaces the previous rule with this number.
C6.11 Master’s Level Play Set
Use standard Play Set rules except select map pieces as defined here.
C6.111 Quantity
Select 10 or more map pieces from your collection. One of these must be the homeworld map pieces of the same empire and year as
your Empire Control Sheet. Put any extras away.
C6.112 Empire
A player may not use the ‘Babylon 5’ map piece or a homeworld map piece of another empire.

C6.113 Total Value


The total point value of these pieces (found after the name in parenthesis) may not exceed 50 points. The homeworld map piece counts
in this total.
C6.114 Duplicates
A player may not use duplicates of a map piece in a Play Set. Map pieces are considered identical if they have the same name (regardless
of the year or configuration of the map piece). Exception, asteroid fields can be re-used.
[Example: the Narn 2258 and Narn 2259 homeworld map pieces are considered identical even though the 2259 piece includes a moon
colony.]

C6.2 Chaotic Map (Variant)


At any point in the game, at the instant an exposed map piece has no unit tokens (ships, bases or squadrons) on it, remove that map piece
from the map (along with any tokens on it) and place an unexposed map piece in its place from a random pile. The random pile is created
from the remaining unexposed map pieces not used during map creation (see C2.4 Place Starting Map Pieces). To spice up this variant
even further, let each player bring in five map pieces plus their homeworld map piece totaling no more than 30 points total (instead of
C1.32 Map Pieces). Stop replacing map pieces when the random pile is gone.
C6.3 Mine Warfare (Variant)
Each time a map piece is exposed make 2 Random Direction Rolls (see H4 Random Direction Rolls). The results indicate hexes on the
outside of that map piece that have mines (use Narn mines, or currency as Damage Indicators or mines from an Empire not in play), If
the 2 Random Direction Rolls have the same result place only 1 mine in the center hex. Roll 1B5 to determine the size of each mine and
place a mine token of that size in the random hex(es). A result of zero indicates that no mine is placed. In this case, a mine may be placed
in a hex that contains a map element. When a mine has been activated (by entering its hex), activate the hex after resolving the mine
damage. In preparation for this variant the player will need to ensure that they have numerous mine tokens of the various sizes available-
creating more than usual.
C6.4 Moon Token Gambit (Variant)
Each time a map piece is exposed, roll 1DG (of the empire played by the controller of the exposing token). If the result is a number
other than zero, place a moon token with an Economy Indicator equal to the die result on the map piece. Make a Random Direction Roll
(see H4 Random Direction Rolls to remind you how to do those) with the result indicating in which outside hex on that map piece the
moon is placed. In this case, the moon token may be placed in a hex that contains a map element and supersedes it. In preparation for
this variant the player will need to ensure that they have numerous moon tokens of the various sizes available- creating more than usual.
C6.5 Circle of Death (6+ Player) (Variant)
Use the below map configuration for this game variant.
C6.51 Borders
Your cards may only affect 5 players (the 2 to either side of you plus yourself). They may not affect other players. Your tokens may
only fire weapons at the tokens of these 5 players. When you call a Council Vote, only these players may vote.
C6.52 Parallel Play
To start the game every third person starts their turn at the same time. Thus players 1, 4 and 7 will start their first turn simultaneously.
When a player finishes their turn, the next player may begin their turn if no player within their borders is currently taking a turn.
C6.53 Victory Conditions
Economic Victory must be achieved over all of the players in the game.
C6.54 Surrender
If a player surrenders during the Victory Check of their Record Keeping Phase (see D1.12 Surrender) and if 8 players or 5 players
remain, the turn of the surrendering player is not passed on to the next player. It is deleted from the cycle.
[Example: If 3 players are taking turns in a 9 player circle of death and one surrenders, 2 players will be taking turns, in what is now, an
8 player game.]
C6.6 Yearly Play (Variant)
A game that attempts to progress in technology, crew, and other aspects as if matching the calendar. A year is depicted as a starting
point and only elements from that era up to that year may be in play. Starships, technology, and crew that were born/ developed after
that time are not eligible for play (at that time). Time progresses based on card play. When a unique card from the starting year is
replaced with its next year variant, this progresses the time of the game and no unique cards preceding that year may be played now.
[Example, the Earth-Minbari War began in 2247 and so a Yearly Play of that scenario would start in that year. Delenn-2246 would not
be eligible for play. When that card is replaced with Delenn-2248, no cards earlier than that may go into play. Delenn-2249 cannot be
played until after Delenn-2248 has been played to advance the game through that year.]
C6.61 Ships
Review the starship reference list for your empire to see the commissioning and decommissioning dates for each unit and see if they are
still available for play during the time frame you selected.
C6.61 End
The game could continue for many years if the traditional methods for winning (economic, diplomatic, unconditional) are not met.
[Example, the Earth-Minbari War could begin with the death of Dukhat and continue through the construction of the Babylon stations
and beyond, eventually including the use of Omega-class warships not available during the actual war.]
D – TURN SEQUENCE
Play the following phases in order on your turn:
D1 – RECORD KEEPING PHASE
D2 – VOTE PHASE
D3 – ALLOCATE PHASE
D4 – MOVE PHASE
D5 – FIRE PHASE
[Hint: During your first few turns it will be useful to read this section as you take each step of your turn.]
D1 RECORD KEEPING PHASE
D1.1 Victory Check
No player may attempt any of the victory conditions on or before their 3rd turn (i.e. on the 4th and later turns, one or more of the victory
conditions may be attempted).
D1.11 Economic Victory
If you have at least twice the Gross Economy of each opponent, you may attempt an 'Economic Victory' by declaring this to the
opponents. If at the beginning of your next turn, during this phase, you still qualify for Economic Victory (at least twice the Gross
Economy of each of the other players (not combined)) then you have won the game.
[Example: Bob has 10 Gross, Sally has 5 and Jim has 4. Bob could attempt Economic Victory at this point on his turn. If Bob only had
9, he could not attempt Economic Victory.]
D1.12 Surrender
If you have a negative Net Economy, you may (but are not required to) surrender at this time. Remove your units, cards and war tokens
from play and yourself from the game. Your map pieces and map element tokens should not be removed until the game is over (or
substitute equivalent parts belonging to another player).
D1.13 Territorial Victory
If, at the start of your turn, your Gross Economy exceeds the Gross Economy of each opponent and six or more map pieces are occupied
by one or more of your units (ship, base or squadron) and are not occupied by any opponent units, you may declare a Territorial Victory.
If at the beginning of your next turn, during this phase, you still qualify for Territorial Victory (the largest Gross Economy and 6 or
more map pieces occupied by only your units) then you have won the game. For the purposes of this rule, in any game where players
bring in a number of map pieces other than the standard minimum of five (see C1.32 Map Pieces), use the minimum number of pieces
brought into the game plus one.
D1.14 Political Victory (4 or more players only)
If your Gross Economy exceeds the Gross Economy of each opponent, you may attempt a 'Political Victory' by declaring an attempt.
Three vote cards from your discard pile must be removed from the game in order to make this attempt. If at the beginning of your next
turn, during this phase, you still qualify for Political Victory (your Gross Economy exceeds the Gross Economy of each opponent) then
a Council Vote is taken. If the Council Vote 'passes', you have won the game. Opponents may not voluntarily vote 'for' this Council
Vote.
D1.2 Generate Economy
Your Economy Reserve is increased by an amount equal to your Net Economy (add currency).
[Example: Bob's Net Economy of 5 is added to his Economy Reserve of 27 bringing the Reserve to 32.]
[Note: If your Net Economy becomes a negative number, your Economy Reserve will be reduced at this time (to a minimum of 0).]
D1.3 Collect Bonuses
Bonuses you have in play are added to your Reserve.
D1.31 Freighters and Tugs:
Freighters and tugs docked to Babylon 5 may give bonuses.
[Example: Bob has an EA. Freighter docked to Babylon 5, giving him a bonus of 2 economy. His Reserve
is increased from 32 to 34.]
D1.32 Cards
Some cards may generate bonuses.

D1.4 Pay Penalties


Any penalties affecting you must be paid from the Reserve.
D1.41 Map Pieces:
Some map pieces require you to pay a penalty.
[Example: Bob has 3 ships on the 'black hole' map piece and therefore must pay a penalty of 3
economy, lowering his Economy Reserve from 34 to 31.]

D1.42 Shadow Influence


Shadow Influence penalties are paid (and added to the Shadow player's Reserve) to the owner of any Shadow Influence
Token(s) under your bases.

D1.43 Cards
Some cards may generate penalties.
D1.44 Raiders
Raider penalties are paid (and added to the owner's Reserve) to the owner
of any raider token(s) docked to your bases.

D1.45 No Debt Allowed


There are times when a player's Economy Reserve may not be sufficient
to pay a penalty, card effect, etc. In these circumstances, the penalty or
debt is ignored after it has reduced the Economy Reserve to zero. An
Economy Reserve cannot be reduced to negative numbers.
D1.5 Cards with Duration
Some cards last for a defined number of rounds. This duration counts
down at this point.
D1.51 Duration
Cards which have reached their duration are discarded.
[Example: A card played on your turn last round with a duration of one
round is discarded this turn.]

D1.52 Count
Your cards in play which have duration count down.
[Example: A card played on your turn last round with a duration of three
rounds has two rounds left this turn. Place a counter die (or currency)
when the card is played with a 3 showing to indicate this. Change the
marker to 2 this turn, 1 the next turn, etc.]

D1.6 Recover Squadrons


Deployed squadrons must be recovered by moving them (via squadron movement or jump) under a carrier which has not reached its
carrying capacity. The act of recovering a squadron does not activate the carrier's hex nor does it count as the squadron's movement for
this turn. If a squadron cannot be recovered, cripple it (if undamaged) or destroy it (if crippled).
D1.7 Discovery of Dormant Shadow Vessels
Any player who has a dormant Shadow vessel on their homeworld may attempt to discover it (see G3.22 Discovery).
D1.8 Move Gear
Each of your gear cards in play may be relocated, once each round at this time, moving it to 1 of your crew in play (including to or from
a crew prevented from functioning) (see B6.34 Gear).
D1.9 Notes on Tracking Economy
Currency (or dice) are used to represent the current amounts in each of your Scoring Banks.
D1.91 Accumulation
Unused economy in your Economy Reserve is NOT lost and remains in your Economy Reserve until spent.
D1.92 No Financing
You cannot do anything that costs more economy than you currently have in your Economy Reserve.
D1.93 Spending
As you perform an action that has a cost, deduct the cost from your Economy Reserve by removing currency.
D1.94 Empire Control Sheet
Players should familiarize themselves with the mechanics of the Empire Control Sheet, particularly the 4 Scoring Banks for tracking
economy (see B3.1 Scoring Banks).
D1.95 No Accumulating Debt
If a non-voluntary expense is imposed upon you by a card, etc. and you do not have a sufficient Economy Reserve to pay the total
amount your Reserve is reduced to zero. You are not required to pay any remaining amount. If the card reaches the end of its duration,
discard the card. If the card has duration remaining, the expense may affect you again on a subsequent turn (and this rule may or may
not apply again, depending on how much economy is in your Reserve).
[Example: You have an Economy Reserve of 3 and a player plays a card against you which states you must pay 5 economy. Your
Reserve is reduced to zero and the card effect this turn is considered complete. Your Reserve is not reduced to -2, nor do you have to
pay the 2 economy at any later point.]
[Note: This does not allow you to spend more than you have in your Economy Reserve.]
D1.96 Tournament Requirements
In a tournament, all players in the same game must use the same color D10 dice for their first three Scoring Banks (Gross Economy,
Total Upkeep and Net Economy). Currency must be used for the Economy Reserve. The recommended colors for the Scoring Banks
are:

Gross Total Net


Economy Upkeep Economy

green dice red dice white dice

[You know, let’s be real, this game isn’t popular enough to be hosting tournaments. Darn it!]
D2 Vote Phase
D2.1 Council Vote
You may call for a Council Vote by playing a vote card. Read the card aloud and designate the terms of the vote card (it any) should the
vote pass. If you do not wish to call a vote, proceed to D3 Allocate Phase.
D2.2 Negotiate
D2.21 Discussion
Players may freely discuss the vote with each other, making any agreements or bargains they wish. Economy may be exchanged for the
purchase of another player's vote(s). This process should not take longer than 2 minutes. Once all players are finished negotiating, take
the vote.
D2.22 Agreements:
Agreements made here are not binding and are upheld solely by player discretion, except that votes purchased from other players with
economy (‘bribes’) are immediately binding and economy immediately changes hands. This is the only time economy may be exchanged
between players during Basic or Standard Game play unless directed by a card or rule. Some rule variants allow for players to collect
tolls for use of a jumpgate and other game elements.
D2.3 Take the Vote
D2.31 Cast Votes in Play
Each vote is cast 'for', 'against' or 'abstain'. Each player casts their votes clockwise in the order of play with the 'vote caller' first.
• Cards able to cast votes do so.
• A crew must be on Babylon 5 to vote (or modify one). Each ship docked to Babylon 5 casts one vote.
D2.32 Modifier Votes
All players cast the following modifier votes in any order. Votes can be continually added in this step to sway the decision until all
players state they are done voting.
• Some card functions may modify cast votes.
• Vote cards may be discarded from the hand, allowing the discarding player to cast one vote per vote card discarded (this does not count
as playing a card and there is no cost to do this).
D2.33 No Changes
Once a vote has been cast by a player, it may not be changed by that player (except by means of a card).
D2.34 Result
If there are more votes 'for' than votes 'against', the vote card takes effect, otherwise it does not.
D2.4 Example of a Council Vote
• [Example: Bob plays 'Balance of Wealth' and reads the card aloud
"Take 1/3 (drop fractions) of one opponent's Economy Reserve and
distribute it to 1 or more players as you see fit. Announce how you
will distribute the economy prior to the vote."

• He then states that he will take nine of Jim's 29 economy and distribute six to himself and
three to Sally. He then casts his one vote in play ('G'Kar') for the Council Vote. 
1 0

• Sally, (who is next in clockwise rotation) casts her one vote ('Delenn)for the vote since
• she will be getting three economy if it passes.

2 0

• Jim then casts his two votes in play ('Londo' and 'Sinclair' 
against the vote. At this point the vote is tied and would fail if
no further votes are cast or modified. 
2 2

• Next, Bob uses 'Morden' to change 'Londo's' vote to  for, bringing the total to three  
for and one  against. 3 1

• Jim then offers Sally four economy as a bribe to discard a vote card against the vote. Sally accepts and discards a vote 
card from her hand  against bringing the total to three  for and two  against. Jim pays her four economy from 3 2
his Reserve.
• Jim then discards one vote card from his hand and casts the vote  against bringing the total to three  for and three 
 against. 3 3

• Bob then discards a vote card from his hand making the total four  for and three  against. 
4 3
• At this point all players state they have no further votes and the vote passes.
• Bob adds six to his Reserve (raising it from 31 to 37), Sally adds three and Jim reduces his Reserve by nine (in addition to the four
he paid Sally earlier).]
D3 Allocate Phase
The Allocate Phase is when you make purchases.
D3.1 Allocations
The following allocations may be done in any order. Subtract economy from your Economy Reserve as it is spent.

