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Space Pigs

Space Pigs Rulebook

Table of Contents

Table of Contents

  • Number of Players
  • Contents
  • Set-Up
  • Preparing the Board
  • Size of the Board
  • Layout of the Board
  • Initial Forces and Deployment
  • Game Sequence
    • The Game Turn
    • The First Game Turn
  • Phase 1: Administrative
    • Sequence A: Draw Cards
    • Sequence B: Colonists Arrive (RP)
    • Sequence C: Determine Order of Play
    • Sequence D: Deploy Colonists
    • Sequence E: Arrival and Deployment of Aliens (RP)
  • Phase 2: Space Travel
    • Sequence A: Choice of Space Travel Marker
    • Sequence B: Space Travel Resolution
  • Phase 3: Space Combat
    • Sequence A: Combat
    • Sequence B: Redeployment
    • Sequence C: Alien Space Travel and Combat (RP)
  • Phase 4: Royal Pig Election
    • Sequence A: Acorn Production
    • Sequence B: Governors
    • Sequence C: Election
  • Elimination
  • Simplified Rules (Set A)
  • Simplified Rules (Set B)
  • Advanced and Optional Rules
  • Clan Powers
  • History of the Great Clans
  • Did You Know?
  • Event Cards
  • Game Summary / Player's Aid Sheet

Number of Players

Space Pigs can be played by three to six players. Each player represents one of the great clans of the Empire.

Contents

  • 80 cards (combat and event)
  • 6 "Sacred Recipe" markers
  • 6 clan displays
  • 1 order of play track
  • 37 hexes (8 red planets, 8 yellow planets, 8 blue planets, 3 double planets, 9 asteroids and 1 sun)
  • 120 piglet markers (20 per player)
  • 18 hog markers (3 per player)
  • 60 governor markers (10 per player)
  • 6 clan chief markers (1 per player)
  • 30 space travel markers (5 per player)
  • 12 colonist markers
  • 30 acorn production markers
  • 18 Alien markers
  • A six-sided die (henceforth 1D6) and an eight-sided die (1D8).

Set-Up

Each player gets a random clan display and the corresponding 20 piglets, 3 hogs, 10 governors, 1 clan chief and 5 space travel markers (two "2", two "3" and one "4"). Then each player draws a random secret sacred recipe. You cannot show your sacred recipe to the other clans, but nothing prevents you from talking about it. Pigs lie as they breathe. The recipe shows the combination of 6 coloured planets you must control to win. Of course, there aren't enough planets to go around! Finally, the players each roll a 1D6 to establish the order of play. The high roller becomes the First Player and places his clan chief at the top of the order of play track. The other players fall into place going clockwise from him. In later turns, it is a player's troop strength (piglets and hogs) that determines order of play.

Preparing the Board

At each game's outset, you must prepare the board using the hexes. Thus, each game will have a different board layout. The hexes have, on their fronts, a drawing of a coloured planet, double planet, asteroid or sun. This is the Planet face of each hex; it is used throughout the game's duration. The backs show a simple coloured blob; this is the Family side of each hex (the sun hex has no family back; it is used only in the Twin Galaxies optional board layout). The Family side is used only during the board's preparation.

Size of the Board

The board size depends on the number of players:

Number of playersRed planetsYellow planetsBlue planetsDouble planetsAsteroids redAsteroids blueAsteroids yellowAsteroids black
333331111
444431111
5666

The hexes are sorted into four face-down piles, according to their Families: red, blue, yellow and black. The coloured families contain planets, double planets and asteroids, whereas the black family contains only asteroids.

Layout of the Board

The board is built blindly, meaning that each player chooses the hex he'll lay based only on its family. Thus you're never sure of what you're about to lay out. Once the tile is picked and its position declared, its face is revealed. Once a hex is revealed, it cannot be laid elsewhere. The First Player picks a hex and lays it at the table's centre; this is the galaxy's core (Place a marker on the core during lay out so as not to lose track of it). Next, going in play order, each player picks a hex and lays it out. This continues until the requisite tiles are all laid out. The following rules must be followed during layout:

  • All hexes must touch each other by at least one hex side.
  • The hexes must be laid in widening circles around the core.
  • You must complete each ring around the core before moving to the next wider one.

Planet sides are revealed as the hexes are laid out. The galaxy is laid out in widening circles.

Initial Forces and Deployment

Each player has 5 piglets to place on a rim planet of his choice, in play order.

Game Sequence

The Game Turn

Space Pigs generally lasts for four or five turns. A turn is made up of four phases played one after the other, some phases being further broken down into sequences. Each sequence is resolved by each player before play moves on. The sequences marked RP (Royal Pig) are executed only by the Royal Pig (see the Royal Pig rules).

