Skip to Content

Updated Rules for Shattered Empires (this time with Attachment!)

No replies
Shattered Empires
Shattered Empires's picture
Joined: 10/16/2012

I've updated the rules for Shattered Empires to make the rules easier to follow and consolidated the turn order and rules into a single document. You can get the rules in PDF format, along with the print and play decks at and the video explaining the cards at

Going to try and copy and past the rules into here.

THE RULES v 2.0.0

Welcome to the galactic conflict. Your goal is to destroy the opposing base(s) while protecting your own base from attack. Once damage has been assigned to a base equal to or exceeding its hit points, the base is destroyed.
Each player in the game chooses a Base card to represent their chosen faction, then chooses a deck comprised of neutral cards and cards from the chosen faction. Each player may only have one deck.

Deck Construction
When building your deck, you may not have any more than four copies of a single card in the deck, unless that card has the Unlimited designation. Decks must be at least 40 cards, though there is no upper limit. Certain Construction and Research Projects have no cost involved in them. Those cards are placed into a Sideboard and cards in your deck are used to put them into play.

Turn Order
At the beginning of the game, draw up to your maximum hand size, with the default being 7 cards.

Beginning of the Turn
Trigger effects that state “At the beginning of your/the turn”.
Draw Phase
Draw two cards.
(Re)Fill Queue
You may play Construction projects from your hand until you have equal to or less than your maximum queue, as determined by your cards.
Allocation Phase
Reset Command Points to maximum.
Assign available Yield to Construction and/or Research Projects.
Complete any finished Projects.
Acquisition Phase
Play up to one Resource from your hand.
Begin Research Projects (Play any number of Research Projects from your hand into play. Research Projects cost 1 Command Point to play).
Hire Personnel (Play any number of Personnel, keeping in mind their Command Point cost.)
Assign Personnel (Move any number of Personnel between your active units, paying command points equal to their cost.)
Combat Phase
Choose one of your units. You may have that unit announce an attack. For each of that unit’s weapons, you may assign a target. Not all targets need to be assigned at a time. Any targeted units may then assign their weapons against the attacker. Each weapon on a unit may only be fired once per turn.
Resolve damage.
Continue with any number of available units and weapons, one at a time.
Repair and Replenish Phase
Assign Repair
Replenish Shields to Full
End of the Turn
Trigger effects that state “At the end of your/the turn”.
You may scrap any number of Construction Projects in your Queue at a cost of 1 command point for each project scrapped in this manner.
Discard down to maximum hand size if necessary.

Bases represent the central hub for a chosen faction. Each base belongs to a faction, which will be listed in the middle of the card as it’s base type. For example the Imperial Command Hub is considered an Empire Base. Bases have four main characteristics. Hit Points, located in the bottom right hand corner of the base, indicating how much damage the base can withstand before being destroyed. The amount of Queue that it adds (see Queue). The amount of Yield it generates (see Yield). The amount of Command Points it generates (see Command Points). If there are any other abilities, those will also be listed in the text box.

Queue is the number of Construction Projects you are able to simultaneously work on. When you play a card to your queue, place it in front of you, closest to you. You may not have more Construction Projects in play that your Queue value. Once a unit is completed, it is no longer considered a Construction Project.

Yield represents the combined construction and resource capacity of your forces. You begin the game with zero Yield. Your Base, units and resources then can increase your Yield, as represented by a card have a +# Yield on it. And example would be the Autofactory, which generates +1 Yield.

Command Points
Command Points represent your ability to issue orders. You begin the game with zero command points. Your Base, units, research and resources then can increase your Command Points, as represented by a card having +# Command Points on it. Command Points are a use them or lose them type of resources. During your Allocation Step, your command points reset to your maximum total, regardless of how many you had left at that point. Command Points are used to play Command Cards, Hire and Reassign Personnel, and play Research Projects.

Construction Project
Construction Projects are the cards that eventually become your ships, modification and stations. Constructions projects are generally played into your Queue. There is no cost to place a Construction Project into the Queue. In order to complete a Construction Project, you allocate Yield to them during the Allocation Phase. When you have Yield allocated to the Construction Project equal to or greater than the total cost on the card, the Construction Project is considered completed.

Construction Projects represent the ships, modifications, and other units that can be constructed. The cost to complete a Construction Project is Yield equal to the number in the top right hand corner of the card.
When you complete a Construction Project, it goes into Testing, meaning that it cannot be used to initiate an attack during your Combat Phase. It may still defend itself. Testing ends at the beginning of your turn after the unit has been constructed.

Command Card
Command Cards represent orders or events that occur during the game. The cost to play the Command Card is represented by the number in the upper right hand corner of the card. Command Cards are only playable during your Acquisition Phase, unless it has the Instant designation, which means it can be played at any time.