D3.11 Build
You may build one or more of your tokens (see D3.2 Building Tokens)
[Example: Bob builds a Base-4 (build cost nine, Economy Indicator 4) lowering his Economy
Reserve by nine (from 37 to 28). This causes his Gross Economy to be increased by four (from 10
to 14) and his Net Economy to be increased by four (from five to nine). Bob builds an E.A.
Transport (build cost six, upkeep two), lowering his Reserve by six (from 28 to 22). The Transport
increases his Total Upkeep by two (from five to seven) and lowers his Net Economy by two (from
nine to seven).]

D3.12 Repair
Repairs may be conducted (see D3.3 Repair).
[Example: Bob repairs a crippled Earth Alliance Hyperion Cruiser (repair cost five) reducing his
Economy Reserve by five (from 22 to 17).]

D3.13 Purchase Cards


Cards may be purchased from the top of your deck at a cost of 2 economy per card. Declare your total purchase before drawing any
cards (i.e. you cannot buy one at a time, looking at each before buying the next). The purchased cards are then added to your hand. A
player may not purchase cards in excess of the maximum hand size of seven cards.
[Example: Bob has 4 cards in his hand. Bob pays six economy to buy three cards from his deck. This reduces his Economy Reserve by
six (from 17 to 11). He then draws the purchased cards and adds them to the four currently in his hand. His hand is now at its maximum
of seven.]
D3.14 Other Expenditures
Occasionally, other allocations are performed, such as playing cards (which are played in the phase indicated on the card).
D3.15 Shadow Influence and Vorlon Alliances
D3.151 Shadow Influence
On a Shadow player's turn the Shadow player may attempt to influence one or more of the other
players (see G1 Shadow Influence).
D3.152 Vorlon Alliance
On a Vorlon player's turn, a Vorlon player may attempt to form alliances (see G2 Vorlon
Alliance).
D3.16 Breaking Vorlon Alliances
A player involved in a Vorlon Alliance may make 1 attempt per base to remove a Vorlon Alliance
Token from the base (see G2.3 Removing a Vorlon Alliance Token).

D3.17 Away Missions


Crew may change location or perform an Away Mission (see J1 Crew Location, J2 Transportation, and J3 Away Missions).
D3.2 Building Tokens
D3.21 Cost to Build Your Tokens
You may build one or more of your tokens by paying the token's build cost (the value in the green circle) from your Economy Reserve.
D3.22 Empire Discounts
When an empire specific token builds an empire specific token (of the same empire), the build cost is reduced by an amount equal to
the upkeep of the token built.
[Example: A Minbari base building a Minbari Cruiser (build cost 14, upkeep 3) pays only 11 (14 minus 3) to build the ship.]
D3.23 Scoring Bank Adjustments
D3.231 Gross Economy
Your Gross Economy is increased when you build a token with an Economy Indicator (bases) by an amount equal to the Economy
Indicator.
D3.232 Total Upkeep
Your Total Upkeep is raised by an amount equal to the upkeep cost of any token you build, unless the token was built from the Scrap
Yard.
D3.233 Net Economy
If your Gross Economy or Total Upkeep changes, your Net Economy is adjusted by the same amount.
D3.24 Building a Token Ship Token
You may only build a ship token in an unoccupied hex adjacent to one of your bases, facing the base (docked).
D3.241 Base Token
You may only build a base token in an unoccupied hex which has an Economy Indicator. The base may only be built if one of your
ships is adjacent to and facing the hex (docked position to the hex with the Economy Indicator). The Economy Indicator on the base
token must be equal to the hex or lower.
D3.242 Jumpgate Token
A jumpgate token may only be built on an exposed map piece which does not currently have a jumpgate. A jumpgate can only be built
in an empty hex directly in front of one of your ships.
D3.243 Squadron Token
You may only build squadron tokens under a base which is a carrier or under a docked ship which is a carrier. The base is considered
the building unit. Additionally, carriers may not exceed their carrying capacity (see F1.2 Carrier Capacity). Squadrons may be built
under a ship (which is a carrier) which was built on the same turn.
D3.244 Mine Token
One mine token may be built during the Allocate Phase by each of your units with minelaying ability (‘mines’ on the token). They are
placed on the map in any empty hex adjacent to the unit. The hex the mine is built in must be on an exposed map piece (as well as with
all map element tokens). A maximum of three mines and/or mine-fields are allowed on a map piece.
D3.245 Activate Hex
Ships and bases (not squadrons) activate the hex they are built into.
D3.25 Restrictions on Building Tokens
D3.251 Empires
Players may not build tokens of empires other than their empire and the factions they won by bidding in C3 Factions.
D3.252 Empire Tokens May Only Build that Empire or Generic:
The empire specific tokens of one empire may only build tokens of that empire or generic tokens (i.e. a Vree ship could not build a Drazi
base, a Narn ship cannot build a Centauri mine, an Earth base cannot build a Psi Corps ship, etc.).
D3.253 Generic
Generic tokens may be built by any player.
D3.254 Occupied Hexes
A token (except squadrons) cannot be built into an occupied hex (a hex with a unit token).
D3.255 Building While Being Built
A unit may not be used to build (or repair) a unit on the same phase that it is built itself.
D3.256 Contested Hexes
A ship or base may not be used to build if it itself is in a contested hex. Also a token may not be built in a contested hex (see D3.4
Contested Space).
D3.3 Repair
Only bases can conduct repairs. When a base is repairing another unit, the base is considered to be ‘conducting repairs’, and the unit is
considered to be ‘being repaired’. You may not conduct repairs to opponent tokens during Basic or Standard Game play. Variations
exist to allow repair to other vessels for a charge.
D3.31 Cost to Repair Your Tokens
A crippled unit may be repaired by paying the repair cost (the value in the magenta circle on the left edge of the crippled side of the
token). When repaired, simply flip the token back to its undamaged side.
D3.32 Conducting Repairs to Your Units
D3.321 Base Repair
A crippled base may repair itself.
D3.322 Ships Docked
A crippled ship can only be repaired if it is docked to one of your bases or to Babylon 5.
D3.323 Repair to Squadrons
(See F4 Repairing Squadrons)
D3.324 Variations
The Full Set includes ships that are equipped with Maintenance Bots and Construction Furies. These Squadrons cut construction cost
and repair cost of target items, and allow for self-repair.
[Example: EA Explorer-class cruisers can carry maintenance bots and Construction Furies up to the vessels carrier capacity (n).]
D3.33 Restrictions on Repair
D3.331 Repairing While Being Built
A unit may not be used to repair (or build) a unit on the same phase that it is, itself, built. All personnel are assigned to building the
primary token first, they don’t have the resources to multi-task and build additional units at the same time.
D3.332 Contested Hexes
A base may not conduct repairs (even to itself) if it is, itself, in a contested hex. A base may not conduct repairs to a unit which is in a
contested hex (see D3.4 Contested Space) When space is contested, an aggressor nearby, it is on battlestation alert and repair crews
are on standby to prevent catastrophic damage/rupture instead of fixing other systems. The crew is allocated elsewhere. It is preventing
further damage instead of repairing the existing. A docked ship in for repair in contested space, with enemy vessels nearby, is in danger
of being target and all crew are evacuated for their safety. Repairs cease during the threat.
D3.4 Contested Space (Modular)
It is unlikely for units to be built or repaired in combat.
D3.41 Free Space
If no opponent units are adjacent to a hex, the hex is automatically not contested and is considered free space.
D3.42 Contested Hex
A hex is considered contested if any player with a ship or base (not squadron) in an adjacent hex desires the hex to be contested. The
current player must obtain permission from each player with a ship or base in an adjacent hex to build or repair in that hex.
[Example: “Bob, I want to build in this hex adjacent to your ship, O.K.?” Bob must then allow or deny the build.]
[Note: If the opponent denies your build you can attempt to build elsewhere or not at all. No economy is paid if the build is denied.]
D4 Move Phase
This is the phase where movement is conducted.
D4.1 Movement
Each of your ships (Note: bases cannot move and squadron movement is covered under F2 Squadron Movement) may make one standard
movement during your Move Phase.
D4.11 Ship Movement
Each of the following is considered a standard movement for a ship and is represented in the diagram below by one or more arrow:
1. Rotate 60° and 120° without leaving the current hex.
2. Move straight forward one hex without changing facing.
3. Rotate 60° (changing facing) and then move forward one hex.
4. Move backward one hex without changing facing.
5. Move forward-left or forward-right without changing facing; this is referred to as a sideslip. Not all ships are capable of sideslip
and such would be noted on the affected Empire Control Sheet. Sideslip is like changing lanes on a road while still going
forward.
D4.12 Movement Options Chart
This diagram, found on each Empire Control Sheet illustrates the movement
options available to ships of that empire. The hexes with arrows represent the
hexes into which a ship can moves and the direction of the arrows indicate the
facing the ship can have when it moves to that hex.

D4.13 Alternative Movement


Several ships have enhanced movement options and some have diminished options. These alternative movement options are defined on
the Empire Control Sheets for each empire thus affected.
[Example: Earth Alliance cruisers may not sideslip (option 5 above)]
[Example: Minbari ships may move at a speed of 2 (see Minbari Control Sheet)]
[Example: White Stars (2260 edition that was never released) can rotate 180° or rotate up to 120° and move forward]
[Example: Vree saucers face all directions at a time (a spinning ship after all) and all Squadrons (several ships facing multiple directions)
and can move one hex in any direction and be facing any direction at the end of that move (but saucers do have a forward position listed
for special weapon and docking considerations)]
[Example: All First Ones, including Vorlons, Shadows, and The Hand, may move at a speed of 2 but not sideslip.
D4.14 Stacking
A unit may not be moved (or otherwise placed) into a hex that contains another unit (exceptions:
Squadrons (see D1.6 Recover Squadrons, F2.1 Movement and F5 Forced Recovery) and Dormant
Shadow Vessels (see G3 Dormant Shadow Vessels)). There is a stacking limit for squadrons, shuttles,
crew, asteroids (for Mass Drivers), mines, and other accessories determined by the ‘carrier’ capacity
stated on the token of vessels with that ability.
[Example, the Dilgar Entire Targath-class strike carrier (pictured) can carry 1 element with it. Stacked
items place the carrier token on top of the pile with other units below and is the only unit that may be
targeted by an opponent, others are protected inside. If the carrier is lost, so are the contents/ stacked
items. Squadrons, mines, shuttles, and other units must be deployed to be useful. Crew are controlled by cards and may or may not be
targeted based on the play of cards.
D4.15 Moving Other Empire Ships
If you take control of a ship (by any means), you must obey any movement restrictions of the ship as given on the Empire Control Sheet
of that ship’s empire (if any).
[Example: Earth Alliance cruisers do not gain the ability to sideslip.]

D4.2 Exposing Map Pieces 2


A unit entering a hex on an unexposed map piece (the CGS™ logo showing) causes that piece to be
exposed (flipped to the other side). When exposed, the player whose unit is entering the map piece 1 3
determines which way the map piece will be flipped before viewing the other side. Map pieces are
flipped from flat edge to flat edge. This means there are three correct ways to flip a map piece (see
diagram). (flipping sides 4, 5, or 6 would result in the same as 1, 2, or 3)

D4.3 Hex Activation


D4.31 Definition of 'Entering a Hex'
Any action which causes a unit to 'occupy' a hex it was not occupying prior to the action. The following are all ways in which a unit
enters a hex:
• A unit is built in the hex.
• A unit is placed in the hex at the start of the game.
•A unit moves (or jumps) into the hex.
•A unit is relocated or placed by a map rule or card into the hex.
•A unit is on an unexposed map piece (via cards) when it is exposed.
[Note: Non-unit tokens may not be built into unexposed hexes and therefore may not be used to expose a map piece but squadrons can.]
D4.32 Activation of Hexes
If a unit enters a hex with a map element, that map element is immediately activated and applied as defined on the map piece or in B1.1
Map Elements. Exception: A jumpgate hex is not activated upon entry (see D4.61 Jumpgates).
D4.4 Mines
D4.41 Building Mines
Mines are built in the Allocate Phase (see D3.24 Building a Token - Mine Token).
D4.32 Mine Detonation
Any unit entering a hex with a mine detonates the mine. When detonated, roll a number of Babylon 5 dice equal to the number shown
in the mine's Damage Indicator. Apply the die total to the unit as damage (see E2 Applying Damage). A mine token is removed from
the map when it is detonated.
D4.33 Minesweeping
In addition to its movement, each of your ships may attempt to sweep a mine (see H5 Minesweeping Rolls).
D4.34 Jumping Into Mine Hexes
Unlike other Damage Indicators, when a ship jumps into a mine (or minefield) hex, it does not sustain double damage (see D4.66 Jump
Damage).
D4.5 Additional Movements
D4.51 After Regular Movement
Additional movements granted by cards or map pieces must be performed after the unit has made its regular movement (or jump).
D4.52 Movement Does Not Include a Jump
A card or map piece granting an additional movement does not grant a jump unless the card or map piece specifically says it does.
[Example: The ‘Accelerated Movement’ card (see illustration in B6.1) does not grant a jump, only an additional movement.]
D4.6 Hyperspace Jumps (Modular)
There are 2 ways to enter hyperspace and 'jump', reappearing some distance away; jumpgates and jump engines. Within the CGS™
hyperspace jumps are instantaneous and ships do not remain in hyperspace for any period of time.
D4.61 Jumpgates
A unit which is in a jumpgate hex (a hex with a jumpgate graphic in it, see illustration at right) may 'jump' to an unoccupied hex up to
3 hexes away, or to an unoccupied jumpgate hex up to 2 map pieces away.
D4.62 Jump Engines:
Any unit equipped with a jump engine (see B4.22 Jump Engine Indicator) may 'jump' to an unoccupied hex up to 3 hexes away (no
jumpgate is required on either end of the jump).
D4.63 Instantaneous:
When a unit jumps, its token is picked up and placed into the unoccupied destination hex facing the same direction it had prior to the
jump. A jump is not a movement, it is performed instead of movement. It does not move through the hexes in between and does not
activate any of these hexes. It does activate the destination hex.
D4.64 Forward Facing:
When a ship jumps (via gate or engine) it must be made into the forward 60° arc (see Example E below).

