The Ghosts of Creuss
Starting Units
Home System
- Creuss
42
- Delta Wormhole
Commodities
4
Starting Technologies
After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
During your tactical actions, apply +1 to the move value of each of your ships that moves through 1 or more systems adjacent to a gravity rift or supernova, or that moves through 1 or more wormholes.
After you roll dice for your ships moving out of or through a gravity rift, you may reroll any number of those dice.
After you activate a system, you may exhaust this card to apply +1 to the move value of 1 of your ships during this tactical action. Then, after movement, if any ship moved through or out of a system containing a gravity rift, a supernova, or a wormhole, you may spend 1 resource to ready this card.
Faction Abilities
You treat all systems that contain either an alpha or beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
You treat alpha and beta wormholes as adjacent.
During your tactical actions, apply +1 to the move value of each of your ships that starts its movement in your home system or in a system that contains either an alpha or beta wormhole.
Your ships that start on wormholes move farther.
When you create the game board, place the Creuss Gate (tile 17) where your home system would normally be placed. The Creuss Gate system is not a home system. Then, place your home system (tile 51) in your play area.
Your home system is through a wormhole off the board.
Flagship
This ship's system contains a delta wormhole. During movement, this ship may move before or after your other ships.
Contains a mobile wormhole to and from your home system.
SUSTAIN DAMAGE
Mech
After any player activates a system, you may remove this unit from the game board to place or move a Creuss wormhole token into this system.
Can place wormhole tokens.
SUSTAIN DAMAGE
Monument
After a player activates this system:
You may produce 1 hit against players' ships in each system adjacent to this planet that contains a wormhole.
Leaders
After a player activates a system that contains a non-delta wormhole:
You may exhaust this card; if you do, that system is adjacent to all other systems that contain a wormhole during this tactical action.
Connects most wormholes.
After a player activates a system that contains a non-delta wormhole:
You may exhaust this card. If you do, during this tactical action, for each type of wormhole present on the game board, you make players treat the active system as either containing that specific wormhole or as if it does not contain that wormhole.
After your ships move:
For each ship that has a capacity value and moved through 1 or more wormholes, you may place 1 fighter from your reinforcements with that ship if you have unused capacity in the active system.
Generates fighters when moving through wormholes.
Game effects cannot allow other players to move ships through a system containing your flagship unless you allow it.
After your ships move:
For each non-fighter ship that moved through 1 or more wormholes, you may place 1 fighter from your reinforcements with that ship.
ACTION: Swap the positions of any 2 systems that contain wormholes or your units, other than the Creuss system and the wormhole nexus.
Then, purge this card.
Swaps the position of two systems that contain wormholes.
Faction Promissory Note
At the start of your turn during the action phase:
Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
Then, return this card to the Creuss player.
Allows others to place wormhole tokens.
After you activate a system:
During this tactical action, you treat systems that contain a non-delta wormhole as adjacent to each other; game effects cannot prevent you from using this ability. Apply +1 to the move value of each of your ships that starts its movement in a system that contains a wormhole.
Then, return this card to the Creuss player.
Breakthrough
Each wormhole in a system that contains your ships gains PRODUCTION 1 as if it were a unit you control.
Reduce the combined cost of units you produce in systems that contain wormholes by 1 for each wormhole in that system.
Allows you to produce units from wormholes.
Faction Technologies
At the start of space combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
Automatically hit a ship during combat in a wormhole.
During each round of space combat in a system that contains 1 or more wormholes, you produce 1 additional hit. Your opponent must assign this hit to 1 of their non-fighter ships, if able.
At the start of a space combat in a system containing a wormhole and 1 or more of your ships, you may produce hits equal to half the number of wormholes in that system (rounded up). Assign these hits to your opponent's ships in that system.
At the start of the status phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
You can place additional wormhole tokens.
ACTION: Exhaust this card to place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
You can place additional wormhole tokens.
ACTION: Exhaust this card to place or move any number of Creuss wormhole tokens into systems that contain a planet you control and/or non-home systems that do not contain another player's ships.
Other Components
Tokens
- 1Creuss alpha wormhole token
- 1Creuss beta wormhole token
- 1Creuss gamma wormhole token