The Final Flicktier
The Final Flicktier Rulebook
Table of Contents
Table of Contents
Setup
- Unroll the two neoprene mats, and place them next to each other, creating the game board with each of the four home planets located at the corners.
- Randomly place a large, round resource token, representing the resource gained on the planet, face up inside the circle on each of the eight non-home planets.
- Each player selects a faction and receives a player board, dice (placed on their home planet with any side facing up), and tokens associated with that faction denoted on the back of their player board, along with two grey cubes placed on their player board's empty boxes. (Factions described below.)
- Separate the four types of resource cards, shuffle them into respective decks, and place the decks near the board with the resource side face-up and the combat side face-down.
- Each player receives one resource card of each type, which constitutes their hand of cards. The resource side of the cards is public knowledge, but the combat side should remain secret.
- Place the triangular shaped "1" victory point tokens near the board. Use the number of tokens based on the Player Count Setup Table below.
- Shuffle the Mission deck and draw the number of cards needed for the game based on the Player Count Setup Table below. Place the deck face down near the board and return any unused cards to the game box.
- Draw the top 3 Mission cards, and place them face up next to the deck. These represent the current missions for which the players can complete. Shuffle and place the circular "?" planet tokens face down near the board.
- The game is ready to begin. The player who most recently watched a sci-fi tv show or movie becomes the start player. Play moves clockwise.
Player Count Setup Table
| Number of Players | 1VP Tokens | Mission Cards |
|---|---|---|
| 2 | 9 | 10 |
| 3 | 11 | 12 |
| 4 | 14 | 15 |
How to Play
On your turn, you will attempt to move your ships around the board in order to further your faction's reach and influence in the galaxy. You'll employ short-term tactics and try to position yourself for long-term gains as your faction vies for domination.
Actions
On your turn, you may perform two, different actions in any order. After performing two actions, the player to the left takes their turn.
- Move
- Attack
- Build
- Exploit
- Complete Mission
- Upgrade
- Return
On a space: there are lots of actions that require you to be on a planet or on a certain location. For a ship to be considered on a space, part of it must break the plane of that space. In other words, if you look straight down at the ship, part of the planet or location is covered.
Move
To perform a move action, you may "flick" one die twice or two dice once each. A "flick" is considered to be any quick touching of a die that creates movement, though you may not push, slide, or pick up and roll a die.
Before flicking a die, you may turn it to give yourself a flat surface to hit, but you may not pick up a die or change the side that is face up unless the die is on your home planet.
If there are tokens or other dice which would inhibit your Move action, you may slide them to the side, returning them to their initial position after you complete the Move action. If your die does strike a token or die, your die remains where it is, but you must return the token or die you hit to its initial position as a Move action may not move other tokens or dice.
You may not split a Move action, such as "flick" a die, take a different action, and then "flick" that same die again.
Attack
To perform an Attack action, from any distance, you must identify your attacking die and your opponent's die.
As with a Move action, if there are tokens or other dice which would inhibit your Attack action, you may slide them to the side, returning them to their initial position after you complete the Attack action.
After declaring the Attack action, the attacker must play one resource card face down in front of them. If you don't have a card in your hand, you may not attack. At this time, the defending player may play one combat card.
Place the Hyperspace token flat on the board to the side and behind the die you are attempting to attack. (The corner of the token should be diagonal to the corner of the die.)
"Flick" your die once, which will result in one of the following three effects:
- Your die makes contact with the opponent's die, such that the opponent's die doesn't move beyond the length of the Hyperspace token. Flip any played resource cards, add the combat bonus value to the die-face (up), and compare the results. The highest total wins! [Attacker wins ties.]
- The winner remains at its current location while loser moves the die to their home planet.
- Played resource cards remain on the table face down in front of players; the player may use it as a resource but no longer for its combat bonus.
- If you win, take a 1VP token. [Only attackers win VP tokens.]
- Your die makes contact with the opponent's die, but the opponent's die moves beyond the length of the Hyperspace token. The opponent has safely retreated from the area and may place their die anywhere on the board. Players return resource cards to their hands.
- Your die fails to make contact... a miss, resulting in players returning resource cards to their hands. Your die stays where it lands.
Hyperspace Token Example
The red player declares an attack on the blue player. She chooses to use her eight sided die against the nearby six sided die. She then places the Hyperspace token behind the blue die and slightly to the side. When she flicks her die, as long as she makes contact with the blue die, and it doesn't go beyond the length (not width) of the Hyperspace token, it's a successful attack.
Build
To perform a Build action, follow these three steps:
- You must have a die on a planet to build on it.
- Pay the required resource cost by discarding resource cards.
- Place one of your structure tokens onto the planet.