D4.65 Unexposed Map Pieces:


A unit jumping into a hex on an unexposed map piece causes the map piece to be exposed and activates the hex entered. The center hex
of the 'Babylon 5' map piece may not be jumped into even when it is unexposed.
D4.66 Jump Damage
When a unit jumps into any hex which has a Damage Indicator, that unit takes double damage. Roll the damage dice and then double
the result after all other modifiers have been applied. Mine tokens and minefield hexes are an exception to this and only standard damage
is taken when jumping into these hexes.
D4.67 Instead of Standard Movement
A jump (via gate or engine) takes place instead of a unit's standard movement, (i.e. a ship can make its standard movement or jump, but
not both on the same turn). This also applies to ships that participated in a fleet jump (see D4.68 Fleet Jumps).
[Note: This means a ship cannot activate a jumpgate hex on the turn it entered the hex, but may do so on a subsequent tum.]
[Note: You are not required to activate a jumpgate hex.]
D4.68 Fleet Jumps
When any unit jumps (referred to as the primary jump unit), any adjacent ships (which have not yet moved) may jump with the primary
jump unit. All ships participating in the fleet jump must be facing in the same direction as the jump. All ships participating in a fleet
jump must jump the same direction and distance as the primary jump unit. Additionally, they must maintain the same positions relative
to each other (see Example D below). Each ship in the fleet jump is jumping consuming its 1 movement for the turn.
[Note: Since only adjacent ships may jump with a primary jump unit, a maximum of seven units may participate in a fleet jump.]
Diagram of Jump Examples
[Example A: A jump from a jumpgate hex to a non-jumpgate hex. - Maximum Distance: 3 hexes.]
[Example B: A jump via jump engine - Maximum Distance: 3 hexes.]
[Example C: A jump from a jumpgate hex to another jumpgate hex. - Maximum Distance (between jumpgates): 2 map pieces.]
[Example D: The jump of a ship in an adjacent hex that is jumping with the ship in example C. Note how ship D must jump to the same
adjacent position with respect to ship C (ship C is still to its forward left).]
[Example E: The 7 possible jumps a ship using a jump engine or jumpgate (to a non-jumpgate hex) can make. Dashed lines indicate the
forward 60° arc.]
[Example F: Legal jumpgate to jumpgate jump over non-map area.]
D5 Fire Phase
The Fire Phase is the phase when weapons are fired.
D5.1 Volley Sequence
Volleys are declared 1 at a time (see D5.5 Declaring a Volley) and resolved in the following sequence:
Declare Fire
Declare a target (any token in range with a defense rating)
Declare your firing token(s)
Give Your War Token (if target player does not have it).
Roll Long Range Support Die (for weapons firing at range 2+)
Determine damage from each token
Determine Total Damage (the sum of each token's fire)
Play OP Fire or Any Phase Cards
All cards must be played prior to the DG roll.
Opponent Rolls Defense Grid Die Roll
Reduce damage or attack a squadron
Adjust damage total if applicable
Apply Damage to Target
If crippled, flip to crippled side
If destroyed, remove from the map
Tokens with upkeep are moved to the Scrap Yard
Tokens without upkeep are set aside out of play
Volleys may be declared until there are no more weapons to fire or eligible targets.
Repeat the above steps as necessary.
D5.2 Weapon Types
There are three types of weapons Heavy Weapons, Special Weapons, and Light Weapons. They are indicated on the tokens as follows:
• Heavy Weapons: The number in the red hexagon.
• Light Weapons: The number in the yellow hexagon.
• Special Weapons: These do not exist on all tokens but those equipped with such have an orange hexagon.
The numbers indicates how much damage is caused by the weapons on the token.
D5.21 Mass Drivers
Mass Drivers are asteroid launching weapons that are highly effective against stationary targets, stations and bases. The technology was
developed by the Orieni and assimilated by the Centauri in their war against that Empire. As a result the Centauri are unable to use Mass
Drivers in any conflict involving the Orieni. Ships and squadrons move out of the way and take no damage, but are also not powerful
enough to prevent an asteroid from making contact except by fire from a cruiser belonging to any of the First Ones (The Hand, Kirishiac,
Mindriders, The Pact, Ru’Ha-rus, Shadows, Speakers, Triad, Torvalus, Vorlons, Walkers, Xu-Ha). Asteroids are carried like a squadron
aboard a vessel equipped with this ability and take place of any squadrons; so a Carrier (3) can hold two squadrons and one asteroid, or
three asteroids, or any combination. One asteroid is enough to completely destroy a station or base. The target does not fire back upon
the attacker (although fleet ships near the base may come in on their next turn). To use Mass Drivers move your equipped vessel to an
adjacent hex and face the target, then fire. Mass Drivers only fire directly forward from a vessel and have limited range of one hex. To
load Mass Drivers, find an asteroid field, move to an adjacent hex, and face the hex, then declare that you are loading up. You can collect
up to your carrying capacity in one turn (accounting for any squadrons that may be taking up some capacity). The strength of Mass
Drivers is designated as X because it completely destroys its target regardless of its shielding.
D5.22 Energy Mines
Laying mines is highly effective territory defense; they are cheap and powerful. A mine has defensive capabilities and armaments like
any vessel and those aspects are treated like a vessel, just no movement. As a minelayer your vessel can distribute mines in an area
adjacent to its hex as indicated by the orange hex (special weapons firing arc) on the token. It may lay up to three fields but may not
allow more than three fields to exist on a single map piece. Deployment may go onto an adjoining and revealed map piece. Mine
sweeping can be done without detonating the mine or risking damage to the vessel, unlike other ships sweeping mines. Minesweepers
simply move to an adjacent hex, face the mine, and declare that they are sweeping the mine. Mines may be added to the hold or destroyed
at the player’s choice. Mine layers/sweepers act as a Carrier and can accommodate mines up to their carry capacity as offset by other
Squadrons.
[For example: a Carrier (3) vessel can hold three mine fields, or one field and two Squadrons, or any combination of the carrying
capacity. Mines are produced like Squadrons, at a Base and can be transferred to a layer when it is docked. Mines can also be scooped
up and moved. A player may move opponent mine fields but the field does not change ownership/ effect players and their units differently
once redeployed; the field’s owner still can enter the field without damage. (So there may not be much use for moving an opponent field
other than to prevent third+ opponents from entering an area.)]
D5.23 EL-INT
Electronics Intelligence is a tool that allows sensors to be more accurate at a distance and close by. Electronics Intelligence extends the
reach of sensors into an adjoining map piece, so when a ship moves along the edge of a map piece they unlock the neighboring map.
This is especially helpful during exploration and can help prevent jumping into damaging spaces. Electronics Intelligence can see
through cloaking fields and other stealth technology. Minbari vessels used to be difficult to lock onto because of their hull construction,
but EL-INT equipped ships can see through the mask and can relay that information to its allied vessels. Electronics Intelligence is also
able to detect concealed Raider weapons aboard their armored transports; vessels that would normally have First Strike capability. Any
sneaky Raider approaching an EL-INT ship or its companions could be fired upon first.
D5.24 First Strike
D5.241 First Strike: Corvette
A) First Strike is common aboard armed Raider transports and most empire’s corvettes. The
First Strike allows a player to fire upon an opposing ship as soon as it comes within range,
even before it can bring its own guns to bear. Since this move is done when the opponent
moves the fire is done during the opponents turn between their Move and Fire phases. First
Strike can be used against any and all targets in range, and does not prevent use of the ship’s
normal Fire Phase during the player’s normal turn. In theory a corvette could wipe out an
advancing squadron before it even had a chance to fire at its target; and with luck larger ships
could be crippled or destroyed as well (maybe with the help of more than one corvette nearby).
First Strike is not useful against undercover vessels (cloaked or stealth ships), or armed Raider
transports that also have First Strike. [For example: The Brakiri Halik-class corvette can fire
its weapons with First Strike advantage. It has Light Weapons only and a full 360° firing arc.
Its light and special weapon strength is the same: it uses light weapons only during First Strike.]
D5.242 First Strike: Raiders
B) First Strike is also used by Raiders that are hiding their weapons. The story goes that Raiders steal commercial transports to move
their contraband upon and take to bases and stations for sale; no respecting tradepost would allow a known Raider vessel near it
otherwise. These disguised transports fool station sensors as well as military ships and therefore can sneak up to them without being
fired upon. An armed transport with First Strike can’t be fired upon until it fires first. This can allow such a vessel to make undisputed
trades and exploration, and can give it a sneak attack advantage against heavier armed warships. First Strike takes place before defenses
can be raised, so a vessel or station has to take the damage (assuming it’s enough to get past the shields or to finish off a target). Once
it has opened fire, the story goes that the weapons are now exposed and opponents nearby will see it and open fire on their next turn,
including the original target if still capable. This weapon falls victim to EL-INT equipped ships capable of scanning the cargo holds and
detecting the hidden weapons before they move to fire.
D5.25 Torpedoes
Torpedoes are long range weapons, capable of traveling up to 3 hexes away, giving such a vessel the ability to fire on a target while still
out of range of return fire.
D5.26 Carrier
This indication is marked in the special weapon section and does affect special weapons. A Carrier has the ability to take along additional
tokens with it up to the carry capacity indicated on the token, “Carrier (x)” where x equals the number of units capable. Typically the
carrier holds Squadrons but if the Carrier has other carrying ability it will display that label with the numeric value.

D5.3 Range
D5.31 Heavy Weapons
Heavy weapons have a range of two hexes. They may be fired
at a target at a range of 1 or 2 hexes. See H1 Long Range
Support Die Rolls when firing at range 2 or greater.
D5.32 Light Weapons
Light Weapons have a range of one hex (they may only be
fired at a token in an adjacent hex).
D5.33 Special Weapons
These have special rules which will be spelled out on the
Empire Control Sheet. Torpedoes go furthest at three hexes.
D5.34 Diagram (In the illustration)
The single yellow area is at a range of one hex.
The triple red areas are at a range of two hexes.
The triple orange areas are at a range of three hexes.
The quintuple gray areas are four hexes away and out or range
of any weapons.
D5.4 Firing Arcs
D5.41 Restricted
Firing arcs are used to determine what
directions a token may fire its weapons.
Weapons are restricted to firing within
the firing arcs shown on the token. If a
target is not in arc (or in range) of some
or all of your weapons, those weapons do
not score damage when the token fires at
that target.
D5.42 60° Arcs
Each token has 6 sides. Each side faces a
different 60° arc. At right is an
illustration of a 60° arc.
[Note: Arcs go on forever, but most
weapons cannot fire further than 2 hexes
away.]
D5.43 Hex Spines
Hex spines (indicated by the blue lines in
the diagram on the right) are used to
determine arc. Any unit in a hex between
the two spine lines or intersected by a
spine line may be targeted.
[For example: The Warlock-class cruiser
can fire heavy weapons aft but not to port
or starboard; the rear weapons have three
hexes to target even though the two side
hexes are on the line with the other firing
arcs.
D5.44 Range Within Arc
The yellow hexes are at a range of one
hex. The red hexes are at a range of two
hexes. The orange hexes are at a range of
three hexes. The gray hexes are not in
range of standard weapons, but are still
in arc.
D5.45 Arc Indicators on Tokens
The firing arcs are indicated along the
token's edge by red, yellow, and orange
lines. If there is a line on that side of the
token, those weapons can fire in that 60°
arc.
Red Lines: Represent available arcs
for heavy weapons.
Yellow Lines: Represent available
arcs for light weapons.
Orange Lines: Represent available arcs for special weapons.
[Example: The Earth Alliance Warlock-class cruiser at right has four heavy weapon arcs of 60° each, (three arcs forward and one aft)
and five light weapon arcs of 60° each. It has no special weapon arcs even though the diagram shows the range of torpedo options
had it been so equipped.]
D5.5 Declaring a Volley
D5.51 Declaring Fire:
To fire a weapon volley you simply declare what tokens are firing weapons at what target (a token must have a defense rating to be
targeted). This is done one target at a time, in any order you choose.
[Example: 'I will fire at that ship with these two ships and this base for 12 damage'.]
D5.52 Firing Token
Once a token has fired at a target, it cannot fire again on the same turn. Any weapons not in range or arc are lost. A token may only fire
at one target per turn.
D5.53 Targeting Limit
Once a token has been targeted, it may not be targeted again on the same turn. You cannot add another token's fire later in the Fire Phase
or fire another volley at that target.
D5.6 Effect of a Volley
The effect of weapons fire is damage. The sum of the damage caused by all the tokens that fired in the volley is applied to the designated
target as damage (see E2 Applying Damage).
[Example: A ship with a heavy weapon output of 2 and a laser output of 3, plus a ship with a heavy weapon output of 1 and a laser
output of 4, both fire at a base one hex away. The damage applied in this case is 10.)
E – DAMAGE
E1 SOURCES OF DAMAGE
E1.1 Hexes
E1.11 Damage Indicators
When a unit enters a hex with a Damage Indicator (whether its on a token or built into the map piece), roll that many Babylon 5 dice
and apply the result as damage to the unit.
[Example: A ship enters a hex with a Damage Indicator of 3. Roll 3 Babylon 5 dice, totaling the result. This is how much damage is
applied to the ship.]
E1.12 Jump Damage
If a unit jumps into a hex with a Damage Indicator, double the result of the Babylon 5 Die Rolls. Exception: Mine and minefield hexes
do not cause double damage when jumping into their hex.
[Example: A ship jumps into a hex with a Damage Indicator of 3. Roll 3 Babylon 5 dice, totaling the result. Double this result and apply
it as damage it to the ship.]
E1.2 Weapon Volley
After the firing player has targeted a token determine the damage and apply it to the target (see D5.1 Volley Sequence).
E1.3 Cards
If a card causes damage to a token apply the damage when the card is resolved.
E2 APPLYING DAMAGE
E2.1 Defense Rating
All units have a defense rating (the number in the top left corner of the token, see B4.21 Defense Rating). Only tokens with a defense
rating may be damaged.
E2.2 Crippling an Undamaged Token
If an undamaged token takes damaged equal to or greater than its defense rating, it is crippled. Flip the token over to the crippled side
(except for E2.4 Destroying an Undamaged Unit).
[Example: A token with a defense rating of 4 requires at least 4 damage to cripple.]
E2.3 Destroying a Crippled Token
If a crippled token takes damaged equal to or greater than its defense rating it is destroyed. If a crippled token is destroyed, remove it
from the map. Tokens with upkeep are placed in the Scrap Yard when destroyed.
E2.4 Destroying an Undamaged Token
If applied damage is twice the defense rating of the token or more the token is destroyed and removed from the map. Tokens with upkeep
are placed in the Scrap Yard when destroyed; others return to the box for future play.
E2.5 Insufficient Damage
If the damage applied to a token is insufficient (even by one point) to cripple (or destroy) that token, then the damage causes no harm
to the token and is lost. The token remains in play in the condition it was in (undamaged or crippled) prior to the attack.
E3 TACTICAL ADVICE
Here are a few suggestions for tactics which some experienced players have adopted.
E3.1 Maintain a Positive Net
If your Net Economy drops to zero or less you usually can forget any chance of recovery. You should strive to keep your Net Economy
at about ½ your Gross Economy.
E3.2 Destroy Bases
Focus on destroying opponent bases when possible. This lowers their Gross Economy and Net Economy weakening them greatly. At
the same time prevent your bases from being destroyed.
E3.3 Play Set
When designing your Play Set work on a theme with an objective. If Political Victory is your goal, choose vote cards and voters. If
combat is your objective, choose offensive and defensive cards that modify weapons fire. If Territorial Victory is your goal choose
movement affecting cards and map pieces which other players might not wish to enter. If your goal is to maintain a large battle fleet
select cards which have lower play costs, but still suit your needs. These are many different themes and many will argue over the best
selection of cards to accomplish a given theme. Be sure to choose the cards that suit your theme and not just a hodge-podge selection.
E3.4 First Turn Savings Plan
You can choose a small or non-existent starting fleet. This saves you the upkeep on turn one. Then build your jump capable ships on
turn one. Just be sure you can move them to their proper places to build bases on turn two.
E3.5 Squadron Explorers
Squadrons are a great way to expose map pieces that you didn’t place. If they get destroyed they are cheaper to replace than a ship.
E3.6 Heavy Shadow Influence
Placing a dormant Shadow battlecruiser on an opponent’s homeworld is a good way to encourage them to accept your influence, since
you cannot target that player’s tokens (except the base with the Shadow Influence Token) when you wake up the dormant battlecruiser
if they are under your influence.
E3.4 PREVIEW
E3.41 Encounter Decks (Modular)
Future products expected to provide encounter and mission cards from which players draw. These cards would have defined various
benefits or detriments which would affect the current player. CGS lost its license before such decks could be released. The Full Set
includes some.
F – SQUADRONS
F1 SQUADRON TOKENS
F1.1 Tokens
F1.11 Units
Squadrons are units. Each squadron token represents a squadron of fighters. Some empires have several types.
F1.12 Carriers Required for Building
You may only build your squadron tokens under your docked carriers or your bases with carrier ability up to the capacity of the carrier.
F1.13 Separate Tokens
Squadrons are not considered as belonging to a specific carrier. When under a carrier, they are considered inside the carrier (not in the
carrier's hex) and cannot fire weapons or be targeted.
[Note: The squadron token(s) under a carrier do not add any benefit to the carrier token (i.e. they do not add defense, weapons, etc.). If
an opponent takes control of your carrier, he does not get control of the squadrons inside it (and they remain inside, trapped).]
F1.2 Carrier Capacity
Carriers are tokens with the note 'Carrier (n)' on the token where 'n' equals the maximum number of squadron tokens the carrier can
carry.
F2 SQUADRON MOVEMENT
F2.1 Movement
Each of your squadron tokens may move one hex in any direction (or jump if it has a jump engine or if it is in a jumpgate hex). Your
squadrons may move from the hex they are in (which may be under a carrier). Squadrons may move to an unoccupied hex or to a hex
with one of your carriers in it.
[Note: Only the squadron’s movement may cause it to move under a carrier or from under a carrier. Squadrons under a carrier which
moves remain under the carrier (travelling with it).]
F2.2 Carrier Operations
IMPORTANT - The following section contains rules that have been deleted or modified from the original rulebook
F2.21 Deployment
Squadrons deploy (as defined in F2.1 Movement) by normal movement or jump. There is no longer a deployment action.
F2.22 Recovery
Squadrons are now recovered during the Record Keeping Phase (see D1.6 Recover Squadrons). Squadrons which are not recovered may
be crippled or destroyed.
F2.3 Jumps
A squadron with a jump engine or in a jumpgate hex may jump in any direction (even under a carrier). A squadron may jump (as its
movement for that turn) a maximum of one time on your turn. The movement or jump of a carrier does not count as the movement or
jump of the squadrons under it. They are still eligible to move or jump even though they traveled with the carrier.
[Example: A squadron is under a carrier while the carrier jumps (the squadron travels with it). The squadron may then move or jump (if
it has a jump engine or in a jumpgate) it if has not already used its move opportunity that turn.]
[Example: a squadron may makes its move to be recalled by a carrier, then ride with the carrier through a jump, but would not be eligible
to re-deploy/ move as it already took its own move this turn (to join the carrier).]
[Note: Ships may jump with a squadron (see D4.68 Fleet Jumps).]
F3 DAMAGING SQUADRONS
Generally, squadrons are more maneuverable than ships. Therefore, when entering a hex with a hazard, it can be expected that some of
the fighters in the squadron navigate the hazard successfully. Additionally, squadrons are more difficult to target with weapons since
they actually represent multiple fighters.
F3.1 Applying Damage
No matter how much damage is applied to an undamaged squadron, it may only be crippled, not destroyed. Crippled squadrons may
then be destroyed by subsequent damage per the standard rules.
[Note: This means an undamaged squadron cannot be destroyed in a single weapons volley (even by scoring twice its defense rating).]
[Example: Bob has an undamaged squadron in play with a defense of 2. Sally fires 5 points from a nearby ship (or 5 damage is sustained
from a Damage Indicator). The squadron is crippled (not destroyed).]
F3.2 Carrier Damage
If the carrier is crippled the squadrons under it are not affected at all. It the carrier is destroyed all squadrons under it are also destroyed.
F4 REPAIRING SQUADRONS
F4.1 Squadron Repair
To 'repair' a crippled squadron, the squadron token must be under one of your carriers (base, or docked ship, or Babylon 5).
F4.2 Squadron Merger
A carrier can merge two identical crippled squadrons currently under the carrier into one undamaged squadron (removing one of the
tokens from the map) at no cost. This may be done at any time, even when in contested space or not docked to a base.
F5 Forced Recovery
A unit may force an opponent squadron to be recovered by entering (see D4.31 Definition of ‘Entering a Hex’) the hex the squadron is
in. The squadron owner must move the squadron under a carrier. This must be done with one movement of the squadron or the squadron
is destroyed (removing it from the map).
[Example: A squadron is in a hex adjacent to a carrier base. An opponent moves a ship into the squadron’s hex, causing the squadron
owner to move the squadron under the base.]
[Example: A squadron, under a carrier adjacent to an opponent squadron, is moved into that squadron’s hex forcing its owner to recover
it.
[Note that you may not move one of your squadrons into a hex already containing one of your squadrons.]
G · EMPIRE SPECIFIC RULES
Rules in this section cover empire specific abilities and liabilities which are only needed when playing (or playing against) the empire
covered in the given rule.