  • Phase 1: Administrative
    • A. Draw Cards
    • B. Colonists Arrive (RP) (Not on turn 1)
    • C. Determine Order of Play
    • D. Deploy Colonists
    • E. Arrival and Deployment of Aliens (RP)
  • Phase 2: Space Travel
    • A. Choice of Space Travel Marker
    • B. Space Travel Resolution
  • Phase 3: Space Combat
    • A. Combat
    • B. Redeployment
    • C. Alien Space Travel and Combat (RP) (Not on turn 1)
  • Phase 4: Royal Pig Election
    • A. Acorn Production
    • B. Governors
    • C. Election

The First Game Turn

In the first game turn, there is no Royal Pig. The "Colonists Arrive" and "Alien Space Travel and Combat" sequences are therefore skipped. The "Alien Space Travel and Combat" sequence is resolved by the First Player, who deploys them on the asteroid of his choosing. The position of Royal Pig is obtained in phase 4, during the election. The players may not play "Colons" (Colonists) nor "Colon" (Colonist) cards (since the sequence is skipped), nor may they use their special powers (see the Advanced rules) during the first turn. No player may win on the first turn, even if the victory conditions are fulfilled (e.g. even if one controls all the planets required by one's sacred recipe).

Phase 1: Administrative

Sequence A: Draw Cards

There are two types of cards: "Combat" and "Événement" (Event). The Event cards bear a yellow on red title and a block of white text on a green background. The number and letter at the foot of the card shows during which phase and sequence it may be played. A card can never be played in a different sequence than the one indicated. The Combat cards bear a red on yellow title and an illustration. The attacker and defender combat bonuses appear in the bottom corners, whilst a technology index is at the card's bottom centre (see the combat sequence). These cards can only be played during the combat sequences of phase 3 (3A and 3C).

Dealing and Discarding Cards

The players receive 6 cards on the first turn; in later turns, they are dealt enough cards to bring their hand back up to 6. Before drawing new cards, each player may discard as many cards as he wishes.

Exchanging Cards

Cards may be exchanged at any time between players belonging to the same political faction; that is to say, between players that voted for the same Royal Pig candidate during the previous turn's phase 4. During the first turn, no one may exchange cards. A player may never play a card on another player's behalf.

Sequence B: Colonists Arrive (RP)

On each turn except the first, convoys of immigrant pigs are seeking new lives in the colonies, escaping the overcrowded imperial worlds. These colonists are a nearly inexhaustible supply of pigpower for the clans, but their distribution is entirely up to the Royal Pig.

Number of New Colonists

Each turn, the Royal Pig draws randomly a number of pig colonists markers which depends on the number of players:

  • With 6 players, the Royal Pig draws 9 colonist markers,
  • With 5 players, the Royal Pig draws 7 colonist markers,
  • With 4 players, the Royal Pig draws 6 colonist markers,
  • With 3 players, the Royal Pig draws 5 colonist markers.

The colonist markers bear a number ranging between 1 and 3; this is the number of new colonists bestowed by that marker.

Distribution of the New Colonists

The Royal Pig distributes the colonist markers to the players according to his whim. The only restriction is that he may not give more than two markers to any given player (not even himself). The markers are distributed face down. Of course, nothing prevents each player from trying to influence the Royal Pig so the distribution is more in his favour. Once the markers are all distributed, the players turn the markers in, replacing them by the indicated number of piglets.

Transformation of Piglets into Hogs

When a player receives his new piglets, he may exchange any two piglets for a hog. The exchanged piglets must come from the new colonists; a player may not exchange piglets already on the board. Each player is only allowed one hog per turn. On the first turn, there can be no exchange of piglets for hogs, except through card play.

Sequence C: Determine Order of Play

On the first turn, order of play is clockwise from the First Player. The First Player is the one who rolled the best score on 1D6. During the other turns, order of play is given by the number of piglets and hogs each player has. The player with the most troops plays first and so on down to the player with the least troops, who plays last. In case of a tie, roll 1D6 to break the tie. When counting troops, a piglet is worth 1 and a hog is worth 2. The players place their clan chief marker on the order of play track to indicate their position.

Sequence D: Deploy Colonists

Each player places his new piglets or hogs on planets or asteroids where his troops are present. There are no stacking limits.

Sequence E: Arrival and Deployment of Aliens (RP)

The pigs aren't the only inhabitants of the universe, and although the borders of the empire are pushed ever farther, it is frequent for our pigs to discover rather inimical neighbours. In any case, for a pig "the only good Alien is a dead Alien".

To resolve the arrival of Aliens, the Royal Pig (or the First Player on turn 1) rolls 1D8:

  • 1 or 2: No Aliens
  • 3 or 4: Pirates
  • 5 or 6: Porcophages
  • 7 or 8: Acorn Worm

The Royal Pig (or the First Player on turn 1) places the new Aliens on free asteroids. If there is an extant group of Aliens of the same type on an asteroid or planet, the Royal Pig may add the new Aliens to the old ones. However, he must respect the Alien stacking limits:

  • 1 Acorn Worm per hex,
  • 3 Porcophages per hex,
  • 4 pirates per hex.

