Original design by Justin Delaney and James Archer. Updated with the help of David Little and Melbourne Megagames.
2024 Edition
Prosecutor - Fire Main Weapons
So Say We All is set in a fictional timeline where humanity has expanded across the stars, unified under the banner of the Republic of Earth and Her Colonies. The game follows a fleet of ships containing several thousand people who have escaped a vicious attack against a civilian planet committed by a mysterious faction called the Ashiva.
Very little has been confirmed about the hostile enemy, but rumours run rife throughout the Fleet. Some say they are distant cousins of humanity, while others claim they are a race of machines bent on wiping out all organic life. No one knows for certain. The only thing that is known is that they have attacked innocent people at every available opportunity and are responsible for the deaths of millions.
In the chaos of the battle, the ships of this Lost Fleet were forced to make a faster-than-light (FTL) jump without proper calculations and ended up deep in uncharted space.
Out here in the darkness and under the watchful protection of the crew aboard the R.E.C. Prosecutor, the people can catch their breath and work toward finding their way home from wherever they have ended up.
Players take on the roles of the senior crewmembers of the various ships in the Fleet. Players need to manage the Fleet's limited resources, deal with emergency situations and fight to protect themselves against attacks by the Ashiva.
However, there are some among us working against the Fleet...
Several players take on the role of Infiltrators sent by the Ashiva. They aim to sow distrust amongst the Fleet's populace and sabotage the ships, making them vulnerable to attack. Weeding out these hostile agents is crucial to the survival of the Fleet.
Ultimately, the Fleet must determine its location in this unexplored corner of the galaxy, then calculate and complete the final FTL jump to humanity’s ancestral home, Earth, without succumbing to the ever-present Ashiva threat.
The Rules are deliberately not written in a way that covers every possible eventuality. Facilitators may need to make new rulings to resolve more complex situations as the game progresses. It is possible, likely even, that entirely new rules are introduced as the game develops.
In most cases, 'reality trumps rules' – so attempts to find unrealistic loopholes will be actively discouraged. The fundamental point of the game is the emergent storytelling and exploring the unfolding narrative that players are collectively telling.
If you wish to perform actions outside these rules, Facilitators will be happy to help with a "Yes, but" philosophy; it may be possible, but won't be free.
Within this megagame, you are not expected to roleplay a specific character unless you want to. If you wish, you can simply play yourself in the role. You have objectives and motives designed to give you direction, but as the game develops, so can your objectives.
The game does not wait for you. Megagames work on relatively rigid timeframes (each round is processed according to the game timetable, and this can't slip). The game will continue without you if you are not ready at the right time! Proactively thinking ahead is strongly recommended.
If you are short of time, don't worry about making the perfect decision; just 'go for it'. An imperfect decision in time is better than the perfect decision too late!
On Winning and Success: there are no 'victory points' or any other absolute measure of who 'won'. Players can decide for themselves how well they thought they did. Remember, if you had fun and told a good story, you succeeded at a Megagame.
Like all of the events the Sydney Megagamers run, So Say We All includes social and political themes that are sometimes not so far removed from reality.
Players in our games also take on fictional roles, and we encourage you to embrace these roles and play them in whatever way you find fun and engaging.
After all, megagames are about telling a story.
Embracing all of this, we ask all players to treat one another with respect and kindness, to avoid the prejudice that can be encountered in reality, and to always prioritise fun, safety and comfort (for themselves and their fellow players) over immersion in the narrative.
For the purposes of ensuring all players feel included, safe and comfortable with the exciting and immense simulation they are taking part in, we ask that the following truth be noted about our fictional world:
While tensions and conflicts exist between factions in our fictional world, those more focused and personal anti-social behaviours (like racism, sexism, homophobia, transphobia, and any other kind of discrimination) do not exist in this game.
As far as anyone can discern, the surviving eleven ships that make up the Lost Fleet are all that remain of humanity. The Fleet is composed of the Prosecutor, the only armed ship to escape, two refinery ships, two plantation ships, and six civilian ships. See Ships of The Fleet for more details.
Each ship is crewed by four players; the Captain, the Crew Chief, the Communications Officer, and the Navigation Officer. The Prosecutor also has a fifth crew member: the Executive Officer. See Fleet Roles for more details.