G1 SHADOW INFLUENCE
G1.1 Falling Under Shadow Influence
G1.11 Conditional
A Shadow player (not a player using Shadows as a faction), during their Allocate Phase, may
seek to influence another player by asking, "What do you want?" The other player may then
selects a target on the map. If the selected target is removed from the map (by any means)
before the Shadow player seeks to influence another player (by asking, "What do you want?"),
the Shadow player places a Shadow Influence Token under any base of the player he
successfully influenced (upon removal of the selected target).
[Hint: Place a piece of sticky note on the selected token to keep track.]
G1.12 Restrictions:
There are a couple restrictions that can prevent a player from falling under the influence of
the Shadows.
G1.121 First Ones (any ancient race)
A Shadow player may not form an alliance with a player currently allied with the Vorlons (see
G2 Vorlon Alliance), with a Vorlon player, with a Hand player, or with any of the other First
Ones (Walkers, Torvalus, Triad, Speakers, Xu’Ha, Ru’Ha-Rus, Mindriders, Kirishiac).
G1.122 Limit on Influence
A base may not have more than one Shadow Influence Token, even if there is more than one
Shadow player.
G1.13 Placement of Shadow Influence Token
The Shadow player chooses which base is influenced by placing a Shadow Influence Token
under a base of the player influenced. When a Shadow player places a Shadow Influence Token
under a base, if the Shadow player has a War Token from that player, the Shadow player must
return the War Token.
G1.2 Effects of Shadow Influence
G1.21 Shadow Influence
A player with one or more bases which have a Shadow Influence Token is considered to be
under the influence of the Shadow player (or players) who placed the token(s).
G1.22 Shadow Targeting Restrictions
A Shadow player may not fire at the tokens of a player under their influence except:
• The Shadow player may fire at any base which has one of their Shadow Influence
Tokens.
• The Shadow player may fire at any token adjacent to any of the Shadow player's bases.
• The Shadow player may fire at any player's tokens if they have that player's War Token.
G1.23 Penalty
A player under Shadow influence must pay a penalty of one economy for each of their bases with a Shadow Influence Token (see D1.4
Pay Penalties). This penalty is added to the Shadow player's Economy Reserve when paid.
G1.3 Removing Shadow Influence Tokens
A Shadow Influence Token may only be removed by the destruction of the base it is under.

G2 VORLON ALLIANCE
G2.1 Forming an Alliance
G2.11 Voluntary
During the Vorlon player's (not a player using Vorlons as a faction) Allocate Phase, the Vorlon
player may petition any opponent(s) to form an alliance. If both players agree to a base (owned
by the opponent), the Vorlon player places a Vorlon Alliance Token under the base. A
maximum of one Vorlon Alliance may be formed on each of the Vorlon player's turns.
G2.12 Restrictions Shadows
A Vorlon player may not form an alliance with a player currently influenced by a Shadow player (see G1 Shadow Influence) with a
Shadow player, or with a player working with the Hand, Thirdspace, or any of the First Ones.
G2.122 Limit on Vorlon Alliance
A base may not have more than 1 Vorlon Alliance Token, even if there is more than 1 Vorlon player.
G2.2 Effects of Vorlon Alliance
G2.21 Vorlon Alliance
A player with 1 or more bases which have a Vorlon Alliance Token is considered to be allied with the Vorlon player (or players) who
placed the token(s).
G2.22 Vorlon Technology
A base with a Vorlon Alliance Token may roll an additional Defense Grid Die Roll using a Vorlon Defense Grid Die
whenever it is the target of weapons fire.
[Note: The base gets its regular Defense Grid Die Roll in addition to the Vorlon Defense Grid Die Roll.]
G2.23 Restrictions on Targeting
A base With a Vorlon Alliance Token may not target tokens belonging to the Vorlon player.
C2.3 Removing a Vorlon Alliance Token
G2.31 Eligibility
During the Allocate Phase, a player involved in a Vorlon Alliance (the Vorlon player or the opponent) may make one attempt to remove
a Vorlon Alliance Token from each of the bases (involved in the alliance) within the following restrictions:
G2.311 Vorlon Player
The Vorlon player may attempt to remove any of their Vorlon Alliance Tokens if he has a
War Token from the allied player.

G2.312 Allied Player


The opponent may attempt to remove any Vorlon Alliance Token from any of their bases if
he has a War Token from the Vorlon player.

G2.32 Attempt
To attempt to remove a Vorlon Alliance Token, make a Stat vs. Stat Roll
(the base's Defense Rating vs. the Combat Stat of a Vorlon crew card)
belonging to the Vorlon player (selected by the Vorlon player). A single
Vorlon crew may only attempt to resist the removal of a Vorlon Alliance
Token once per tum. If the Vorlon player has no Vorlon crew, or he does
not wish to use one of their crew, they have a default stat of zero.
G2.33 Result of the Attempt
Success for the player making the attempt removes the Vorlon Alliance
Token. If the opponent succeeds by an amount equal or greater than the
Vorlon crew's Health Stat, the crew (if used) is discarded. If the Vorlon
player succeeds, apply the amount by which the Vorlon player succeeded
to the base as damage.
G2.33 Destruction
A Vorlon Alliance Token is removed if the base it is under is destroyed.
G3 DORMANT SHADOW VESSELS
The Shadows hid many of their vessels from the Armies of light a thousand years ago. These
dormant ships lay buried on hundreds of worlds and moons throughout the galaxy. Now the
Shadows are gathering their forces and recalling their ships.
G3.1 Pre Game Set-up
G3.11 Optional
The Shadow player (not a player using Shadows as a faction) may choose to place dormant
Shadow vessels as part of their starting fleet.
For more information see C4.3 Starting Fleet.
G3.12 Cost
Any Shadow ship token may be purchased as a dormant Shadow vessel at a cost of ½ the normal build cost of the Shadow ship.

G3.13 Placement
Once purchased a dormant Shadow vessel is placed on an opponent homeworld map piece
underneath an empire base placed there by that opponent. A Shadow player may place a
maximum of one dormant Shadow vessel on each opponent homeworld map piece.
G3.14 Restrictions
Dormant Shadow vessels may not be placed on the homeworld map piece of any ancient species
including, Beta Durani, Epsilon III, Flintone, Majensty, Rimble, Purges, Sigma 957, Triosh,
Triosh-a, Triosh-b, and Vorla.

G3.2 Activation During the Game


Dormant Shadow vessels do not function, cost upkeep, move, etc. until activated. They cannot be targeted by weapons fire or card
actions, etc. They are treated as if they are not in play until activated. Once activated, they are treated as any ship in play would be.
G3.21 Adjacent Shadow Ship
When the Shadow player moves one of their ships (not squadrons) into a hex adjacent to a
dormant Shadow vessel the dormant Shadow vessel is activated. The Shadow player relocates
the ship token (for the 'no longer dormant' ship) to the nearest unoccupied hex of their choice,
with a facing of their choice.
[Example:
1. The Battlecrab moved adjacent to Earth which activated the Battlecrab that laid
dormant there. 1
2. The awakened vessel was placed in an unoccupied hex, so it couldn’t be placed
on Earth or on Luna. It could be placed in the jumpgate since it is unoccupied at the
time.]

2
G3.22 Discovery
Any player who has a dormant Shadow vessel on their homeworld map piece may roll one Babylon 5 Die (1B5) during the Record
Keeping Phase. If the result of this die roll is a 5, then that player has activated the dormant Shadow vessel. The Discovering player
places the ship in the nearest unoccupied hex of their choice, with a facing of their choice.
[Note: If there is more than one dormant Shadow vessel on the homeworld map piece a roll maybe made for each. (This can only in a
game where there are two or more Shadow players since each player can only have one per map piece.)]
For more information see D1.7 Discovery of Dormant Shadow Vessels.
G3.23 Destruction of the Base
If the base is destroyed prior to the activation of the dormant Shadow vessel, the dormant Shadow vessel is removed from the map (and
is not placed in the Shadow player's Scrap Yard).
G3.24 Upkeep
If a dormant Shadow vessel is activated, it is no longer dormant and the Shadow player is then required to pay upkeep on the Shadow
vessel and may use it normally. [The Shadow player should increase their Total Upkeep and reduce their Net Economy at this time.]
G4 TELEPATHS VS. SHADOW SHIPS
Telepaths had the ability to 'freeze' or 'stall' Shadow vessels for short periods of time.
G4.1 Definition of a Telepath
A telepath is a crew card with a Psi Stat. Although a crew without a stat
has a default of zero for that stat, a crew without a Psi Stat is not
considered a telepath and may not be used to affect Shadow ships.