There are a few restrictions on the deployment of Aliens: two different types of Aliens may not coexist on any given asteroid or planet. When there are no free asteroids left nor any space left on planets occupied by Aliens of the same type, the new Aliens are eliminated. An asteroid occupied by pigs is treated as a free asteroid by Aliens. In other words, the Aliens are limited only by their own numbers within the galaxy. A Royal Pig may never voluntarily eliminate Aliens when deploying them. Each Alien race has special characteristics:

The Pirates

The pirates are in fact renegade pigs, clan-less porkers that call each other "flying pigs". They form groups so they can survive by raiding planets belonging to the empire. They are made up of bandits on the lam, smugglers, anti-imperialists, anarchists, religious fanatics and all sorts of agitators in the pay of the various clans. Newly arriving pirates must all be placed on the same asteroid or planet. Pirates beyond the first one add a +1 combat bonus (for a maximum of +3, therefore).

Their characteristics are as follows: Attack and defence strength: 1D6; Move: 3 hexes; Power: None.

To find out how many pirates arrive, roll 1D6: 1 or 2: 2 pirates, 3 or 4: 3 pirates, 5 or 6: 4 pirates.

The Porcophages

The Porcophages are the pigs' natural predators. They gather in packs to hunt pigs on planets newly colonised. They terrify porcine troopers but are hunted down and exterminated without mercy. They can only be found on the fringes of the empire, now. When deployed, there is only one Porcophage in the pack.

Their characteristics are as follows: Attack and defence strength: 1D8; Move: 2 hexes; Power: When a Porcophage kills a piglet, a new Porcophage is added to the pack. Indeed, the smell of pig's blood attracts them from light-years away. A pack may never grow bigger than three porcophages. All porcophages beyond the first one add a +1 combat bonus (for a maximum of +2, therefore).

The Acorn Worm

The Acorn Worm is an immense space worm that devours acorn-producing planets as it drifts through space. When it devours a planet, it transforms it into a desolate asteroid. Then its digestion lasts for several centuries before it needs to look for another planet to consume. It is a plague upon pigs who have a really hard time fighting it. As a matter of fact, the most oft-used technique when confronted by an Acorn Worm consists in running away as fast as possible!

Its characteristics are as follows: Attack and defence strength: 1D6+1D8; Move: 1 hex; Power: An Acorn Worm can only attack a single planet. When that planet is unoccupied, it is automatically transformed into an asteroid. If it is occupied by pigs or by other Aliens, and the Acorn Worm wins the fight by killing its adversaries or forcing them to flee, the planet is also transformed into an asteroid. Once a planet is transformed into an asteroid, the Acorn Worm disappears. The Acorn Worm can come back an unlimited number of times during a game; however, once it has successfully devoured three planets, it disappears for good (treat future rolls of 7 or 8 as "No Aliens").

Phase 2: Space Travel

Sequence A: Choice of Space Travel Marker

Each player has 5 space travel markers labelled 2, 2, 3, 3 and 4. They are used to move troops about. The number indicates how many space travel trips the player can take during his turn. The players secretly choose a space travel trip marker and place it face down on their clan display. Once all players have chosen, the number of trips are revealed. Once a marker has been used, it must be put aside and cannot be used again until all the other markers have been used as well. One's space travel markers therefore cycle every 5 turns.

Sequence B: Space Travel Resolution

Space travel trips are executed in order of play. A player must complete all of his space travel trips before the next player can execute his. Exception: The event card "Extra-Mouve" allows a player to make one more space travel trip once all players have resolved theirs. A player need not use all his trips, but any unused trip is lost. You cannot turn any of your trips over to another player. When a player's troops are under attack by another player or Aliens, a number of defending troops equal to that of the attacker's is pinned on the planet or asteroid and cannot move away (but can flee later).

Space Travel Distance

Piglets and hogs can only reach adjacent hexes, unless the player plays one or more event cards which allow a trip to reach a hex further removed. During a trip, the players may move as many troops as they want as long as the troops embark from and disembark on the same hex. Exception: The event card "Bottes à réaction" (Rocket Boots) allows a player to move whilst dropping troops off during the trip. A troop can only make one trip per turn. When using a card, you can skip over hexes controlled by the other players without restriction. Troops can always disembark on a hex occupied by Aliens or by other players. Exception: The event card "fête du Gland" (Acorn Festival) prevents a player from attacking a planet of your choice during a turn.

The Extra-Mouve Card

The extra-move card is played either during your movement phase or once all player movement phases are complete.

Phase 3: Space Combat

When two players have troops on the same hex, there is combat. The player who owned the planet or asteroid to start with is the defender. The owner of a planet or asteroid is the first player to have landed troops on it and who still has troops left when another player arrives. The disembarking player is the attacker. Combats are resolved in play order; the First Player resolves his attacks and so on for all other players until all combats are resolved. The First Player will defend on the other players' turns if he is attacked.

Sequence A: Combat

Combat Strength

The combat strength of each player is computed as follows:

  • The type of troops present (piglets or hogs) determines the type of die used. If you have only piglets and no hogs, you use 1D6. If you have at least one hog, you use 1D8.
  • Add +1 for each additional troop present, whether it is a piglet or a hog.
  • You can also play cards.

The defender plays one or more cards face down in front of him. Then it is the attacker's turn to do the same. There is no limit to the number of cards each player can play. Both players can play Combat and Event cards, as long as they match the sequence. The cards are revealed simultaneously. Combat cards increase one's combat strength, whilst Event cards can affect either or both strengths. Combat cards apply for the entire combat.