The Lost Fleet is governed by an interim government made up by a President, Vice President, Fleet Commander, and Voice of the Fleet. They each have responsibilities that can affect how the Fleet is managed, and are held accountable to those they represent. See Governance for more details.
There will be several Ashivan Infiltrators throughout the Fleet. Players who are infiltrators will be informed on the day before the game starts. You cannot opt-out of being an infiltrator, so arrive on the day prepared to possibly have to betray your teammates! See Infiltrators for more details.
To ensure that the Game can run as intended, there are a small handful of rules that should be adhered to at all times. Note: these rules will make sense in context, but keep these at the top of mind! They will be posted around the venue on the day.
So Say We All is turn-based, with each Turn taking 35 minutes. The game will likely run between 8 and 12 turns, varying in length as the in-game story develops.
Each Turn is divided into 3 Phases:
At the beginning of Phase 2 – Commitment, an Event card for each Ship in the Fleet is drawn. Events vary, but they often require an investment of resources to achieve some bonus or mitigate negative consequences.
Facilitators will collect the allocated resources committed to the Event Box (see below) in the second half of Phase 3 – Negotiation, and the outcome will be determined by whether the costs have been met.
Some Events are persistent, meaning they remain in play until they are resolved or otherwise dealt with. Persistent events typically have some consequences each Turn they remain unattended.
There is a maximum of 1 Event in play for each Ship at any given time.
Each active Event will have a box with it for players to place any resources they wish to pledge toward resolving it. All resources allocated toward resolving the Event at the end of the Turn will be removed by a Facilitator, even if they are insufficient to meet the required costs. Players cannot open the Event Box to inspect the contents.
Anyone can contribute resources to an Event by inserting them into the slot on the side of the Event Box, even for Events on another Ship. Players must be allowed to add any resources to an Event Box without revealing what they are adding. They may disclose to anyone asking, but they cannot show the cards. Once resources are committed to an Event, they cannot be taken back.
Manpower tokens and Shuttles are returned along with the container at the end of Phase 3 – Negotiation.
The presence of any Sabotage cards within the pool of resources committed to an Event will trigger its failure outcome.
In order to ensure their continued survival, the Human players need to collectively manage the limited resource stockpiles of the Fleet.
Along with their primary uses described in each section below, each resource may also be used to resolve Events, traded on the Black Market, and can always be used in creative ways to achieve your goals (just speak to a facilitator).
All Cards can be exchanged by any player at any time, while the Manpower tokens may not be directly traded outside of its respective team.
This represents the human workforce available to perform tasks throughout the fleet. They are represented by 1 inch plastic tokens.
In addition to committing Manpower to producing resources and repairing ship locations, several other tasks may need to be performed during the game, such as resolving Events or protecting the Fleet by crewing Interceptors or the Prosecutor’s Main Guns. This should be considered when committing Manpower during Phase 2 – Commitment to handle these situations during the Phase 3 – Negotiation.
Manpower tokens cannot be exchanged between players who are not on the same team. If one team wishes to contribute Manpower to assist in an activity that is taking place on another ship, one of the players from that team must accompany their Manpower to the other ship to commit it.
Manpower tokens will be returned to their Ship at the start of the next Phase 1 – Reconciliation .
Manpower tokens can become "Wounded" during the course of the Game. Wounded Manpower tokens are flipped to the Wounded side and placed in the Wounded section of the Ship.
They cannot be committed to any Location or Event that requires Manpower. Wounded Manpower must be fed as usual (see Food).
Wounded Manpower can be moved into an Infirmary or Hospital during the Phase 2 – Commitment. If the infirmary is staffed and the Manpower fed, they recover at the start of the next Phase 1 – Reconciliation and are returned to their Ship.
People, unlike robots, need to eat. The Fleet’s Food and water are represented by Food cards. Food is expended during the Phase 1 – Reconciliation to feed the Ship's Manpower. Failure to do so will result in Manpower tokens becoming Wounded.
Food cards are produced by the Plantation ships at the end of the Phase 2 – Commitment. The cards are given to the Captain of the appropriate Plantation ship when generated, regardless of which team(s) supplied the Manpower to operate the Plantation.
Fuel Cards are required for the Fleet to execute FTL jumps and construct or deploy upgrades to a ship.