G4.2 Attempt to Freeze a Shadow Ship


Any player with a telepath in play may make one attempt on each of their
turns to freeze a Shadow ship during the Allocate Phase.
G4.21 Stat vs. Stat Roll
If you have a unit adjacent to a Shadow ship you may make a Stat vs. Stat
Roll (Psi Stat of one of your telepaths vs. the Upkeep of the Shadow ship).
If the roll is successful, the Shadow ship has been frozen.
[Hint: Place a marker (currency) on the ship to remind the Shadow player
when their turn comes around that the ship has been frozen.]
G4.22 Restrictions to Shadow Influence
A player influenced by a Shadow player may not use telepaths to freeze
that Shadow player's ships.
For more information see G1 Shadow Influence.
G4.3 Effect of Being Frozen
If the attempt was successful, the player controlling the Shadow ship (on their turn) selects one of the following restrictions:
G4.31 Movement
The affected Shadow ship may not move or jump unless the telepath player (who froze the ship) consents to the movement. They may,
however, participate in a fleet jump without consent.
G4.32 Weapons Fire
The affected Shadow ship may not fire weapons unless the telepath player (who froze the ship) consents to the weapons fire.

G5 VORLON PLANET DECIMATION (Modular)


The Vorlons eventually choose to eliminate Shadow Influence by eliminating the worlds corrupted by the Shadows.
G5.1 Procedure
Vorlon Planet Killers may fire heavy weapons at any unoccupied hex with an Economy Indicator. If the heavy weapon damage from
the Planet Killer(s) is twice the Economy Indicator of the hex, place an asteroid token in the hex. The Damage Indicator of the asteroid
should be equal to the value of the Economy Indicator (or of nearest value available, i.e. place an Asteroid-5 in the ‘Wolf’ hex if it is
decimated). The asteroid token supersedes the Economy Indicator.
G5.11 Occupied
If the hex is occupied (the planet has a base on it) the base must be destroyed first, then the planet can be rubbelized.
G6 Soul Hunters
Soul Hunters can be played as an Empire but can also be used like
mercenaries in battle, where a player can give information to the Soul Hunter
that leads them to their opponent. Mercenary Soul Hunters are called up
through the use of generic cards but the crew function the same way as their
own player too. Soul Hunters act in much the same way as Zarg, Grylar, and
Soldiers of Darkness in that they attack the crew of a unit and eventually
leave it derelict.
For more information about the other creatures see G9 Soldiers of Darkness
or G10.
G6.1 Crew
Soul Hunter crew can be called up by players through the use of a generic card. The hunter called forth is a generic member of the
brotherhood even though the image may appear the same as a crew used by someone else. The same appearing crew members may
appear over and over and are not considered duplicates.
G6.2 Ships
Soul Hunter vessels are very strong with shielding, very weak with weapons, preferring to
dock and transfer their agent to the target unit.
G6.21 Design
All Soul Hunters travel as individuals aboard their own vessel, one crew per ship. All of the
vessels are the same, no distinction or different levels since all individuals perform the same
purpose. They all have the same weapon and defensive capabilities. Each token in play should
be equipped with a D10 counter (or more) to keep track of the ship score awaiting transfer.
G6.22 Movement
These vessels move comparable to Minbari vessels and the Empire Control Sheet will
illustrate the movement options.
G6.23 Carrier
Each ship is a carrier in that it transports souls from the target vessel back to a Whisper Gallery/ Base. The souls are vulnerable if the
ship is destroyed like any other object on a carrier. There is no carrier capacity (n) because there is no limit to the number of souls it
may transfer at a time.
G6.3 Base
The Whisper Galleries enshrine the captured souls and motivate the Soul Hunters to continue.
They may be built on any world and their “Economy” is derived from the number of souls
they have collected. These bases will grow stronger and stronger as the game goes on. They
can be built on asteroids, comets, moon, and planets, even those without Economy Indicators.
After an encounter the Soul Hunter has to travel to a gallery to transfer their enshrined souls
to the base. Dock your vessel at the base and increase the Economy Counter by 1 for each
target you won against since you last visit by this particular agent.
G6.31 Base Economy
Use D10 counters to keep track of the targets subdued per Hunter, and of the souls transferred
to the Gallery.
[Example: Trish has sent a Hunter into Abbai space. The Hunter encountered and defeated 2 Abbai ships and an Abbai base. Her ship
has a counter on it reading 3, to indicate each battle victory. She travels to one of her Whisper Galleries and docks with the base. The
base increased its Economy by 3 and the ship returns its counter to 0.]

G7 Techno-mages
Techno-mages are former servants of the Shadows, and as such are equipped with a lot of Shadow technology, even more so than the
Drakh and other significant minions. The original race, the Taramitude rebelled against the Shadows and several fled with the
technology. These few survivors taught what they knew about the Shadows and their technology to others, even of different races, and
thus the faction continues. While the Shadows were successful in wiping out all of the Taratimude as punishment for their treason, they
have not been able to identify and stop the vast diversity that makes up the current ranks of the Techno-mage Brotherhood.
G7.1 Crew
Each crew member has a base of power, a location from which they draw
their strength. If a Techno-mage moves from their base their power
diminishes by ½. Their base will be noted on their crew card and unless
otherwise specified is the starting point and assumed location of the crew
during the game.

G7.2 Ships
Techno-mages all use one type of ship, a vessel built thousands of years ago and handed down from one mage to another along with the
implanted control circuits. Ships are called into service with their respective crewmember. There is no purchase price for the vessel as
it accompanies its crew member. Each vessel is controlled and dedicated to a single member.
G7.21 Upkeep
Techno-mage vessels do not have upkeep on them.
G7.22 Repairs
Each vessel is constructed from Shadow skin and has regenerative properties. As such they
do not need to be repaired nor pay for repairs but the time taken to repair instead. A damaged
Techno-mage vessel will take 3 Rounds to repair itself; a counter will be needed to track this.
G7.23 Destruction
Once a Techno-mage ship is destroyed it does not come back, it does not go to the Scrap Yard.
G7.24 Special Weapons
All Techno-mage vessels are able to use high-tech scanners based on Shadow engineering
which gives them the comparable equivalent of EL-INT/ Electronic Intelligence as seen on
other vessels.
G7.3 Location
G7.31 Crew specific
Techno-mages can exist in any area in the playing field, and can establish
their base of power even on territory claimed by other Empires. The base of
power only applies to a single crew while that crew is in play.

G7.32 Empire specific


A few worlds, not dedicated to other Empires, that have known Techno-mancy, can be used as
Economy. The worlds in the Zafran System, Soom System, and others can generate bonus
Economy.
G8 Raiders
Raiders have many factions within the organization so different groups may be called up like mercenaries to be used by other players.
They may also fight among themselves or with other players.
G8.1 Stealing
G8.11 Economy
A captured ship will have cargo aboard that will be stripped and sold on the Black Market. Each captured transport awards +2 Economy
for the Raider Empire. This is a one time score per vessel, not a re-occurring generator.
G8.12 Ships
Raiders attack shipping lanes to plunder the cargo. Their light weapons do not destroy a vessel but rather puncture it so that the crew is
exposed to hard vacuum and dies. Then suited pirates board the craft and return it to a repair facility where it will be used in their own
fleet, thus creating confusion by others since they won’t know who it belongs to. These ships can be used by the Raiders to transport
cargo and generate Economy with each trade. While the ship is in play it is under the control of the Raiders but the original player still
maintains the upkeep as if it were in their Scrap Yard. If the ship gets destroyed (or upgraded) then the token is returned to the player
and moved to the Yard. For more information see G8.3 Upgrades.
G8.121 Ship Type
Stolen ships do maintain their original duty; transports are still transports, passenger liners still ferry passengers, and each generates
Economy when they dock with stations suitable to that use.
G8.2 Stealth
Since Raiders steal ships the craft look like any other harmless cargo hauler the ships do not attract attention and can’t be attacked first
by any other vessel (except EL-INT, see G8.4 Defense Against Stealth). As they approach they can launch and attack or they can simply
fly by unbothered.
G8.3 Armed transports
Raiders do upgrade the weapons on vessels in their armada to do more damage than the ship originally could do. But again, these ships
look like any other casual freighter and thus confuse the military patrols. These ships can approach an enemy ship, undetected, and then
open fire before the enemy is aware.
G8.31 Upgrades
Stolen vessels may be upgraded by swapping out the original token for a Raider token of the same kind. Vessels to be upgraded must
be docked at a repair facility and the owner pays the difference between the original purchase price of the stolen ship and the purchase
price of the dedicated Raider equivalent. If this is done the original token is returned to that player to put into their Scrap Yard.
G8.4 Defense Against Stealth
Raider ships are vulnerable to EL-INT equipped craft. The sensor arrays on scouts and similar vessels can scan the stolen craft and will
detect the weapons and alert their allies.
G9 Soldiers of Darkness
The Soldiers of Darkness were minions of the Shadows and traveled from their varied and distant locations to Z’ha’dum when they were
called forth. They can be called up through the use of cards to be added to the game. When called they appear on a world with an
Economy Indicator and eat the internal organs of the crew there before finding a way off world to their destination.
G9.1 Limitations
Soldiers of Darkness can’t be used against Shadow minions and those under their influence. Soldiers of Darkness also can’t be used
against any of the ancient races; Speakers, Kirishiac, Mindriders, Travelers, Walkers, Shok Toth, Ru’Ha-Rus, Xu’Ha, Triad, The Hand,
etc.
G9.2 Use
Use a 10D10 counter to a base where a Soldier of Darkness has appeared. Roll the die to
determine what percentage of crew were eaten that round. The carnage is done once per turn,
on the turn of the player that called the beast into play. On the subsequent turns, roll the
counter and add the new amount to the old amount and indicate that on the counter, until the
counter reaches 100%. At that time the base is derelict. The player who controlled the base
removes the Economy from their Scoring Banks and the base is empty for a new host.
G9.3 Defeating a Soldier of Darkness
The Soldier has stats on the card that called it into play. The affected player needs to do a Stat
Roll to defeat the beast.
G10 Grylar, Zarg, Na’ka’leen Feeders
There are neutral beasts in the realm that attack any crew of a ship or base until said unit is vacant and derelict. These creatures act the
same way as Soul Hunters and Soldiers of Darkness without the limitations. The Use of each follows the same rules (see G6 Soul
Hunters, G9.2 Soldier of Darkness – Use).
H - DIE ROLLS
H1 LONG RANGE SUPPORT DIE ROLLS
H1.1 Procedure
H1.11 Two Hexes Away
When firing at long range (two or more hexes), weapons suffer diminished effects. When one or more of your tokens is
firing weapons at range two, roll a Babylon 5 Die (1B5) for each weapon type on the token doing so. The result on the
die is the maximum amount of damage the weapon type on that token may score on the target this volley. This adjustment
is made before any other modifiers are applied.
H1.12 Three Hexes Away
At range three or greater use one Defense Grid Die (1DG) instead of 1B5.
[Examples: A ship is firing three points of heavy weapons at a base two hexes away. A Long Range Support Die Roll is
made and the result is a two, apply two (not three) damage to the base. The same ship is firing on the same base but this
time rolls a five on the Long Range Support Die Roll. Apply three damage to the base.]
[Notes: Long Range Support Die Rolls cannot increase the damaged caused by weapons. The damage will remain the
same or be reduced. The Long Range Support Die Roll only sets a maximum for that token's weapons fire at range two
or greater.]
H2 DEFENSE GRID DIE ROLLS
When a ship or base is the target of a weapons volley, the controlling player may choose to fire its defense grid at the incoming volley
or at a squadron participating in the volley. Each empire has it's own unique color coded Defense Grid Die (see B5.23 Empire Colors).
Always use the Defense Grid Die of the empire of the token whose defense grid is firing. If the token is generic (white) or a non-aligned
faction (gray) use the generic Defense Grid Die.
H2.1 Versus a Weapon Volley
All ships and bases have defensive systems used to diminish the incoming damage of an opponent's weapons volley. When one of your
ships or bases (not squadrons) is targeted by a weapons volley, roll one Defense Grid Die (1DG) and subtract the result from the volley
before applying damage. If a unit is not controlled by any player it automatically selects to diminish damage.
H2.2 Versus an Attacking Squadron (Modular)
When a weapons volley consists of weapons from one or more squadrons, the defending player may choose to fire his defense grid at
one of the squadrons instead of subtracting the die result from the volley. This is done by declaring your intent before rolling the die.
The result is applied to the squadron as damage. If the squadron is crippled by this damage, use the weapons on the crippled side of the
squadron token when totaling the damage of the volley. If the squadron is destroyed, do not include its damage when totaling the damage
of the volley.
[Example: Your base (with a defense rating of six) is about to sustain a weapons volley of four
damage from a ship and three damage from a heavy squadron and you have announced your
intent to fire your Defense Grid Die at the squadron (instead of subtracting its result from the
incoming volley). You roll a three on the Defense Grid Die. This cripples the squadron
(reducing its weapons from three to one) and therefore reduces the total volley from seven to
five. Since five is insufficient to damage a defense rating of six, the base remains undamaged.

H3 STAT ROLLS
H3.1 Stat Roll (Previously B6.6)
A Stat Roll is simply a requirement that you roll a crew's stat or less on a standard six-sided die (1D6). The card or rule calling for the
Stat Roll will specify the stat to be used and any modifier to be applied to the stat.
[Example: The card 'Shag Toth' reads "Select 1 opponent crew to make
a Health Roll at -2. If that crew fails, discard the craw and this card". The
player of 'Shag Toth' selects a crew card who must roll it's Health Stat -2
or less on 1D6. The defending player makes a single die roll. Lets assume
the defending crew had a Health of 5, and a 1 is rolled on the die. 1 is less
than or equal to three (a Health of five with a -2 modifier), so the crew
remains in play.]

H3.2 Stat vs. Stat Roll


Some cards or rules call for a Stat vs. Stat Roll.
H3.21 Procedure
1D6 is rolled for each side, adding the indicated stat (or other number,
i.e. upkeep, etc.) to the side's die roll. The higher score wins. A tie
indicates that neither side wins.
[Example: The card 'Tu'Pari' states ‘Make a Combat vs. Combat Roll (an
'attack') against a crew card to discard it.’ Thus a crew is selected, for
example, with a Combat Stat of three, like Makar Ashok of the Drazi.
The roll for Tu'Pari is a five, totaling nine ('Tu'Pari' has a Combat Stat of
4 plus the die roll of five) and the roll for the 'attacked' crew is a two,
totaling five (three + two). The crew is discarded.]

H3.22 Order
The first stat listed is the stat the acting player uses. The second stat is the stat used by the other side.
[Example: The card 'Talia Winters' reads 'When an opponent crew
attempts to affect any of your crew, make a Psi vs. Health Roll against
the opponent crew. If successful prevents the crew's function." The acting
player initiates the roll and uses Talia's Psi Stat and the other player uses
his crew's Health Stat.]

H3.3 No Stat Shown


If a crew does not show a specific stat, that crew's rating in that stat is
considered to be zero. This does not mean it cannot attempt a roll, only
that it has a lower chance of success than a crew with a higher stat.

H4 RANDOM DIRECTION ROLLS


When a card, map piece, or rule calls for a Random Direction Roll, simply roll one six-sided
die (1D6) and use the direction rolled as shown on the 'Babylon 5' map piece.