Technology Indices

At the bottom centre of the combat cards, there is a number which is the card's technology index. If the total of the technology indices of the combat cards played by both players (defender and attacker) reaches a value of 6 or better, all of the troops of all players present on that hex are destroyed! The pigs have a hard time controlling their technology; in addition, certain pigs won't hesitate to use suicide porkers!

Combat Resolution

Combat is resolved in successive rounds until one player is eliminated or decides to flee. During a combat round, each player rolls a die as dictated by his troop type and adds his combat strength, including cards. If there is no massive disintegration due to over-armament, the player who obtained the highest score eliminates one of his adversary's troops. Hogs are always the last to die. The losing player picks the troop to eliminate. In the case of a tie, the combat makes no victim. At the beginning of each round, except the first, the defender and the attacker can decide to flee.

Fleeing

The pigs name this combat technique "buggering off". Starting with the second round of combat, a player may decide to flee. In this case, he must do so to an adjacent hex on which he already has troops. If there are none, his troops must fight to the bitter end. Nothing prevents a fleeing player from doing so to a hex where his troops are under attack or where, on the contrary, they are the attackers. The fleeing troops will add to the combat strength calculation normally. A troop may flee an unlimited number of times but it will always have to go through at least one round of combat each time.

Note: The "buggering off" technique can be attractive to reinforce a neighbouring combat. As an old retired pig general counsels: "Pursue him if he flees, and if he doesn't, flee yourself".

Multi-Player Combat

Several players may attack a single hex. In this case, there is a single defender but several attackers. The combats are resolved in order of play, the survivor of the first combat becoming the defender when facing the following attacker and so on. Tip: Superpose the pigs as they arrive on the hex; the last comer will be on top.

Sequence B: Redeployment

Each player may move each of his troops one hex, as long as the hexes are adjacent and both are occupied by him.

Sequence C: Alien Space Travel and Combat (RP)

The Royal Pig moves the Aliens and executes their combats. He may move one stack of one type of Alien. He must announce the type of alien and the particular stack before doing so. Aliens fight like pigs except that they have no cards and cannot flee. The Aliens may not be split by the move; when a stack moves, all of it moves —no Aliens may be left behind on the starting hex. The presence of pigs on an asteroid does not prevent the apparition of Aliens. When this happens, a number of pigs matching the number of Aliens are pinned on the asteroid and must fight at least one round of combat before fleeing.

Phase 4: Royal Pig Election

During the Royal Pig election phase, the players produce acorns and receive a governor for each acorn produced. Each governor has one vote during the Royal Pig's election.

Sequence A: Acorn Production

At the beginning of this sequence, the players produce acorns on each planet they control. Each player receives an acorn per planet and two acorns per double planet. A double planet cannot be owned half by one player, half by another. Asteroids never produce acorns. The acorns match the colour of their planets (red, yellow or blue). The acorns are placed on the clan display, in plain view.

Victory

If you control all the planets required by your sacred recipe (as indicated by your Sacred Recipe marker), you have won the game. If several players fulfil the victory condition simultaneously, the player who comes first in the order of play wins. A player cannot win on the first turn, even if all the requisite planets are controlled. Victory is only possible during the Royal Pig election phase. If no one has won yet, keep on playing.

Sequence B: Governors

For each acorn produced, you receive a governor. Each governor has one vote during the Royal Pig election. The governors are placed lined up in front of your clan display. The clan has as many votes as it has governors.

Sequence C: Election

The Royal Pig Position

This is the key post of the game, as the Royal Pig acts as master of ceremonies and sees that the game runs smoothly. He resolves questions of rule interpretation, distributes the new colonists and plays the Aliens. A pig saying applies here: "Self-service is best service". The Royal Pig is the only one to execute sequences 1B, 1E and 3C. To sum up, it is a more than important role! Indeed, the other players must follow proper étiquette when talking to him: he must be addressed as "Royal Pig" or "Your Stoutness".

Negotiations and Candidates

Each player may be a candidate for the post of Royal Pig. Pay attention to how many votes you control, supporting a different candidate could be a much more attractive choice if you don't feel you can carry the election. The candidates can make speeches, promises, threats or deals —anything goes to rally the other players to your cause. Of course, none of your promises are binding. All that counts is raking the votes in.

The Vote

The Royal Pig (or the First Player on the first turn) asks, in whatever order he chooses, each player to state for which candidate he is voting. The Royal Pig announces his own vote either before or after all the other players, but never during their vote. To vote, a player turns his governors over to the candidate of his choice. When voting for himself, he simply keeps them. A player's governors may never be split between several candidates. Once your vote is cast, you cannot change your mind and recall your governors. The governors of all players simply add up.

Cards

The players can play applicable cards at any time during this sequence. During the negotiations, before the vote, after the vote, etc. Some cards can profoundly affect the political landscape.

The Winner of the Elections

Is proclaimed Royal Pig the player who amassed the most votes. In the case of a tie, the player who comes first in the order of play wins the election.

Political Factions

The players who voted for the same candidate are considered allies. During the coming turn, they will be able to exchange cards at any time during the turn. Exchanges must be even, which is to say that you must give as many cards as you receive. A player is never obligated to exchange cards. Players belonging to different factions cannot exchange cards, and neither can solitary players (one-man factions).