During an FTL Jump, each ship must pay a fixed cost to participate in an FTL jump (shown on the Ship Board). If any ship cannot afford to pay the Fuel cost, then that Ship may not proceed with the jump action. This will cause the entire Fleet to fail the jump.
Fuel cards are produced by Refinery ships at the end of the Phase 2 – Negotiation. The cards are given to the Captain of the appropriate Refinery ship when generated, regardless of which team(s) supplied the Manpower to operate the Refinery.
Shuttles can be deployed to the Galaxy Map by a Navigation Officer to scout out nearby systems and provide intelligence concerning any useful resources or hostile ships that may be present.
Like Food and Fuel, Shuttle cards can be freely traded between players.
Shuttles may sometimes be required for Event resolution and Black Market trades.
Upgrades are cards that can be applied to Ships to improve their function in some way. Most upgrades will mention a location on them. They can only be used on Ships that include this location. Some Upgrades (like the Gamma Reactors, that affect FTL Jumps) can be used on any Ship.
To use an Upgrade, place the card on the Ship near the relevant location. They can be moved at any time outside of the Phase 3 – Negotiation, and can be traded with other players.
An Upgrade will only function if it is used on a Ship. For example, the Antimatter Containment will only produce extra Fuel if it is ‘Locked In’ to the Ship when the Manpower is committed at the end of the Phase 2 – Commitment
Sabotage cards represent underhanded methods and tools that can be used for nefarious purposes. These sabotage cards will never be required to resolve Events (playing them in Events will cause them to fail), but they may be used by players creatively to solve a problem – especially if the problem is another Ship. Speak to a facilitator if you wish to use a Sabotage card in this way.
While Sabotage cards are an excellent resource for an Infiltrator to have, Human players may also possess and use these cards, so they do not necessarily indicate that the player holding them is an Ashiva agent.
The Fleet has ended up deep in uncharted space, far from the region of the Milky Way controlled by the Republic of Earth and Her Colonies. There is no hope of rescue. Finding their way home is impossible without proper navigational data.
To return to Earth, the Fleet must:
So Say We All has 45 players taking on roles within the Fleet.
Each team represents the senior crew of a ship. The player roles within the teams are the Captain, Navigation Officer, Communications Officer, and the Crew Chief (as well as the Executive Officer on the Prosecutor).
The Ship's Captain is responsible for directing the other players on the Ship and providing strategic direction for their team throughout the day.
During the game, the Captain will likely be called on to make important decisions that can significantly impact their team or the Fleet as a whole. The Captain will likely spend most of their time negotiating with other ships for resources or information. As Captain, this player can also imprison suspected Ashiva infiltrators on board their Ship.
In the event that another player in their crew is unable to perform their duties, the Captain can perform them in their stead. As such, the Captain should be familiar with the responsibilities of the other roles.
The Navigation Officer (Nav) is responsible for performing faster-than-light (FTL) jumps during the game. As the Fleet moves around the galaxy, it will be up to the Navigation Officer to ensure that the Ship has adequate Fuel to complete the action and that the Ship is heading to the correct destination.
The Navigation Officer is also in charge of sending out scouting missions to survey nearby star systems and recovering information and resources from these systems.
The Communications Officer (Comms) is responsible for maintaining the tactical position of the ship in the Fleet and is the only player who may interact with the Battle Map. The Communications Officer will be responsible for controlling their Ship's movements and the actions of their Interceptors during combat.
Outside of combat, they work with the Fleet Commander to prepare for battle, and assist their Crew Chief in producing the resources necessary to maintain the ship.
The Crew Chief (Chief) is responsible for coordinating the allocation of their team's Manpower, responding to Crisis events and overseeing repairs or upgrades to the Ship. They have the final decision when it comes to deciding where to commit their team's valuable resources.
The Crew Chief can also interact with the Black Market to trade their resources for other resources, Ship upgrades, and other rare technologies.
The Executive Officer (XO) is the dedicated second-in-command for the Prosecutor. In the absence of their Captain, this player is empowered to make any decisions that can ordinarily be made only by a Captain. In addition, the XO may also interact with the Battle Map during combat.
The Fleet is composed of 11 ships, but there are only 3 distinct types of Ship Boards that will be used during the Game. There are the Refinery, Plantation, and Civilian Passenger Ships. The Ship Boards will be located at the appropriate team table, and will be used to track the allocation of Manpower on board the Ship.