H5 Minesweeping Rolls
Minesweeping is done by declaring that a ship is sweeping a mine directly in front of it, and rolling a Defense Grid Die (1DG). The
mine is detonated and the ship may take damage. Subtract the Defense Grid Die result from the mine’s Damage Indicator and toll that
many Babylon 5 dice as damage. Score the result as damage to the sweeping ship and remove the mine token.
[Example: Your ship is attempting to sweep a mine with a Damage Indicator of three. You roll
a one on the Defense Grid Die and then take the result of two Babylon 5 dice as damage to
your ship (instead of the three dice you would have taken if you moved into the mine hex.) You
take this damage even though you did not enter the mine hex.]
I Special Weapons
The third firing arc on a vessel denotes a weapon type dedicated to that specific class of ship and will be noted on the token.
I1 EL-INT/ Electronic Intelligence
This weapon adds function to command cruisers and scouts to alert the ship and its
accompanying fleet to cloaked and other undercover vessels in the vicinity. The weapon
indicator on the ship indicates how far of range (number of hexes away) the sensors are able
to scan.
I1.1 Raiders
These sneaky bastards attack trade vessels then steal the derelict ships for their own fleet.
When they approach it is unknown if they are friendly or aggressive until they fire first. An
EL-INT ship in the area will be scanning the entire time and will detect the subterfuge when
the opponent vessel comes into range of the sensors. EL-INT scanners do work in all
directions, so each ship equipped with such will have a full 360 orange hex to denote that.
For more information see G8 Raiders
I1.2 First Strike
This feature allows a vessel to fire its light weapons during the opponent’s move phase. When an opponent ship comes within range
(likely to attack your vessel) you can fire first, even if they intended to fire during their next phase. Corvette sized ships are often
equipped with this technology and are especially effective against Squadrons.
I3 Mass Drivers
This technology was originated by the Orieni but the Centauri reverse-engineered it during the war between the two Empires. Ever
since it has been available on larger Centauri vessels despite being outlawed by treaty with every known race.

I3.1 Carrier
A ship equipped with Mass Drivers acts like a carrier as it needs to hold onto asteroids that it plucks from space, then it moves into
position to fire its weapon. The ship will have a Mass Driver (n) label on the token to denote how many asteroids it can carry at a time.
A D10 counter should probably be used, or asteroid tokens, to indicate how many rocks are aboard. As a carrier, if the ship is
destroyed, the cargo is also dumped.

I3.2 Turn
Mass Drivers are a First Strike weapon so the ship is able to fire the rock at a base or other non-moving target before they can return
fire. One asteroid can obliterate a base but are ineffective against ships or squadrons.

I3.3 Aim
Mass Drivers are directional weapons, they can only be fired directly forward.

I3.5 Collection
To gather some asteroids a ship equipped with Mass Drivers has to find an asteroid field (map hex occupied with some asteroids) and
enter that hex (taking damage for entering). The ship may pluck asteroids from that hex up to the size of the field indicated on the
damage indicator of the asteroid hex. If a ship enters an Asteroid-3 hex, it can collect up to 3 asteroids; if the ship enters an Asteroid-1
hex it may only collect 1 asteroid. The fields do not diminish when asteroids are collected and remain the same hazard strength. A ship
may leave and return to the area to collect more asteroids if it wishes.

I4 Long Range Weapons


These weapons can fire at a range of 3 hexes away and cover a variety of different weapon types aboard various Empire ships:

• Torpedoes
• Missiles
• Rail Gun
• Pulse Generator
• Electro-Pulse Gun
• Burst Beam
• Rad Cannon
• Antimatter Shredder

While the names are different, the basic technology is similar enough that they operate the same way.
I5 Shielding
Several vessels in the Babylon 5 realm did have shields that others don’t.

• Torvalus Shading Field


• Brakiri Gravitic Shield

These shields protect the vessel from gravity fields and tractor beams.

I6 Jamming
• Abbai Comm Disruptor
• Minbari Jammer

These jammers can interfere with the EL-INT function of opposing vessels and prevent them from doing extra harm.

I7 Tractor Beam/ Gravity Net


Minbari and Vorlon ships generate artificial gravity from their star drives, energy which can be harnessed to freeze a unit from moving
or tow a derelict vessel.
These gravity fields are ineffective against shielded craft.
I8 Interceptors
These weapons provide an extra layer of protection to a unit by targeting incoming fire and neutralizing it. Units equipped with
interceptors roll an extra Defense Grid die for MK-I and 2DG for MK-II equipped units.

I9 Vortex Disruptor
The Shadows have the ability to destabilize a jump point, even one within a jump gate fixture, and not only prevent an enemy from
escaping but collapse the gate energy onto the target vessel, destroying it.

I9.1 Limitations
The disruptor upsets commonly used jump technology but is ineffective against the different jump types used by any of the ancient
species; The Hand, Mindwalkers, Kirishiac, The Pact, Ru’Ha-Rus, Speakers, Torvalus, Walkers, Xu’Ha, and others.
J CREW LOCATIONS AND AWAY MISSIONS
This section describes how to track the locations of crew. It allows crew to leave Babylon 5 on starships and travel on the map to other
locations. This rule will be of little use until you have purchased the encounter deck products (expected to be released in February 1999
but never made it to market) or other products containing Mission and/or Encounter cards. It is presented here so that when you obtain
those products you will already have a functional knowledge of the rules needed to use those products.
J1 CREW LOCATION (Modular)
When a crew is played it must be assigned a location by the player playing the crew. If a location is not assigned it is assumed to be on
the Homeworld of the player that called the crew into action. A location is a ship, base, or squadron. When played the crew’s location
must be any unit which is owned by the player playing the crew. Links (triangular shaped currency with letters on them) are used to link
the crew card to its location on the map. Links are not required for crew played to Babylon 5 (until such time as the crew leaves Babylon
5. [Examples: A player plays a crew card. Selecting a pair of links (two A’s for example), the player places one link on the crew card
and one on one of the ships. The crew is now considered on that ship.]
J2 TRANSPORTATION (Modular)
All locations are considered to have transporters.
J2.1 Transportation
Transportation consists of life pods, shuttlecraft, etc. Transportation has a range of zero to one hex. To use transportation, simply declare
in the Allocate Phase that a crew is using transportation to move or perform an Away Mission.
J2.2 Changing Location
To change location, the new location must be in range of the transportation (zero or one hex) and must not be controlled by an opponent
(i.e. you cannot move a crew over to an opponent ship and leave it there). When a crew leaves a location for another simply move the
link to the new locations showing that the crew has changed location. Crew are assumed to be on Babylon 5 unless a link shows them
to be elsewhere. The link can be removed from any crew changing location to Babylon 5.
J2.3 Location Capacity
There are no limits to the number of crew at a location.
J2.4 Simultaneous Use
When transportation is used in the Allocate Phase it can be, but is not required to be, used by one or more crew simultaneously. You
can send three crew on three different Away Missions to different locations, or you could send all three crew on the same Away Mission
(or any combination thereof). Away Missions are performed one at a time and the crew going on the Away Mission are all declared
when the Away Mission is declared. Crew must be at the same location in order to go on the same Away Mission. [Example: A player
declared that two crew are going on one Away Mission to the same location.]
J2.5 Emergency Evacuation
When a location is destroyed, crew (and any abilities or gear) at that location may use transportation to evacuate the location ‘just’ prior
to its being destroyed. If there are no locations in range to change location to, then the crew are discarded and the location is removed
from play by the standard rules.
J3 Away Missions
J3.1 Procedure
An Away Mission consists of transportation to another location, the attempt at completing the action (mission card, crew function, etc.)
and transportation back to the previous location of the crew. [Example: A crew with ‘Pain Givers’ is currently on ship. The crew
transports to an adjacent opponent ship (Away Mission not change location) with an opponent crew on it. If the Combat vs Combat Roll
is successful (see ‘Pain Givers’ card) then the ‘Pain Givers’ card is placed on the opponent crew and that opponent crew is affected by
the ‘Pain Givers’ card. The crew on the Away Mission returns to its ship.] [Note: Links do not need to be moved to perform an Away
Mission since the crew will be returning to the original location after the action(s) has been resolved.]
J3.11 Crew Proximity
For a crew to affect another crew (with a crew function (including gear and ability cards) or via a mission card) both crew must be at
the same location. See B6.313 Crew: Cards Affecting a Crew.
J3.12 Changing location –or- Away Mission
Each of your crew may go on one Away Mission on your turn or may change location once on your turn (not both).
J3.13 Timing of Crew Functions and Mission Card Attempts
Each crew may perform its periodic (‘-‘) functions once on your turn and may attempt one mission card once on your turn during the
Allocate Phase. These may be done in any order desired (before, during, or after the use of transportation). These may also be performed
without transportation (if the crew is at the appropriate location or a specific location is not required). [Note: If a mission card were
played to the above crew before it transported, the crew could attempt the mission card on the opponent ship as well as using its gear
function.]
J3.2 Search for a Dormant Shadow Vessel
J3.3