Elimination

It can happen that a player is eliminated, which occurs when he is down to zero or one troop on the board. In such a case, he reappears at the beginning of the following turn with an initial force of 5 piglets which he deploys as he wishes on an empty planet or asteroid on the galaxy's edge or, if they are all occupied, further inward. He also recovers his five space travel trip markers.

Simplified Rules (Set A)

Set A is from Tilsit's on-line rules (apparently an earlier draft); the simplified rules in the game's booklet (Set B) are substantially different.

The object of the game is to realise one's sacred recipe (which is not secret) by controlling the planets indicated on one's "Recette Sacrée" marker. The players receive 3 cards each. The deck is made up only of the combat cards, extra-move, planet displacement and ship cards. Youngest player goes first, play order is clockwise. Each picks any starting planet, but the players must be separated from each other by at least one hex. The players are awarded one new colonist per planet, plus three piglets. The players have three space travel trips per turn. When landing on an asteroid, roll 1D6. On a 1 or 2, all the troops are lost. On a 5 or 6, the troops are doubled. Otherwise, nothing happens. The hexes are laid out openly, in a circle. There are no politics, no Royal Pig, no governors, no Aliens.

Simplified Rules (Set B)

The object of the game is to realise one's sacred recipe (which is not secret) by controlling the planets indicated on one's "Recette Sacrée" marker. The players receive 4 cards each. The deck is made up only of the combat cards and the following event cards: 3 Extra-Move, 8 Planet Displacement, 2 Transporter, 1 Rocket, 1 Rocket Backpack, 1 Rocket Boots. Youngest player goes first, play order is clockwise. Each picks any starting planet, but the players must be separated from each other by at least one hex. The players are awarded one new colonist per planet. The players have three space travel trips per turn. The hexes are laid out normally. There are no politics, no Royal Pig, no governors, no Aliens.

Advanced and Optional Rules

The advanced and optional rules offer new possibilities for experienced players. However, we strongly recommend you try these only once the basic rules are well understood.

Inverse Deployment

Initial deployment is executed in inverse order of play, from the last to the first player. Moves are however executed using the normal order of play.

The Seventh Planet

Each player draws randomly and secretly an acorn production marker and writes the colour on a piece of paper. This seventh planet completes your 7-planet sacred recipe.

Baston Rikiki Galaxy (for a savage game)

Remove one planet of each colour from the hex mix before laying out the galaxy (the rest of the hex mix stays the same):

  • for 3 players: 2 red planets, 2 yellow planets, 2 blue planets;
  • for 4 players: 3 red planets, 3 yellow planets, 3 blue planets;
  • for 5 players: 5 red planets, 5 yellow planets, 5 blue planets;
  • for 6 players: 6 red planets, 6 yellow planets, 6 blue planets.

Size and Shape of the Board

These options build differently shaped galaxies, varying the strategies. This only scratches the surface of the possible layouts.

Twin Galaxies

In this option, two twin galaxies are laid out. You will need two centre hexes, around which the remaining hexes are laid out as evenly as possible. The twin galaxies are separated by the sun hex, so one must use cards to travel between them (top arrow). You can optionally lay out a "connecting galaxy" of three hexes which floats between the twin galaxies; this galaxy can be reached by normal movement (rim to rim, bottom arrows). In this case, it is strongly suggested to make sure that all the planets on the rims of the galaxies touch each other. This makes travel possible from one end of the twin galaxies to the other.

Pancake Galaxy

The hexes are laid out in a rough rectangle, alternately two and three hexes thick.

Freedom!

The hexes are laid out as the players wish, without any regard for any centre hex. However, all hexes must be linked, and the planets on the rim of the galaxy (such as it is) must all touch each other. This makes travel possible from one end of the irregular galaxy to the other.

Layout of the Board (Advanced Options)

The source repeats the heading "Layout of the Board" for these options; it is titled here to distinguish it from the setup section.

First option: The players may examine the planet face of the hex they picked before choosing where to lay it down.

Second option: All hexes must be laid out before any are revealed.

Third option: Treat the galaxy as unexplored. This means a hex is revealed only when a player lands on it. The Aliens appear on known asteroids if possible, or otherwise on a black family hex, which is then revealed. If the hex turns out to be unsuitable, the Aliens are eliminated.

Clan Powers

The great clans draw three special powers from their Glandenbourg secret recipe. Each individual power may only be used once per turn.

Porcus Clan

  • You have a hand of 8 cards instead of 6.
  • You can prevent any one player from being a candidate during the Royal Pig election (never the same player twice in a row, however).
  • You receive 1 extra governor each turn.

Hylocherus Clan

  • You can steal a card at random from another player's hand. This card is added to your hand and you owe your victim nothing.
  • You can trigger an acorn famine on the planet of your choice. Roll 1D6 for each troop present on the planet: piglets die on a 5 or 6, hogs on a 6.
  • You can flee before the first round of one combat.

Phacocherus Clan

  • You win a tie during a combat round.
  • You can attempt to assassinate another player's governors. Roll 1D6: 1 = no governor assassinated; 2 or 3 = 1 governor assassinated; 4 to 6 = 2 governors assassinated.
  • A troop which just moved may move again.