Each Ship has a total Manpower capacity indicated on the top of that Ship's board. The current total Manpower of the Ship is noted on this tracker, and will change as Manpower is lost or gained throughout the game. This should only be changed by a facilitator.
Note that some locations indicated with an asterisk * on the board requires the Manpower to be committed at the CIC location on the Combat Table .
The R.E.C. Prosecutor is the sole military vessel in the Fleet, and as such, it is the only thing standing between the civilian ships and the Ashiva. This Ship has several locations that can be crewed with Manpower tokens, many of which revolve around using the weaponry and other offensive capabilities of the vessel.
For each Manpower token that is placed in the Hangar location, the Prosecutor may deploy one Squadron of Interceptors, up to a maximum of 6.
For each Manpower token that is placed here, the Prosecutor may make one attack with its main weapons during combat, up to a maximum of 6.
Each Manpower token here can be deployed as a boarding party onto another vessel (either to attack or defend), or as otherwise directed, up to a maximum of 5. Marines are critical for defending against Ashivan boarding parties.
Only one Manpower needs to be placed on the Infirmary to operate it. While this location is operational, Wounded Manpower tokens may be placed into the spots within the large box to recover.
This location does not correspond to a physical place on board the Ship, but is used to restore damaged locations to working order, conduct research and install upgrades. Provided Engineering is fully staffed, one location on this Ship can be repaired each Turn.
Fortunately, a number of heavy industrial ships were able to escape with the Prosecutor, including two Fuel Refinery ships and two Plantation ships. Between the four of these vessels, the Fleet should, hopefully, be able to satisfy its Food and Fuel needs.
Refinery Ships:
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Plantation Ships:
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The civilian Fuel Refinery vessel produces one Fuel every Turn for every one Manpower token that is assigned to work in the Refinery location during the Phase 2 – Commitment. A maximum of 6 Manpower tokens can work in each Refinery location, denoted by the circular slots.
The civilian Plantation ship produces eight Food for every one Manpower that is assigned each Turn. This location may also support up to 6 Manpower tokens.
Though the civilian ships do not have any weaponry, they are not totally defenceless. Each civilian Ship is capable of deploying one Squadron of Interceptors that can be used to defend the Ship if the need arises.
The remainder of the ships in the Fleet are composed of civilian passenger vessels. Though they do not immediately have anything to offer in terms of resource production or fleet defence, their ships carry a higher level of starting Manpower and have large cargo holds that could be retrofitted to serve a more useful purpose.
These ships are:
Each of these civilian vessels can be modified to fulfil a specialised role. Constructing a specialisation within a Civilian Passenger ship is a significant undertaking and requires 1 Turn and costs Four Manpower and one Fuel to complete.
It is possible to change the specialisation of a civilian ship at a later stage at the same cost.
There are 5 possible specialisations that can be selected: Refinery, Plantation, Hospital, Carrier, and Leisure.
The unused cargo space is converted into a makeshift Fuel refinery.
It will never be as good as a purpose-built industrial vessel; an improvised civilian Refinery can only support up to 4 Manpower, but produces Fuel at the same rate as the industrial version.
The free space inside the Ship will be committed to helping provide food and water for the population of the Fleet.
The lack of proper soil and water recycling technology reduces its performance compared to a dedicated plantation. This version of the Plantation can only support 4 Manpower, and produces only 6 Food per Manpower.
This vessel will be used to help ease the strain on the Prosecutor's Infirmary.
Each Hospital vessel can support an additional 10 Wounded Manpower, but one Manpower needs to be allocated to operate the location.
The cargo space in this Ship will be modified to allow for the maintenance and deployment of an increased number of Interceptors.
Each Carrier ship may field an additional 4 Interceptor Squadrons.
This Ship will be used to provide some much-needed R&R for the Fleet's weary inhabitants.
Utilising a leisure location can allow the Fleet to spend Food to mitigate the negative consequences of Event cards.
Official channels are rigid, bound by protocol, rationed resources, and diminishing hope. But beneath this fragile order lies another system—one that thrives in the shadows. The Black Market.