J3.4

J3.5

J3.6
X - APPENDICES
X1 ERRATA
As with any published product there is a tendency for gremlins to sneak in and change things when you're not looking. What follows is
errata (corrections) to prior releases: V1.0, V1.1, and V1.2 Rulebooks. This rulebook (V2.0) is the errata to the previous rulebooks. It
supersedes any rules and errata previously published.
Cards:
President Luis Santiago: The reference to 'President Clarke' should be 'President Morgan Clark'.
Activate Defense Grid: The '-'should be treated as a'>'.
X2 SPECIAL TOKEN RULES
Some tokens have short special rules which are defined in further detail here:
Carrier
A token that is a carrier may carry squadrons up to its limit (found in ( ) after the word carrier (see F1.2 Carrier Capacity)).
Mines
A token with the rule 'mines' can build one mine each round on your turn (see D3.244 Building a Token - Mine Token).
+2 if docked to B5
This indicates that when the token is docked to Babylon 5, the controlling player gets a bonus of 2 economy (or +1, +3, etc.) during their
Record Keeping Phase (see D1.3 Collect Bonuses).
Can destroy 'planets'
Indicates a ship which can destroy Economy Indicator hexes (see G5 Decimating Planets).
Steal 1 when docked
This indicates that when the token is docked to an opponent base, the base controller pays a penalty of one economy (or -2 or -3, etc.)
during their Record Keeping Phase (see D1.4 Pay Penalties). The controller of the stealing token adds this economy to their Economy
Reserve when the penalty is paid.
X3 PRODUCT INFO
Watch for these exciting Component Game System™ products (in order of appearance):
Date Product # Description Suggested Retail
Oct. '97 CB5-101 2258 Core Set $29.95
Oct. '97 CB5-502 2259 Earth Alliance Starter Kit $12.95
Oct. '97 CB5-512 2259 Minbari Starter Kit $12.95
Oct. '97 CB5-522 2259 Centauri Starter Kit $12.95
Oct. '97 CB5-532 2259 Narn Regime Starter Kit $12.95
Apr. '98 CB5-542 2259 Shadow Starter Kit $12.95
Apr. '98 CB5-551 2258 Vorlon Starter Kit $12.95
Apr. '98 CB5-562 2259 Psi Corps Starter Kit $12.95
Apr. '98 CB5-571 2258 League Starter Kit $12.95
Apr. '98 CB5-121 2258 Reinforcements Pack #1 $19.95
Apr. '98 CB5-111 Babylon 5™ Dice (6 dice) $ 4.95
May '98 CB5-001 2258 Board Game (Core Set) $39.95
Jun. '98 CB5-102 2259 Board Game (Core Set) $39.95
Jun. '98 CB5-502 2259 Earth Alliance Starter Kit $12.95
Jun. '98 CB5-512 2259 Minbari Starter Kit $12.95
Jun. '98 CB5-522 2259 Centauri Starter Kit $12.95
Jun. '98 CB5-532 2259 Narn Regime Starter Kit $12.95
Aug. '98 CX1-001 Xena: Warrior Princess™ CGS $29.95
Aug. '98 CX1-111 Xena: Warrior Princess™ Dice $ 4.95
Aug. '98 CH2-001 Hercules: The Legendary Journeys™ CGS $29.95
Aug. '98 CH2-111 Hercules: The Legendary Journeys™ Dice $ 4.95
Nov. '98 CNG-001 Star Trek: The Next Generation Board Game $39.95
Nov. '98 CD9-001 Star Trek: The Next Generation Board Game $39.95
Jan. '98 CB5-131 Encounter Deck #1 $12.95
Jan. '98 CB5-132 Encounter Deck #2 $12.95
Jan. '98 CB3-001 Battlestar Galactica™ CGS $39.95
Jan. '98 CB3-111 Battlestar Galactica™ Dice $ 4.95
This schedule is subject to change, please call for availability.
X4 SPARE PARTS
Component Game Systems, Inc. has a selection of spare parts available for CGSTM products. Call us at (607) 652-2378 for availability
and pricing.
X5 TACTICAL RETREAT VI & VII
Tactical Retreat VI (CGS’s biannual Open House, costs $75 rooms, $30 entry) has been scheduled for October 23rd-25th, 1998. Tactical
Retreat VII has been scheduled for April 23rd-25th 1999. A National Championship for the Babylon 5TM and Fantasy Component Game
SystemTM will be held as well as Championship Tournaments for all available CGSTM products and some other products of galactic
proportions. For pre-registration and reservations call Component Game Systems, Inc. at (607) 652-2378.
Obviously all of the tournament information is long since over. It was left in the book to prevent upsetting the original indexing.
X6 INDEX
Abbreviations X7 Damage Indicators B1.12, E1.11
Ability Cards B6.35 Declaration of War B4.51, D5.1
Action C5.2 Defense Grid Die (1 DG) B5.2, H2
Activation of Hexes D4.3 • Long Range Support (3+) H1.1
Advanced Rules, Adding A4 Defense Grid Die Rolls D5.1, H1 .2
Additional Movement D4.5 • Vorlon Technology Roll G2.22
Allocate Phase D3 Defense Rating B4.21, E2.1
Asteroid Token B4.41 Docked B4.33
Away Mission J3 • Babylon 5 D1.31, D2.31, D3.32
'Affecting a crew' B6.31 Docked Position B4.34
Babylon 5 Die (1B5) B5.1 Docker Faction C3
• Docking Bonus D1.31 Dormant Shadow Vessels D1.7, G3
• Map Piece B1.16, C2.31, C2.42 Economic Victory D1.11
• Occupies Hex B1.16 Economy B3.1, D1.9
• Repairing at D3.32 • Generate D1.2
• Voting (ships docked) D2.31 Economy Indicator B1.11, B4.23
Base Token B4.1 Economy, players exchanging D2.22
• Building D3.24 Economy Reserve B3.14, C4.2, D1.2, D1.9,
• Economy Output B4.23 D3.1
• No Stacking B4.35 Emergency Evacuation (crew) J2.5
• Repair D3.3 Empire Color B5.23
Basic Game A3.11 Empire Control Sheet B3
Bonuses D1.3 Empire Discount C4.3, D3.22
Bribes D2.22 Empire Rules, Adding A5
Campaign A3.42 Empty Hex B1.21
Cards B6 Errata X1
• 'Affecting a crew' B6.31 Event Card B6.32
Facing B4.32, D4.12
• Duration B6.24, C5.29, D1.5
Factions C3
• Empire B6.2c, C1.34, C5.13
Fire Phase C5.25, DS
• Features, Definitions B6.2
Firing Arcs B4.25, D5.4
• Features, Location B6.1 Fleet Jumps D4.68
• Functions(-,=,>) B6.28, B6.34, B6.35 Forced Recovery (squadrons) F5
• Name B6.21 Free Space D3.41
• Negating Functions of C5.4 Gear Cards B6.34, D1.8
• Play Cost B6.22 Gross Economy B3.11
• Play Phase B6.23, C5.2 Hand Size Limit CS.3
• Type B6.3 Heavy Weapons DS.2, D5.31, D5.45
• Unique B6.25, C5.28 Hex Activation D4.3
• Year B6.25 Homeworld Map Piece B3.2, C1.22, C1.32, C1.42,
Carrier F1.12, F1.2, F3.2, X2 C2.31, C4.3
Carrier Capacity F1.2 Homeworld Territory (Master's) C6.13
Carrier Damage F3.2 Hyperspace Jumps D4.6
Chaotic Map (variant) C6.2 • Fleet Jumps D4.68
Circle of Death (variant) C6.5 • Squadrons F2.3
Comet Tokens B4.45 Insufficient Damage E2.5
Conditional Functions (>) B6.28 Jump Damage D4.66
Contested Hexes D3.42 Jump Engine D4.62
• Build D3.25 Jump Engine Indicator B4.22
• Repair D3.33 Jumpgate D4.61
Contested Space D3.4 • Building D3.23
Core Set A1.2 • Map Element B1.13
Core Set Set-up C1 .2 • Token B4.42
Council Vote D1.14, D2.1 Larger Maps (variant) C6.1
Crew Card B6.31 Light Weapons B4.25, D5.2, D5.32, D5.45
Crew Location J1 Limitations, Control Sheet B3.4
Crew Proximity J3.11 Location, Crew B6.31
Crippled B4.12, D3.31, E2.2, E2.3 Long Range Support Rolls H1
Currency B2, B3.1, C4.2, D1.9 Mandatory Functions (=) B6.28, C5.41
Damage, Applying F3.2, E2 Map Creation C2
Map Creation, (Master's) C6.12 Sideslip D4.11
Map Elements B1.1, D4.32 Spare Parts X4
Map Element Tokens B4.4 Special Token Rules X2
Map Pieces B1, C2.4 Squadrons F
• Exposing D4.2 • Building D3.24
• Year C1.32 • Defense Grid Die Roll vs H2.2
Master's Level (Master's) C6.1 • Damaging F3
Minefields B1.14 • Deployment F2.21
Mines D4.4, X2 • Empire Restrictions F2.4
• Building (Laying) D3.24 • Forced Recovery F5
• Detonation D4.42 • Jumps F2.3
• Jumping Into D4.44 • Merging F4.2
Minesweeping Rolls H5 • Movement F2
• Tokens B4.43 • Recovery D1.6
Mine Warfare (variant) C6.3 • Repairing F4
Mission Cards B6.36 Stacking Limit B4.35, D4.14
Modifier Votes D2.32 Standard Die (1D6) B5.3, H3, H4
Moon Tokens B4.44 Standard Game A3.12
Moon Token Gambit (variant) C6.4 Set-up C1.3
Move Phase D4 Starter Deck C5.11
Movement D4.1 Starter Kit A1.1
Movement, Additional D4.5 Starter Kit Set-up C1.1
Moving Other Empire Ships D4.15 Starting Forces C4
Negating Card Functions C5.4 Starting Forces, (Master's) C6.14
Net Economy B3.13, D1.12, D1.2 Starting Fleet C4.3
Occupied Hex B1.22 Starting Economy B3.14, C4.2
OP Phase Cards C5.26 Starting Hand C4.1
Optional Allocations D3.1 Stat B6.1, B6.31, H3
Order of Play C2.2 Stat Roll H3.1
Penalties D1.4 Stat vs. Stat Roll H3.2
Periodic Functions (-) B6.28 • No Stat Shown H3.3
Play Aids A2.13, X9 Status Tokens B4.5
Play Set C1.3, C5.1 Surrender D1.12
Play Set, (Master's) C6.11 Tactical Retreat (convention) X5
Player Deck C5.1 Target D5.1, D5.51
Political Victory D1.14 Targeting Limit D5.53
Pregame Set-up Chart X8 Telepaths vs. Shadow Ships G4
Product Info X3 Territorial Victory D1.13
Proxy. map elements - required B4.46 Token Features B4.1, B4.2
Proxy. units - not allowed C1.33 Total Upkeep B3.12
Proxy. war tokens – required B4.51 Transportation, crew J2
Raider Faction C3 Turn A3.3
Random Direction Rolls H4 Turn Sequence D
Random Game Set-up C1.4 Turn Sequence Chart X10
Range D5.3, D5.44 Unoccupied Hex B1.23
Record Keeping Phase D1 Unplaced Map Pieces C2.41
Reinforcements Pack #1 A1.3, X3 Upkeep Cost B4.24
Round A3.2 Victory Check D1.1
Scenario A3.41 Volley, Declaring a D5.5
Scoring Banks B3.1, D1.9 Volley Sequence D5.1
Scrap Yard B3.7, E2.3, E2.4 Vorlon Alliance G2
Set-up C1 Vorlon Alliance Token B4.53, G2
Shadow Influence Token B4.S2, G1 Vorlon Planet Decimation G5
Ship Token B4.1 Vote Card B6.33, C5.22, D2
• Building D3.24 Vote Phase D2
• Jumping D4.6 War Tokens B4.51, D5.1, X7
• Movement D4.1
X7 ABBREVIATIONS
1B5 1 Babylon 5 Die Net Net Economy
1DG 1 Defense Grid Die Omega D Omega Destroyer
1D6 1 Six-Sided Die OP Alloc Opponent Allocate Phase
Assault Cr Assault Cruiser OP Fire Opponent Fire Phase
B5 Babylon 5 OP Move Opponent Move Phase
CGS™ Component Game System™ OP Vote Opponent Vote Phase
Gross Gross Economy Reserve Economy Reserve
Hyperion Cr Hyperion Cruiser Rnds Rounds
Nova Dreadn Nova Dreadnought
X8 PREGAME SET-UP CHART
Pre-Game Set-up (select one)
Basic Game Set-up, Starter Kits C1.1
Basic Game Set-up, Core Set C1.2
Standard Game Set-up C1.3
Random Game Set-up C1.4
Create Map (in order, once) C2
Announce Empires and Determine Order of Play C2.2
Players remove cards of other empires represented by other players from their decks C2.2
Place Babylon 5 (C2.31)
Place Homeworlds (C2.32)
Place map pieces (C2.41)
Flip Babylon 5 (C2.42)
Factions (in order, once) (C3)
Show selected factions (C3.13)
Bid on factions in the Order of Play (C3.14)
Homeworld Territory (Master's level only) (C6.13)
Starting Forces (in order once) (C4)
Select starting hand C4.1
Place currency to represent Starting Gross and Starting Economy Reserve C4.2
Place Starting Fleets in Order of Play C4.3 & C6.14
Adjust Scoring Banks base on these builds D3.23
Begin Play (Starting with the first player) Current player follows the Turn Sequence (see X10 Turn Sequence Chart) and then play
passes clockwise.
X9 PLAY AIDS
X9.1 Dice As Markers
While the currency found in the CGS™ is useful, we recommend picking up a dice brick (if you don't already have dice) with 36 six-
sided dice in three or four colors. Dice are the easiest way to track the first three Scoring Banks (see B3.1 Scoring Banks), using currency
only for your Economy Reserve. This ensures that scores are kept accurately and that currency does not inadvertently slip from one
bank to another. [NOTE: This system is required in tournaments.]
X9.2 Currency As Markers
Currency may be used as markers in several ways.
X9.3 Duration
Use currency to indicate how many rounds a card has left before its duration is up. The currency should always show how many rounds
currently remain before the card is discarded.
X9.4 Play Set
Players may wish to build a Play Set (a player defined selection of parts, see C1.3 Standard Game Set-up and C5.1 Player Decks). This
allows players to begin play with less set-up time. These are usually empire specific (i.e. designed with 1 empire in mind). Starter Kit
boxes and the enclosed plastic tray are ideal for storing a Play Set for the empire of the box.
X9.5 Static Stickers
Players may wish to purchase some static stickers or sticky notes to stick to the face side of their map pieces. This will prevent the map
pieces of different players from becoming mixed up. Move the sticky to the back side when exposing the map piece to keep it out of
view.
X10 TURN SEQUENCE CHART
Record Keeping Phase (in order, once)
Victory Check (if appropriate) (D1 .1)
Economic Victory (2x other Gross Economies) (D1 .11)
Surrender (if negative Net Economy) (D1 .12)
Territorial Victory (6 map pieces) (D1 .13)
Political Victory (by Council Vote) (D1 .14)
Generate economy (D1 .2)
Collect bonuses (D1 .3)
Pay penalties (D1 .4)
Cards with durations (of rounds) count down (D1 .5)
Recover squadrons (D1 .6)
Attempt to discover a dormant Shadow vessel (D1 .7)
Move gear (D1 .8)
Vote Phase (in order, once)
Play Vote Phase cards (other than vote cards) (C5.22)
Call for Council Vote (D2.1)
Play a vote card & read it aloud (D2.1)
Negotiate (D2.2)
Take the Vote (D2.3)
Apply effects if vote passes (D2.34)
Play Vote Phase cards (other than vote cards) (C5.22)
Allocate Phase (in any order, repeating until done)
Buy cards (1 time only) (D3.14)
Build tokens (from your scrap yard or out of play) (D3.2)
Repair your crippled tokens (D3.3)
Play Allocate Phase cards (C5.23)
Shadow players may attempt to influence (D3.15)
Vorlon players may attempt to form alliances (D3.16)
Crew may change location / perform Away Missions (J2.2, J3)
Move Phase (in any order, repeating until done)
Each ship and squadron may move or jump once
Movement (D4.1)
Hyperspace jumps (D4.6)
Resolve movement (for each unit after it moves)
Exploring map pieces (D4.21)
Hex activation (D4.3)
Play Move Phase cards (before or after any movement or card play) (C5.24)
Minesweeping attempts may be made (H5)
Fire Phase (in order, once per target, repeat for each target)
Play Fire Phase cards (C4.25)
Declare Fire: (D5.51)
Declare a target (a token in range with a defense rating)
Declare firing token(s)
Give War Token: If target player does not have yours (B4.51)
Roll Long Range Support Die: (range 2+ weapons) (H1)
Determine damage from each token
Determine total damage (sum token's fire)
Play OP Fire or Any Phase cards: (C5.2)
All cards must be played prior to the DG roll.
Opponent rolls Defense Grid Die Roll: (H2)
Reduce damage or attack squadron
Adjust damage total (if applicable)
Apply Damage to Target: (E2)
If crippled, flip to crippled side
If destroyed, remove from the map
Tokens with upkeep are placed in the Scrap Yard
Tokens without upkeep are set aside
X11 ICON LEGEND
Abbai Matriarche (League world) House Milifa
Alacan Republica House Miro
Antarean House Mollari
Aravaln Protectorate House Refa
Arcadian
House Orange
Army of Light
Arnassian (League world) House Tavari
Attarn Union House Turhan
House Xarmov
Babylon 1 (level 1 Earth base)
Ch’Lonas Hives
Babylon 2 (level 2 Earth base) Chouka Delegates
Babylon 3 (level 3 Earth base) Corillani Theocracy
Babylon 4 (level 4 Earth base) Descari Committees
Babylon 5 Dilgar Entire
Alpha Squadron Drakh Hordes (Shadow agent)
Delta Squadron Drazi Freehold (League world)
Hells Angels Squadron Dregg
Sigma Squadron Earth Alliance
EA Health Organization
Zeta Squadron
Earth Forces Off-World
Zocalo Bazaar Earthforce Academy
Babylon 6 (level 6 Earth base) Earthforce Command
Babylon 7 (level 7 Earth base) Earthforce Medical Corps
Balosian Underdwellers (League world) Earthforce Quartermaster
Barada Earthforce Postal Service
BKN Earthforce Science Team
Brakiri Syndicracy (League world)
Earthforce Security
Cascor Commonwealth (League world)
GROPOS (Groundpounders- Earth Infantry)
Centauri Republic
Interplanetary Expeditions
House Cotto Nightwatch (Earth organization)
House Davo
House Dei EAS Cerebus
House Drusella EAS Charon
House Jaddo EAS Cortez
House Kiro
EAS Explorer LWO
Markab Confederacy (League world)
EAS Lexington
Mars Force (Earth protectorate)
EAS Medusa Mars Guard (Earth protectorate)
EAS Vesta MarsPol (Police)
Ekarid MCC
Free Human Union (Earth protectorate) Medushaan
Free World Confederation Mentaban
Gaim Intelligence (League world) Minbari Federation
Ge’ka’dian Growers Eighth Fane of Tredomo
Golian Representation (Centauri protectorate) Fire Wings
Grome Magna Chalna (League world) Grey Council
Hand Agreement Moon Shields
Tzillari Conclave (Kafta’s species) Night Walkers
Servitors Star Riders
Tenth Fane of Elleya
Hurr Androma Republic (League world)
Hyach Gerontocracy (League world) Third Fane of Chudomo
Hyperion Union Wind Swords
I-Ixian Mindriders Order (First Ones)
Iel Mitoc Entire
Il-Wah Modrani
Inhaut Instrumentality Moradi Empire
Interstellar Alliance Narn Regime
Excalibur Nashani
Rangers
Iksha Baronies (League world) Onteen Flock (League world)
Ja’Ka Bar Orieni Imperium
Jovian Colonies (Earth protectorate) The Pact (First Ones)
Kahdarin Republico pak’ma’ra packs (League world)
Ki’Dan Realm Psi Corps
Kishiriac Lords (First Ones) Ω Black Omega Squadron
Kor-Lyan Kingdoms Raiders
Koulani Directorate Belt Alliance
Dawnstar
League of Non-Aligned Worlds
Doogan Raiders
Llort Mi-Ma-Ti (League world)
Thieves Guild
Lumati Dominion
Thievery Thirdspace Invaders (First Ones)
Ralgan Domide Thrakallan Legislature
Regulators Tikar Union
Riar (League world) Tirrith Free State
Rogolon Dynasty Torvalus Speculators (First Ones)
Ru-Ha’rus Caretakers (Vorlon agents) Torata Regency
Sable Tol’Rawn
Sanchin Torata Regency
Satyra Triad League (First Ones)
Sh’Lassan Triumvirate (Earth protectorate) Triplanetary League
Shadow Anarchy (First Ones) Umarek
Sorithian Usuuth
Vinzini Librarians
Soul Hunter/ Shok Toh (First Ones)
Vorlon Empire (First Ones)
Speakers (First Ones)
Streib Collectors Vree Ventucki Conglomerate (League world
Stria Walkers of Sigma 957 (First Ones)
Tac’cha Wurt
Taritamude (original Techno-mages) Wychad
Tal’kona-sha Virtuality Xu-Ha Architects (First Ones)
Tapla Yolu Ingyo (League world)
Techno-mage Brotherhood (Shadow defectors) Zathkir
Telnaca Zener Technicians (Shadow minions)
Terran Concordat
B4.3 Positioning Tokens on the Map............................. 21
A6 Table of Contents
A · INTRODUCTION ............................................................. 3 B4.4 Map Element Tokens ............................................ 21