Research Projects
Research Projects are played during your Acquisition Phase and cost one Command point to put into play. Once they are in play, they cost an amount of Yield to complete as indicated on the top right hand corner of the card. Projects complete at the End of the Allocation Phase, just like Construction Projects. They remain in play unless destroyed by a Command or Effect. Research Projects have no effect until they are completed. Some Research Projects have an alternate cost to complete them, indicated by the text on the card.

Personnel are the crew, pilots, commanders, thinkers and ambassadors of your forces. While units don’t require personnel, they are able to benefit from their effects. To hire a personnel, you pay the Command Point cost then put it into play. It starts at your base but is not considered assigned there. During your Acquisition Phase, you may assign the personnel to a unit at the cost of command points equal to the play cost. Bases may only support Ambassadors and Engineers, unless a card says otherwise. Fighters may only have a pilot. Capital ships may have a Captain and Engineer. Stations may have Administrators and Engineers. You may not have more than one Personnel of any designation (pilot, administrator, etc) assigned to the same unit.

A unit is considered “Destroyed” when it has taken damage equal to or greater that it’s hit points. A destroyed unit it put into the Scrapyard. Any personnel on the unit are also “destroyed” and placed in the Scrapyard.

Modification Construction Projects are used to augment an existing unit. If there are no units of the required type available, the Modification cannot be completed and must remain in the Queue. Placing a Modification on a unit is called modifying a unit.

Assigning Damage
When assigning damage to a unit, it is applied to Shields first, if there are any present. Once shields have been exhausted, the damage is applied to the unit. Shields replenish to full at the beginning of the unit’s player’s Repair and Replenish Phase.

Destroying a Modification
During a player’s combat phase, they may target a Modification on a unit rather than the unit itself. The defending unit may fire back as normal, however the damage is directed against the Modification, rather than any shields or hit points for the unit itself. Defenses such as shields do not mitigate any damage assigned to Modifications.
When using a command that deals damage to a unit, that damage may be redirected to a Modification on that unit.

Damage that is dealt to a unit stays on that unit until it is either repaired or destroyed.

Defense Stations
Defense Stations may not initiate attacks during your Combat Phase. Defense Stations must be attacked first before attacks may be initiated against the base. An attacker may choose to ignore this requirement to attack the base, however if they do, the Defense Station gets to fire on the attacking unit before any other combat attacks are completed.

Drawing Cards
If at any time you are required to draw a card and there are no cards in your Deck, shuffle your Scrapyard. It becomes your Deck.

Evasion is a unit’s ability to dodge combat attacks. When assigning a weapon to attack a unit with Evasion, roll a d6. On a roll equal to or greater than the Evasion, the attack is a hit. Otherwise, the attack is considered a miss and deals no damage.
If a unit is removed from combat due to an ability or card, any attacks used against that unit are still considered used and may not be directed against other targets. This includes cards such as Evasive Maneuvers, which removes a unit with Evasion from Combat.

Hit is a unit’s ability to target another unit. A unit with hit applies the Hit to rolls made against units with Evasion.

A unit with Intercept may attempt to shoot down an incoming unit during combat while defending. The unit with Intercept may assign any available weapons against the attacking unit. Once that damage resolves, then the attacker may complete the attack. Intercept is used after that attacker has declared the target of the attack. Weapons may still only be fired once per turn.
Alternatively, the unit with Intercept may choose to become the target of the attack. When becoming the target of the attack, effective evasion is 0.

Launcher is a unit’s ability to fire projectiles. When you complete a unit with Launcher, search your deck for a Projectile for each instance of Launcher on the completed unit. Reveal those cards, then put them into your hand. Shuffle your deck afterwards.
Projectile commands may not be played unless you have a unit that has completed Testing.

An attack is when a unit assigns one or more of it’s weapons as targeting another unit, or when playing an Attack Command.

Repair and Auto-Repair
A unit with Repair is able to Repair any friendly unit during the Repair and Replenish Phase. That repair is equal to the abilities Repair, the number directly after the ability name. IE Repair 2 allows the unit to repair up to 2 points of damage. Auto-repair is Repair that only applies to the unit that has Autorepair.

The sideboard is a place where your special cards are kept. Cards such as special research projects or special units. These cannot be placed into a normal deck, as they require special conditions to be able to play. Once those conditions are met, the card is generally put into play from the sideboard. All sideboard cards must be declared before the game starts. There is no limit to the number of cards in your sideboard.

If a card is Unique, there can only be one copy of that card in play under each player’s control. If one is already in play, another one cannot be put into play. If a card or ability would make a copy of unique card, that copy does not come into play.

When promoting a unit, you are replacing that unit with the named card stated on the card or ability that is doing the promoting. The original unit is placed in the Scrap Yard and all modifications, personnel and damage are placed onto the new unit as if they were on that unit the entire time.

Syndicate content

forum | by Dr. Radut