Nobody knows exactly where the goods come from. Some say salvagers have mastered the art of tampering fleet records, others whisper about cannibalised parts of our own ships. Discussions of hidden supply caches abandoned by the old military, scavenged and fenced by the fleet's own shuttle-scouts. None of these theories ever seem to fully explain the Market’s reach.
Officially, the Fleet command denies the market's existence. Unofficially, its officers turn a blind eye to the deals that keep their crew alive. When sanctioned methods falter, even they turn to shady brokers for fast solutions. In the Lost Fleet, survival reigns; rules blur, necessity drives compromise.
Each Crew Chief can visit the Black Market and spend their resources for a selection of trades on offer each turn.
The Black Market is hosted on a different Ship each Turn. As a kickback for turning a blind eye, the Crew Chief of the Ship hosting the Black Market each turn has exclusive access to the deals for the duration of Phase 2 – Commitment. They may make deals with other Crew Chiefs to trade on their behalf, but only the host Crew Chief may make the trade.
Once Phase 3 – Negotiation begins, any Crew Chief may buy from the Black Market.
The Market is unavailable during Phase 1 – Reconciliation as the marketeers undergo their relocation.
A selection of trades will be available each turn. Each trade may only be made once. Trades will have a cost indicated in the top of the trade card, and one or many rewards laid out in the bottom of the card. If a Crew Chief pays all of the required costs to the Black Market facilitator, then they can collect all of the rewards.
If a trade requires Manpower or a Shuttle, then they will be returned to the team at the start of the next Phase 1 – Reconciliation. However, if a trade cost includes [Lost] then they defect, are killed, destroyed, or stolen in the course of the deal and are consumed for the remainder of the game.
As with all large groups of people, there is always a pressing need for leadership. As such, the people within this Fleet have hastily cobbled together an interim government to help guide and unify the populace. The government comprises four key positions, which any player within the Fleet may hold. The President, Vice President, Voice of the Fleet, and Fleet Commander.
This Governance is legitimised by the Emergency Constitution, which is Protected and Enshrined by and in Article 17-C of the Fleet Survival Doctrine.
The positions of Fleet President and Vice President must be immediately filled per established lines of succession.
The President is the leader and figurehead of the civilian government. They are responsible for ensuring that the needs of the people are being adequately met.
The President is able to institute or repeal an Executive Order. Executive Orders are used by the President to change the laws within the Fleet. The President may enact or repeal one Executive Order per Turn. This action is announced by The Voice of the Fleet. The exact details of each Executive Order are provided on the card.
It is also the role of the President to appoint the Fleet Commander role. The President may also dismiss the Fleet Commander as they wish, though this position may not be left empty.
The President may voluntarily relinquish their position to the current Vice President at any point in the game.
The President also gains exclusive use of the Presidential Shuttle.
In these uncertain times, it is critical that there is always a plan of succession. In the event that the current President can no longer fulfil their duties, the Vice President will be empowered to act in their stead.
Outside of this duty, the primary responsibility of the Vice President is to determine the location of FTL Jumps of the Fleet.
There are two additional rules that are unique to the Vice President position:
The Vice President is also responsible for appointing the Voice of the Fleet. The Voice of the Fleet may be dismissed and reassigned at the exclusive discretion of the Vice President.
The actions of the Government are communicated to the people of the Fleet through The Voice of the Fleet. This role is responsible for open and clear communication between the Government and the members of the Fleet.
When the President enacts an Executive Order, The Voice of the Fleet is responsible for announcing it to the Fleet, and then ensuring they are followed. They also help the President gauge the “mood” of the Fleet to help inform their decision making.
The Voice of the Fleet is also responsible for maintaining the relevance of this Constitution in response to the circumstances the Fleet may find themselves in, in accordance with the requirements of the Fleet Survival Doctrine. As such, they may make Amendments to the Emergency Constitution.
The Fleet Commander is appointed by the President. They are delegated to manage the deployment and combat readiness of the Fleet. The player who holds this position is responsible for determining the turn order the Ships will take actions in during combat. They should lead the actions of the Fleet in combat, and assist the Communications Officers of the civilian Ships prepare for various combat contingencies.
This player does not need to be a crew member of the Prosecutor.
During the Game, there may come a time when the Fleet has decided that a change of government is necessary.