A1 TYPES OF PRODUCTS................................................ 5 B4.5 Status Tokens ............................................................ 22

A1.1 Starter Kit ................................................................ 5 B4.51 War Tokens ......................................................... 22

A1.2 Core Set ................................................................... 6 B4.52 Shadow Influence Tokens ................................... 23

A1.3 Reinforcement Pack ................................................ 6 B4.53 Vorlon Alliance Tokens ...................................... 23

A1.4 Full Set .................................................................... 6 B5 Dice .............................................................................. 24

A2 HELPFUL HINTS BEFORE YOU START .................. 7 B5.1 Babylon 5 Die (B5) ............................................... 24

A2.1 Rule Organization ................................................... 7 B5.2 Defense Grid Dice (DG) ....................................... 24

A2.2 Separating Parts....................................................... 7 B5.3 Standard Die (D6) ................................................. 29

A2.3 Printing Parts ........................................................... 7 B5.4 Dice As Markers (formerly written as X9.1) ........ 29

A2.4 Applying Labels ...................................................... 7 B5.5 Counter Dice ......................................................... 29

A2.5 Using Miniatures ..................................................... 8 B6 Cards ............................................................................ 30

A2.6 Using Dice............................................................... 8 B6.2 Definition of Card Features ................................... 30

A2.7 Sorting Sets ............................................................. 8 B6.3 Card Types ............................................................ 34

A2.8 Empire Boxes .......................................................... 8 C - Starting the Game ............................................................ 37

A3 Segments of Play ............................................................ 9 C1 Pre-Game Set-up .......................................................... 37

A3.1 Game ....................................................................... 9 C1.1 Basic Game Set-up - Starter Kits .......................... 37

A3.2 Round ...................................................................... 9 C1.2 Basic Game Set-up - Core Set ............................... 37

A3.3 Tum ......................................................................... 9 C1.3 Standard Game Set-up .......................................... 37

A3.4 Scenarios & Campaigns (Variants) ......................... 9 C1.4 Random Game Set-up (Variant)............................ 38

A4 ADDING ADVANCED RULES ................................. 10 C1.5 Simple Play ........................................................... 38

A5 ADDING EMPIRE SPECIFIC RULES ....................... 10 C2 Map Creation ............................................................... 40

A6 TABLE OF CONTENTSError! Bookmark not C2.1 Map Size ............................................................... 40


defined. C2.2 Order of Play ......................................................... 45
B · NOMENCLATURE ........................................................ 11 C2.3 Babylon 5 and Homeworlds .................................. 45
B1 Map Pieces ................................................................... 11 C2.4 Place Starting Map Pieces ..................................... 46
B1.1 Map Elements ........................................................ 11 C3 Faction Tokens ............................................................. 46
B1.2 Terms Relating to Hexes ....................................... 14 C3.1 Faction Operations ................................................ 46
B2 Currency ....................................................................... 14 C4 Starting Forces ............................................................. 47
B2.1 Token Chit ............................................................. 15 C4.1 Starting Hand ........................................................ 47
B2.2 Dice Chit ............................................................... 15 C4.2 Starting Economy .................................................. 47
B3 Empire Control Sheets.................................................. 16 C4.3 Starting fleet .......................................................... 47
B3.1 Scoring Banks ....................................................... 16 C4.4 Begin Play ............................................................. 47
B3.2 Starting Requirements & Options ......................... 17 C5 Card Usage ................................................................... 47
B3.3 Movement Options Chart ...................................... 17 C5.1 Player Decks ......................................................... 47
B3.4 Special Rules (& Limitations) ............................... 17 C5.2 How Cards are Played ........................................... 48
B3.5 Homeworld (Headquarters, etc.) ........................... 18 C5.3 Hand Size Limit .................................................... 48
B3.6 Ambassador (Agent, etc.) ...................................... 18 C5.4 Negating Card Functions ...................................... 48
B3.7 Scrap Yard ............................................................. 18 C6 Game Variants ............................................................. 48
B4 Tokens .......................................................................... 19 C6.1 Larger Maps (Master’s Level) .............................. 48
B4.1 Unit Token Features .............................................. 19 C6.2 Chaotic Map (Variant) .......................................... 49
B4.2 Definitions of Token Features ............................... 19 C6.3 Mine Warfare (Variant)......................................... 49
C6.4 Moon Token Gambit (Variant) .............................. 49 E2 APPLYING DAMAGE................................................ 67
C6.5 Circle of Death (6+ Player) (Variant) .................... 49 E2.1 Defense Rating ...................................................... 67
C6.6 Yearly Play (Variant) ............................................ 50 E2.2 Crippling an Undamaged Token ........................... 67
D – TURN SEQUENCE ........................................................ 51 E2.3 Destroying a Crippled Token ................................ 67
D1 RECORD KEEPING PHASE ...................................... 51 E2.4 Destroying an Undamaged Token ......................... 67
D1.1 Victory Check ....................................................... 51 E2.5 Insufficient Damage .............................................. 67
D1.2 Generate Economy ................................................ 51 TACTICAL ADVICE ....................................................... 67
D1.3 Collect Bonuses..................................................... 51 Maintain a Positive Net ................................................. 67
D1.4 Pay Penalties ......................................................... 52 Destroy Bases ................................................................ 67
D1.5 Cards with Duration .............................................. 53 Play Set .......................................................................... 67
D1.6 Recover Squadrons ............................................... 53 First Turn Savings Plan ................................................. 67
D1.7 Discovery of Dormant Shadow Vessels ................ 53 Squadron Explorers ....................................................... 67
D1.8 Move Gear............................................................. 53 Heavy Shadow Influence ............................................... 68
D1.9 Notes on Tracking Economy ................................. 53 PREVIEW ............................................................................. 68
D2 Vote Phase ................................................................... 54 F – SQUADRONS................................................................. 69
D2.1 Council Vote ......................................................... 54 F1 SQUADRON TOKENS ............................................... 69
D2.2 Negotiate ............................................................... 54 F1.1 Tokens ................................................................... 69
D2.3 Take the Vote ........................................................ 54 F1.2 Carrier Capacity..................................................... 69
D2.4 Example of a Council Vote ................................... 55 F2 SQUADRON MOVEMENT ........................................ 69
D3 Allocate Phase .............................................................. 56 F2.1 Movement .............................................................. 69
D3.1 Allocations ............................................................ 56 F2.2 Carrier Operations ................................................. 69
D3.2 Building Tokens .................................................... 57 F2.3 Jumps ..................................................................... 69
D3.3 Repair .................................................................... 58 F3 DAMAGING SQUADRONS ...................................... 69
D3.4 Contested Space (Modular) ................................... 58 F3.1 Applying Damage .................................................. 69
D4 Move Phase .................................................................. 59 F3.2 Carrier Damage ..................................................... 69
D4.1 Movement ............................................................. 59 F4 REPAIRING SQUADRONS ....................................... 69
D4.2 Exposing Map Pieces ............................................ 60 F4.1 Squadron Repair .................................................... 69
D4.3 Hex Activation ...................................................... 60 F4.2 Squadron Merger ................................................... 70
D4.4 Mines..................................................................... 60 F5 Forced Recovery........................................................... 70
D4.5 Additional Movements .......................................... 60 G · EMPIRE SPECIFIC RULES ........................................... 71
D4.6 Hyperspace Jumps (Modular) ............................... 60 G1 SHADOW INFLUENCE ............................................. 71
D5 Fire Phase ..................................................................... 63 G1.1 Falling Under Shadow Influence .......................... 71
D5.1 Volley Sequence ................................................... 63 G1.3 Removing Shadow Influence Tokens ................... 71
D5.2 Weapon Types....................................................... 63 G2 VORLON ALLIANCE ................................................ 71
D5.3 Range .................................................................... 64 G2.1 Forming an Alliance ............................................. 71
D5.4 Firing Arcs ............................................................ 65 G2.2 Effects of Vorlon Alliance .................................... 72
D5.5 Declaring a Volley ................................................ 66 C2.3 Removing a Vorlon Alliance Token ..................... 72
D5.6 Effect of a Volley .................................................. 66 G3 DORMANT SHADOW VESSELS ............................. 73
E – DAMAGE ....................................................................... 67 G3.1 Pre Game Set-up ................................................... 73
E1 SOURCES OF DAMAGE............................................ 67 G3.2 Activation During the Game ................................. 73
E1.1 Hexes ..................................................................... 67 G4 TELEPATHS VS. SHADOW SHIPS.......................... 74
E1.2 Weapon Volley ...................................................... 67 G4.1 Definition of a Telepath ........................................ 74
E1.3 Cards...................................................................... 67 G4.2 Attempt to Freeze a Shadow Ship ......................... 74
G4.3 Effect of Being Frozen .......................................... 74 Dilgar Entire ................... Error! Bookmark not defined.
G5 VORLON PLANET DECIMATION (Modular) ......... 74 Drakh Hordes .................. Error! Bookmark not defined.
G5.1 Procedure .............................................................. 74 Drazi Freehold ................ Error! Bookmark not defined.
H - DIE ROLLS ..................................................................... 79 Earth Alliance ................. Error! Bookmark not defined.
H1 LONG RANGE SUPPORT DIE ROLLS .................... 79 First Ones (union) ........... Error! Bookmark not defined.
H1.1 Procedure .............................................................. 79 Gaim Intelligence ........... Error! Bookmark not defined.
H2 DEFENSE GRID DIE ROLLS .................................... 79 The Hand ........................ Error! Bookmark not defined.
H2.1 Versus a Weapon Volley ....................................... 79 Hyach Gerentocracy ....... Error! Bookmark not defined.
H2.2 Versus an Attacking Squadron (Modular)............. 79 Iksha Baronies ................ Error! Bookmark not defined.
H3 STAT ROLLS .............................................................. 79 Interstellar Alliance ........ Error! Bookmark not defined.
H3.1 Stat Roll (Previously B6.6) ................................... 79 Jovian Colonies............... Error! Bookmark not defined.
H3.2 Stat vs. Stat Roll .................................................... 80 Kirishiac Lords ............... Error! Bookmark not defined.
H3.3 No Stat Shown ...................................................... 81 League of Non-Aligned WorldsError! Bookmark not
H4 RANDOM DIRECTION ROLLS ................................ 81 defined.
Llort Mi-Ma-Ti ............... Error! Bookmark not defined.
H5 Minesweeping Rolls ..................................................... 81
J – CREW LOCATIONS AND AWAY MISSIONS ............ 84 Markab Confederacy ...... Error! Bookmark not defined.
Mars Force ...................... Error! Bookmark not defined.
J1 CREW LOCATION (Modular) ..................................... 84
J2 TRANSPORTATION (Modular) .................................. 84 Mars Guard ..................... Error! Bookmark not defined.
Minbari Federation ......... Error! Bookmark not defined.
J2.1 Transportation ........................................................ 84
J2.2 Changing Location ................................................. 84 Mindriders ...................... Error! Bookmark not defined.
Narn Regime ................... Error! Bookmark not defined.
J2.3 Location Capacity................................................... 84
J2.4 Simultaneous Use ................................................... 84 pak’ma’ra packs .............. Error! Bookmark not defined.
Psi Corps ......................... Error! Bookmark not defined.
J2.5 Emergency Evacuation ........................................... 84
J3 Away Missions .............................................................. 84 The Raiders ..................... Error! Bookmark not defined.
Shadow Anarchy............. Error! Bookmark not defined.
J3.1 Procedure ................................................................ 84
W- PARTS REFERENCE ..... Error! Bookmark not defined. Shok Toh Hunters ........... Error! Bookmark not defined.
Techno-mage BrotherhoodError! Bookmark not
Map Pieces ......................... Error! Bookmark not defined.
defined.
Empire Pieces .................... Error! Bookmark not defined.
Thirdspace ...................... Error! Bookmark not defined.
Abbai Matriarche ........... Error! Bookmark not defined.
Torvalus .......................... Error! Bookmark not defined.
Alacan ............................ Error! Bookmark not defined.
Triad ............................... Error! Bookmark not defined.
Androma Republica ....... Error! Bookmark not defined.
Vorlon Empire ................ Error! Bookmark not defined.
Antarean ......................... Error! Bookmark not defined.
Vree Ventucki ................. Error! Bookmark not defined.
Aravaln Protectorate ...... Error! Bookmark not defined.
Walkers of Sigma 957 .... Error! Bookmark not defined.
Arcadian ......................... Error! Bookmark not defined.
Xu’Ha ............................. Error! Bookmark not defined.
Attarn ............................. Error! Bookmark not defined.
Yolu Ingyo ...................... Error! Bookmark not defined.
Balosian Underdwellers . Error! Bookmark not defined.
Generic Cards ..................... Error! Bookmark not defined.
Barada ............................ Error! Bookmark not defined.
Generic Tokens ................... Error! Bookmark not defined.
Brakiri Syndicracy ......... Error! Bookmark not defined.
X - APPENDICES ................................................................. 86
Cascor Commonwealth .. Error! Bookmark not defined.
X1 ERRATA ..................................................................... 86
Centauri Republic .......... Error! Bookmark not defined.
Cards: ............................................................................. 86
Ch’Lonas ........................ Error! Bookmark not defined.
X2 SPECIAL TOKEN RULES ......................................... 86
Chouka ........................... Error! Bookmark not defined.
Carrier ............................................................................ 86
Corilani .......................... Error! Bookmark not defined.
Mines ............................................................................. 86
+2 if docked to B5 ......................................................... 86
Can destroy 'planets'....................................................... 86
Steal 1 when docked ...................................................... 86
X3 PRODUCT INFO ......................................................... 86
X4 SPARE PARTS ............................................................ 86
X5 TACTICAL RETREAT VI & VII ............................... 87
X6 INDEX ......................................................................... 88
X7 ABBREVIATIONS ..................................................... 90
X8 PREGAME SET-UP CHART...................................... 90
X9 PLAY AIDS ................................................................. 90
X9.1 Dice As Markers ................................................... 90
X9.2 Currency As Markers ............................................ 90
X9.3 Duration ................................................................ 90
X9.4 Play Set ................................................................. 90
X9.5 Static Stickers ........................................................ 90
X10 TURN SEQUENCE CHART .................................... 91
X11 ICON LEGEND ......................................................... 92

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