Babiroussa Clan

  • You can attempt to convert the troops of another clan. To do so, designate a hex and roll 1D6 for each troop present. On a 5 or 6, you convert a piglet. Hogs cannot be converted. The newly converted troops are placed on any one hex you already own.
  • You can forbid a player from disembarking on a given planet (but not an asteroid).
  • During the redeployment phase, you can recover one of your piglets from this turn's combat casualties.

Scrofa Clan

  • You can switch any two adjacent planets.
  • You get an extra-move.
  • You can redeploy your troops without regard for intervening distances.

Pecari Banzaï Clan

  • You can force a re-roll of one die during combat (yours or your opponent's).
  • You can adjust the total technology index by one, up or down, during one combat.
  • You get a teleportation (see the "Téléporteur de M. Scoto de l'Entrepo" card).

History of the Great Clans

The Empire is made up of numerous clans. However, only six can be ranked as great clans. They share the production of the Glandenbourg between themselves and most minor clans are their vassals.

Porcus Clan

This is the imperial clan, at its head is Olbo Jambono, the emperor's nephew. He is considered a simpleton, and everyone knows he is but the emperor's puppet. He is nevertheless a vicious and vindictive pig, and you should be wary of him. The emperor has a daughter, princess Pigga, a true pest whose beauty is equalled only by her Machiavellism. The Porcus clan is made up of numerous minor clans controlled through marriages and courtly intrigue. The true strength of this clan lies in its combination of strength and diplomacy. Despite this, the clan suffers from numerous internal rivalries exacerbated by the emperor's brother-in-law, Vasy Molo and the imperial counsellor Grosso Modo.

Hylocherus Clan

This clan founded the AAA, the Acorn Administration Association. This organisation distributes acorn production between the clans, as directed by the quotas set by the emperor. It is without doubt the richest clan, and it often lends money to the other clans. Allied with clan Porcus, the Hylocherus are in good terms with all other clans, except the Babiroussa who hold them responsible for the corruption and degeneration of all pigs. Biéro Malto, the clan chief, dreams of sitting on the imperial throne. He loves all luxuries and holds grand receptions. Despite his generous mien, one must beware. Under his pop star façade is a fearsome opportunistic demagogue.

Phacocherus Clan

This is the most bellicose clan. Its chief, Rale Goulo, is a dangerous and violent dictator who reigns through terror. The savagery and extremism of the Phacocherus have made them feared throughout the universe. At any time they must be ready to sacrifice their lives for their chief. From piglethood, they are trained for combat and made violent by all available means. The élite guard of Rale Goulo has assassinated several important members of other clans. Goro Rapido, the nephew of Rale Goulo, is its commander. The Phacocherus detest politics and compromise, which makes them the natural enemies of clan Porcus.

Babiroussa Clan

Headed by the mystical Darko Voldo, an ex Gruik Knight, the Babiroussa are a clan of religious extremists. They are feared for their mastery of the Gruik force powers. They pretend to be the true heirs of the Porcinocratic Knights. No one knows what their real aims are. They heavily proselytise the minor clans and have agents infiltrated everywhere. The Babiroussa maintain their mystery, and the other clans dream of seizing their secrets.

Scrofa Clan

Headed by the ex-pirate Porco Crado, the Scrofa were the first in space. Their clan structure is unusual; they are made up of numerous minor clans that elect a common chief. They name their fraternity the "Brotherhood of the Rib". This clan of adventurers, pirates and smugglers reaches all the planets of the known universe and even beyond. They compensate for their small holdings on Central Pigsty by their intergalactic empire of sorts. They do not hesitate to plunder the ships of other clans. Porca Honta is their most notorious privateer.

Pecari Banzaï Clan

All the Pecari are a little crazy. Headed by the genius Alco Testo, ace pilot and first-rate scientist, this previously minor clan has risen to the rank of major clan by technological means, making up for their small numbers. Their equipment is first rate, they are smart and opportunistic —fear them. They rent themselves out as mercenaries and recruit pigs of lowly origins, attracted by the prospect of a rise in social status unachievable with the other clans.

Did You Know?