As defined in the Emergency Constitution, there are two prerequisites before this action can proceed:
Once both conditions are met, the President and Vice President roles are replaced with the appropriate players. The new government must then appoint their own Fleet Commander and Voice of the Fleet before exercising any government powers.
We know very little about the Ashiva, who they are, and what they want.
We know they attacked us first, and we didn't know where they came from.
We know our best chance of survival is to seek refuge at the Republic of Earth.
There was no direct contact with the Ashiva as they began their assault. They made no attempt to communicate before they attacked. They made no response to hails before the bombs dropped.
Despite their apparent reluctance to communicate with the Fleet, several options for pursuing communication with the Ashiva have been suggested:
The Lost Fleet has been infiltrated by a number of Ashiva agents. These Infiltrator players attempt to remain undercover while performing various acts of sabotage and disruption.
The Infiltrators are randomly selected from the list of Human players on the day.
Immediately before the game starts, players will be taken aside and individually informed of their allegiance in secret, Human or Infiltrator. During the game, each player will need to be taken at their word that they are, in fact, part of the Human team.
Infiltrators will be provided with a set of Sabotage cards at the beginning of the game. All sabotage cards are identical and have no unique abilities.
These cards can be used to undermine the Fleet in three major ways:
Sabotage cards can be secretly placed into the pool of resources being assembled to resolve an Event.
When the resources are being tallied at the conclusion of the Event, the presence of any Sabotage cards will trigger the failure outcome (or another more dastardly outcome desired by the Infiltrator in negotiation with a Facilitator).
A FTL Jump can fail if the destination coordinates are provided incorrectly, the required Fuel isn’t provided, or a Sabotage card is played instead of Fuel. If a Sabotage card is used, then the jump will not only fail, but a Ship may be damaged attempting to jump.
Sabotage cards can be traded to a Facilitator to conduct free-form acts of nefarious intent. Describe the intended action and intended outcome of the action to a Facilitator. The number of cards required to conduct the particular action will be decided upon by a Facilitator. As a general rule, the more destructive the intended outcome, the higher the number of Sabotage cards required.
Infiltrators can replenish their supply of Sabotage cards by trading in two Fuel cards per Sabotage card with a Facilitator. The Ashiva Fleet may also choose to send them various resources, including Sabotage, Fuel, Food, or other items.
Infiltrators need to be highly vigilant of their surroundings during the day. Human players may overhear your schemes.
The central focus of the Human players should be to weed out the Infiltrators before they can cause serious damage to the Fleet. While some of the Infiltrator actions have a chance of detection when performed, the most powerful tools available to the players will be their own deduction skills.
Keep an eye open for players acting suspiciously or those who happen to always be around when things go wrong.
There may also be technology or Executive Orders that can help identify Infiltrators throughout the Fleet.
If a player is suspected of being an Infiltrator, the Captain of the Ship they are currently aboard can choose to imprison them. This action cannot be resisted. The imprisoned player must remain seated at this table until their Imprisonment ends. They cannot perform their duties while imprisoned. They may ask for a Facilitator to discuss their options with.
If the imprisoned player is a ship's Captain, the President must approve this action.
If the imprisoned player is the President, then the Imprisonment must be approved by both the Fleet Commander and the Vice President.
A Captain can be imprisoned by their own crew on their own Ship, as long as the entire crew agrees with this action.
While imprisoned, Players maintain possession of any resources they have. They can be "searched" by the Captain of the Ship in order to ascertain exactly what items they currently have. The Captain of the Ship may choose to confiscate any cards the imprisoned player holds.
Note: Manpower tokens cannot be confiscated during a search.
Each Captain can only perform one search per turn.
Imprisoned players are free to talk and communicate with any player at the Ship's table.
Please Note: Players are never to be physically searched, held, bound, or otherwise touched. When searched, you are expected to show any cards or tokens on your person to the Captain ‘searching’ you.
The imprisoning Captain may choose to release their prisoner at any time. If the prisoner is not released by the end of the Turn they are automatically released at the conclusion of the next Phase 1 – Reconciliation.
Upon release, they must be allowed to travel to another ship in the Fleet. The released player may not be imprisoned by the same Captain again before they leave the Ship.
It is worth noting that Imprisoned players are not likely to sit still and may very well attempt to escape. Similarly, other interested parties may want to make a Captain appear incompetent or even frame them as an Infiltrator by staging a prison break.
If the Executive Order that enables the President to approve executions is enacted, imprisoned players can be Executed.
If a player is Executed, that player will have a 5-minute 'time-out', after which the player's true allegiance is revealed to the Fleet.
Executed players (infiltrator or not) may rejoin the Fleet as a new character. Their new allegiance can be different to their previous allegiance. Depending on the circumstances, they may rejoin their previous crew, or may even join another Ship's crew.
Exploring the Galaxy Map is an essential aspect of trying to get home. There is, however, one rule:
The Fleet Must Stay Together
Players may not actively separate the Fleet into smaller groups during normal play.
The Lost Fleet can FTL jump to any Star System on the Galaxy Map. They do not need to be adjacent to it.
The procedure for the Fleet to move around the Galaxy Map during regular play requires a few steps to be carried out.
Each class of vessel has a fixed Fuel cost that must be paid for each FTL jump, shown on the Ship Board. The Fleet may perform multiple FTL jump actions per Turn, if they can afford the Fuel costs.
When the Fleet moves to a Star System they have not yet visited, they will learn about interesting features of the new Star System, and any resources they may exploit with Shuttle Scouting.
The Fleet can use its Shuttles to scout nearby systems on the Galaxy Map. Scouting nearby star systems will allow the players to discover resources and other valuable rewards, as well as potentially discover the location of the Ashiva Fleet.
Shuttles may only be deployed to systems that are considered "adjacent" to the current location of the Fleet. The systems that are connected with a dashed line on the Galaxy Map are considered "adjacent" to each other.
Shuttles must be dispatched during Phase 2 – Commitment each turn by the Navigation Officer. Once dispatched, they will return near the end of Phase 3 – Negotiation with any intel and resources they may have uncovered on their journey. Collect the Shuttle and rewards from the Galaxy Map.
You may recover Nothing to See Here or Ashiva Encounter cards, which may come with extra information from a Facilitator. These cards can be traded at the Black Market for other resources, or used to help resolve Events.
The Combat table houses the Battle Map. This is where the Lost Fleet arranges itself around the Prosecutor, which remains at the centre of the Battle Map. Communications Officers are free to reposition their units on Battle Map at any time out of combat. They may preemptively deploy Interceptors if they have Manpower committed to their Hangar.
Here the Fleet Commander may arrange the initiative order for the Ships in the Fleet, which decides the order in which they take actions in combat. They may also wish to run combat drills with the Communications Officers, to prepare for defensive scenarios and to practise the rapid initiative order (see Combat).
Ship locations related to combat are staffed differently than the other locations. They still require Manpower, but the Manpower tokens need to be placed at the Combat table in the Combat Information Center (CIC). This is to ensure that, in the event combat breaks out, that the required Manpower to wage war is allocated to the correct locations.
Committing Manpower to the CIC is identical to Ship locations. It cannot be removed in Phase 3 – Negotiation, unless the Fleet is in combat. In this case, Manpower can be added and removed at will. However, Manpower used for deployed Interceptors cannot be moved until the Interceptors are recalled. Manpower used to fire the Main Weapons must be committed each time the weapons fire.
Unavoidably, there will come a time when the Ashiva Destroyers assault the Lost Fleet. When this occurs, each Communications Officer should head to the Battle Map as quickly as they can, bringing any extra Manpower they wish to commit to combat that is not already in the CIC. Other resources (Reactive Armour, Shuttles, Fuel) may also be useful.
It is important to note that the regular passage of time still occurs for the players that are not present at the Battle Map. Manpower tokens not at the Battle Map still need to be fed and healed.
The Battle Map is in the form of a hex grid, and only one Ship may occupy each hexagon (the Prosecutor takes up two adjacent hexagons). Interceptor Squadrons are not subjected to this rule.
The Ashiva acts first, and the Ashiva will take a turn every 2 minutes, regardless of how many teams have had a turn in between. The teams will take turns in the initiative order defined by the Fleet Commander, who may alter the order at any time (however, they must ensure that each ship has had a turn before another ship has a subsequent turn).
Combat ends when all surviving Ships of one side have made an FTL Jump out of the Star System (or no ships survive).