  • Commander Kosto is the Aliens' friend. He heads the Frémono minor clan, the only clan made up of a mix of pig and alien troops. His red cap has become a legend amongst Aliens.
  • Emperor Snout's motto is known throughout the universe: "All that belongs to me is mine; all that belongs to you, is negotiable".
  • Porco Fulgur, genius inventor of the Pecari Banzaï clan, built robots of all kinds, including auto-boom robots. Alas! While presenting his new auto-boom robot, his assistant Scoto, maliciously tripped the robot, which ended the career of Porco Fulgur and that all those present. Scoto was the only survivor and was accused of killing his master to satisfy his jealousy. He now lives retired on his ship, the Entrepo, somewhere in the universe.
  • Quote from the teachings of master Yodo Lardo, about the Glandenbourg: "Drink some, you must! Feel the Glandenbourg in you, you must!".
  • The Gruik force issues from the Glandenbourg. After long studies, it allows one to master extraordinary powers. But most Gruik Knights have vanished, and Jaret Hog's Foot is one of the last to follow Yodo Lardo's teachings.
  • Hogs are young piglets that have been suckled on Glandenbourg. They became big and strong but since they haven't been taught to master the Gruik force, they are violent and are employed as war machines. Their small brain cannot resist the Glandenbourg.
  • "Gorruption" is the favourite weapon of intelligent pigs: it consists in getting enemy piglets to defect for a few more acorns.
  • The Senapork is the grand assembly of governors where they elect the Royal Pig, the governor-general of acorn production. It is a holdover from the days of Porcinocracy, when a pig was elected chief by all the pigs.
  • The Acorn Festival is a sacred ceremony involving the pigs of all clans. Pigs drink Glandenbourg until they can't any more, which takes several days. There is no fighting during this time.
  • Porcina du Sans Porc is a rather unstable galaxy; with the help of the Gruik force, planets can move through space and change orbit. Because of the fabulous quantity of Glandenbourg required to do this, this is a rather rare occurrence.

Event Cards

The card titles are given as printed, with the English translation in parentheses.

  • Baron Harkonono, neveu de Groin Groin (Baron Harkonono, Emperor Snout's nephew): The baron is the Emperor's military counsellor. An old salt, he is cunning and vicious. Luckily, he's on your side. You receive two extra governors.
  • Bottes à réaction (Rocket Boots): You can move 3 hexes and leave troops on each hex you cross as well as on the destination.
  • Cho Boko l'extra-cochon (Cho Boko the Alien): Cho Boko is an assimilated Porcophage, the loyal companion of Van Soulo. Thanks to him, you can control the Alien stack of your choice — instead of the Royal Pig.
  • Le Choco : Le combinat des honnêtes cochons (The Choco: The combine of honest pigs): The Choco, the agency that manages the acorn production, is on your side. You receive 1 extra governor.
  • Colon (Colonist): One extra piglet joins your ranks.
  • Colons (Colonists): Two extra piglets join your ranks.
  • Délit de sale gueule (Ugliness offence): The player of your choice is barred from presenting his candidature to the post of Royal Pig. No player can vote for him and he must vote for someone else.
  • Déplacement de planètes (Planet displacement): Swap two planets of your choice. Any troops on the planets move with them.
  • Erreur de vote (Voting error): A pig finds it difficult to tell left from right, as both hands look alike. Half of a player's governor's raise the wrong hand —you control their votes instead.
  • Extra-Mouve (Extra-Move): You get an extra move during your turn or right after the player of your choice.

Game Summary / Player's Aid Sheet

Set-Up

Each player receives Clan display, 20 piglets, 3 hogs, 10 governors, 1 clan chief and 5 space travel markers. Each player draws a random secret sacred recipe. Pick the First Player randomly.

Lay Out the Board

Sort hexes into 4 face-down piles (red, blue, yellow and black).

Number of playersRed planetsYellow planetsBlue planetsDouble planetsAsteroids redAsteroids blueAsteroids yellowAsteroids blackColonist markers
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Each player picks a family, places the hex then reveals it. Build the galaxy in concentric rings around the first-laid Centre Hex. Once the map is done, each player picks a rim planet and puts 5 piglets there. Unless stated otherwise, ties are broken by play order.

Phase 1: Administrative

  • A: Draw Cards: Discard cards, then draw hand back up to 6.
  • B: Colonists Arrive (RP) (Not on turn 1): Royal Pig draws colonist markers, distributes to players (max two per player).
  • C: Determine Order of Play: Turn 1: clockwise from First Player. Otherwise: decreasing number of troops (hogs count as 2); break ties randomly.
  • D: Deploy Colonists: Deploys new piglets and hogs (2 piglets = 1 hog) on controlled hexes.
  • E: Arrival & Deployment of Aliens (RP): Royal Pig (First Player on turn 1) deploys Aliens on free asteroids or Alien-occupied planets or asteroids (no co-existence; ignore pigs). Stacking: 4 pirates, 3 Porcophages or 1 Acorn Worm. 1 or 2: No Aliens; 3 or 4: 1D3+1 Pirates; 5 or 6: 1 Porcophage; 7 or 8: 1 Acorn Worm.

Phase 2: Space Travel

  • A: Choice of Space Travel Marker: Pick one marker. Previously used markers set aside until cycled through.
  • B: Space Travel Resolution: Each trip moves one army one hex (unless cards are used). Attackers pin an equal number of defending troops down.

Phase 3: Space Combat

  • A: Combat Rounds: Combat Strength is 1D6 (1D8 if any hogs) + number of troops after the first. Defender picks cards, then attacker. Both reveal. If sum of technology indices 6, all troops die. Roll dice, low score loses a troop (ties do not lose any). On rounds 2+, defender then attacker may flee to join adjacent friendly troops.
  • B: Redeployment: Each troop may move one hex to an adjacent friendly planet or asteroid.
  • C: Alien Space Travel and Combat (RP): Not on turn 1. Royal Pig moves one stack of Aliens (must announce beforehand). Aliens cannot flee.
    • Pirates: Combat strength: 1D6 + 0..3; Move: 3 hexes; No special power.
    • Porcophages: Combat strength: 1D8 + 0..2; Move: 2 hexes; Killed piglets become porcophages (to max of 3 per pack).
    • Acorn Worm: Combat strength: 1D6+1D8; Move: 1 hex; Turns planet into asteroid then disappears (Max 3 per game).