Each Ship can take two actions (see below). If a Ship loses one or both actions due to an enemy attack, they will recover their actions at the end of their next turn.
Move up to 4 hexes in a straight line. It may not move onto or through a hex containing another Ship.
If a Ship ends its turn next to another ship, then there is a chance of a collision occurring. Roll one six-sided die:
1-3 |
No Effect |
4-6 |
1 Location Damaged on each Ship |
Pay 1 Fuel to subtract 2 from any dice rolls made against an incoming attack.
The Galaxy Map Facilitator must have announced a jump and the Navigations Officer must provide the required Fuel and correct destination to the Galaxy Map Facilitator for this action to be successful.
On a successful FTL jump, the Ship is removed from combat. If they have Interceptors deployed, they are recovered if they are within 4 hexes from a Ship, otherwise the Manpower is killed.
If Ships are adjacent to each other, Manpower can be transferred directly, otherwise, a Shuttle is required. The Shuttle should be in the hand of the Communications Officer making the transfer and shown to the Combat Facilitator.
The Prosecutor can create a 2-hex radius circle of protection, centred on itself. Any hostile weapons fire that travels through this region can be blocked by the flak barrier. If that path of an attack passes through this region, one six-sided dice will be rolled. On a result of a 4-6, that attack is blocked.
The Prosecutor may attack other vessels with their main weapons. This Action fires up to three shots. One Manpower must be committed to the Weapons location at the CIC for each shot fired each turn of combat.
Each Manpower committed to Weapons allows for one shot to be fired. Each shots may be focused on a single target, or spread across multiple targets. All shots are immediate and have unlimited range. The target must be within the attacker's line of sight without any other Ships between them (Interceptors and other small craft don’t count).
For each target, roll a six-sided die for every shot taken at this target:
1-2 |
No Effect |
3-4 |
1 Lost Action |
5-6 |
1 Location Damaged |
The target may expend a Reactive Armour (if they have the card) to ignore the damage.
If a Ship has an Interceptor Squadron covering them, they may instead choose to take a hit to their Interceptor:
1-3 |
The Interceptor is destroyed and the Manpower is killed. |
4-6 |
The Interceptor is destroyed and the Manpower is Wounded. |
In the event that the Captain of a Ship decides they cannot complete a FTL Jump, they may order their Communications Officer to Abandon Ship. Follow the Ship Destruction rules below, but add 1 to each dice roll.
Activating Interceptors lets you move all Interceptors under your command. Interceptors may move up to 6 hexes along any path. This path may proceed through spaces occupied by larger ships. They may end their movement in the same space as other Interceptors.
If an Interceptor ends a move in the same space or adjacent to an Interceptor or other small craft, they may Engage each other. Both sides roll one six-sided die, and the highest result wins the engagement. The other craft is destroyed. In a tie, the human Interceptor wins.
If an Interceptor is destroyed, roll another six-sided die:
1-3 |
The Interceptor is destroyed and the Manpower is killed and removed from the Game as a casualty. |
4-6 |
The Interceptor is destroyed and the Manpower is Wounded. |
If an Interceptor ends a move in the same space as a Ship, it can Cover that Ship, allowing for the Interceptor to take damage instead of the Ship. An Interceptor Squadron covering a Ship will occupy the same hex as the Ship.
Interceptors begin combat covering their home Ship.
When a Ship takes damage, a Location is damaged. The location cannot be used again until it is repaired (see Engineering location). Note: If the Hangar is damaged, new Interceptors cannot be deployed, but Interceptors that are already deployed can continue to be commanded.
If a Ship takes damage, and all Locations are already damaged, then the Ship is destroyed.
Remember that the Engineering location cannot take damage, and is not considered when tracking damage.
When a Ship is destroyed, some of the resources the players possess are lost. Two Manpower and four resource cards (excluding Shuttles) may be nominated to be saved. Then, the Captain of the destroyed ship may roll one six-sided die for every Shuttle currently possessed by their team (scouting Shuttles are safe, and not counted towards this). For each 6 rolled the following resources are saved (5 or 6 if Abandoning Ship):
Any remaining resource cards or tokens owned by that team are forfeited. Any resources that have been saved in this fashion are split between the Ships players, as evenly as possible. All players from that team will be dispersed amongst the other ships in the Fleet with their recovered resources.