Phase 4: Royal Pig Election

  • A: Acorn Production: One coloured acorn per planet.
  • Victory (Not on turn 1): If your production matches your sacred recipe, you win.
  • B: Governors: One governor per planet.
  • C: Election: Royal Pig (First Player on turn 1) votes first or last, calls for each other player to vote in the order of his choice. Faction = players who voted for the same candidate; may exchange cards at any time.

Elimination

A player is eliminated when down to 1 troop on the board. He reappears at the beginning of the following turn with 5 piglets on an empty hex on the galaxy's rim (or further inward if all occupied). He recovers his space travel markers.

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  • Fête du Gland (Acorn Festival): A planet of your choice cannot be attacked by a player of your choice during this turn. This does not prevent the Aliens from attacking.
  • Force Gruik (Gruik Force): The Gruik force arises from the universe and the sacred acorns; it can see and change the future. During a combat, you can force a re-roll of a die of your choice: yours or your opponent's.
  • Fusée (Rocket): You can move 4 hexes.
  • Fusée dorsale (Rocket Back-pack): You can move 3 hexes.
  • Glandenbourg de contrebande (Smuggled Glandenbourg): Smuggling is risky. Roll 1D6: 1-3 you lose half (round up) of your governors to poisoning; 4-6 you gain half as much (rounding up) governors again than you had.
  • Gorruption (Corruption): Use on a planet with a lone enemy piglet. Roll 1D6: 1-4 he switches allegiance to your clan; 5-6 no effect.
  • Gros lâches (Big poltroons): Half (round up) of the enemy troops flee before combat. (Play only if they can legally flee)
  • Gros traître (Big traitor): During a combat, you trigger treason in the enemy ranks. Roll 1D6 for each enemy troop: 1-3 eliminates a piglet, 1-2 eliminates a hog.
  • Jaret Pied de porc (Jaret Hog's foot): Jaret is the best surviving Gruik Knight. He fights the dark side with his repeating club. During a combat, you roll 2D6 instead of the usual die. The Gruik be with you!
  • Maître de séance (Master of Ceremonies): You decide the voting order instead of the Royal Pig.
  • Maître Yodo Lardo (Master Yodo Lardo): Yodo Lardo is an old decrepit pig, but he is a master of the Gruik force. His powers are incredible. Change one of your piglets into a hog.
  • Les Mentoto (The Mentoto): A caste of computing and prospecting pigs, the Mentoto are on your side. Thinking pigs are rare these days. You receive one extra governor.
  • Muado Dibo, petit filliau de Groin Groin (Muado Dibo, grand-son of Emperor Snout): Muado Dibo is the favourite grand-son of the Emperor. Rumour has it that he has strange powers, and that he's on your side. You receive one extra governor.
  • Pluie de cailloux spatiaux (Rain of Space Rocks): A meteorite shower falls on a planet of your choice. Roll 1D6 per troop: a 5-6 eliminates it.
  • Pionce au Sénaporc (Senapork Siesta): Sleep, for a pig, is as sacred as Glandenbourg. The player of your choice loses two governors.
  • Révérende mère Buena Larda (Reverend Mother Buena Larda): The Emperor's confidante. She's on your side. You receive two extra governors.
  • Rififi au Sénat Porc (Affray at the Senapork): Pigs were caught with their snouts in the trough. The Royal Pig election is annulled and must be redone, but one player of your choice loses half (rounding up) of his governors.
  • Sauve qui peut !!! (Every Pig for Himself!): With zeal, your troops apply the "buggering off" combat technique. You can flee before combat.
  • Séduction de la princesse Piga (Seduced by Princess Pigga): It is hard to resist to the charms of Princess Pigga, the Emperor's daughter. Examine one player's cards; you can swap up to 2 of his cards for an equal number of yours.
  • Les Sourdokoko de la garde impériale (The Sourdokoko of the Imperial Guard): The Emperor lends you, for a turn's combats, a Sourdokoko (hog) from his imperial guard.
  • Téléporteur de M. Scoto de l'Entrepo (Mr. Scoto's Entrepo teleporter): Scoto is a genius mechanic. He has invented a teleporter and rents it out of his ship, the "Entrepo". You can send troops to the hex of your choice without regard to distance.
  • Transporteur (Transporter): You can move 2 hexes.
  • Van Soulo (Van Soulo): Van Soulo is the most famous smuggler of the galaxy. These days, he's in a bit of trouble with clan Bavo Limaco. This won't prevent him from converting the pirates of your choice to your side. Replace a stack of pirates with an equal stack of your piglets.
  • Les Frémono (The Fremono): This is a clan of wild pigs. They alone can tame Acorn Worms and use them to travel space. Roll 1D6 to discover a new planet: 1-2 red, 3-4 yellow, 5-6 blue. Place it where you wish, adjacent to another planet.
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