You may only build one structure per build action. There's no limit to the number of unique (no duplicate) structures players may build on a planet.
Each structure is worth victory points at the end of the game, indicated on your player board.
Exploit
To perform an Exploit action, take a resource card matching the resource of any planet where you possess a ship (touching any part of the planet) or circular structure token. Place these cards into your hand with the resource side facing out. Each resource also bolsters your military might and has a combat bonus side used for attacking. This side should remain hidden from other players.
A player may not yield more than three cards per Exploit action. Thus, if you have ships on two planets and circular structure tokens on three planets, you have five options but may only take three cards. If a resource draw deck runs out, shuffle the discard pile to make a new draw deck.
Hand Limit: At the end of your turn, you may not have more than nine cards total in your hand and in front of you. If you have more than nine cards, discard down to nine cards.
Complete Mission
To perform a Complete Mission action, the player satisfies the requirement of ONLY one face-up Mission card. After completing the mission, place the card face down in front of you. Your completed mission cards are not public information. After completing a mission, draw a new card from the deck, and place it face up next to the deck.
A player may complete three different types of Missions:
-
Deliver: You must have a ship on the indicated planet and then discard the indicated resource.
-
Explore: When an explore card is face up in the Mission row, place one of the "?" planet tokens face down on the indicated space on the board. The number on this token is secret and indicates how many victory points completing that mission is worth. (1, 2, or 3)
You must have one of your ships in that target space (the larger outer circle). After successfully performing a Complete Mission action, take the token from the board and place it face down in front of you (only you may view it). Discard the explore card and draw a new mission.
-
Other: Fulfill the card's requirements.
Upgrade
To perform an Upgrade action, pay the indicated cost of the upgrade indicated on your player board by discarding those resources. Then, move your grey cube up one level, receiving all benefits at that level and before it. You may only perform one Upgrade action per turn.
Each faction possesses three specific upgrades (explained in the Factions section). However, there are two common Upgrades.
+1 Move: When you pay two quantum to upgrade to this level, you receive one more "flick" per Move action.
-1 Resource to Build: When you pay three tech to upgrade to this level, you may pay one fewer resource (player's choice) to build one of your structures during a Build action.
Return
To perform a Return action, place any number of your dice onto your Home Planet, including those you may have "flick"ed off the board or table.
This action also removes The Surge's bug token. (see The Surge)
Ending the Game
The end of the game is triggered in one of three ways.
- A player has claimed the final 1VP token through combat.
- A player has built their last structure.
- The Mission deck is empty and a player has attempted to draw another Mission card.
When this happens, the active player finishes their turn, and then each player receives one more turn including the player who triggered the end game. After this final round, the game is over.
For a slightly longer game, you can play until two end game triggers have been met.
Winning the Game
At the end of the game, each player counts up the points they've earned from structures, combat, missions, and faction bonuses. The player with the most points wins.
Tiebreaker: If there is a tie, the tied players must add up the combat values for all the resource cards left in their hands. The player with the highest total wins. If players are still tied, they may rule the galaxy together as father and son.
Example: The United Earth Alliance built four colonies (2VP each) to earn eight points and three warp gates (3VP each) to earn nine points. They won two combats to earn two points and completed three missions to earn six points. They also got the colony upgrade for an additional eight points. So, their total is thirty-three points.
Factions
The United Earth Alliance
Ships - 3 red dice (two 6 sided, one 8 sided)
The UEA has dispatched a fleet of hard nosed and experienced captains to explore uncharted parts of the galaxy with the intent of building colonies for future expansion and warp gates to facilitate interstellar travel.
Colony (4): Colonies are the lifeblood of the UEA's expansion. Anytime you do an exploit action, you may take a resource from any planet where you have a colony up to a maximum of three.
Warp Gate (3): After the humans discovered quantum and the ability to travel at light speed, they started constructing giant machines that allowed near instantaneous travel. Once you have the "use warp gates" upgrade, you may move one ship from any planet with a warp gate to any other planet with a warp gate, as a free action. You may only do this once on your turn, but you may do it at any time during your turn (even right after your second action). Note that the Earth begins the game with a warp gate already on it. This gate does not count toward end game scoring.
1 re-flick per move action: Once you get this upgrade, once per move action, you may re-flick a die. For example, if you're trying to land a ship on a planet and miss, you may move the ship back to where you flicked it from (and the side that was facing up) and try again.
+2 vp for colonies: Once you get this upgrade, all of your colonies will be worth 2 extra vp during end game scoring.
The Noxian Empire
Ships - 3 black dice (two 8 sided, one 12 sided)
During a bitter war with the Dominion of Dorikor, the planet Nox was decimated and is slowly breaking apart. So now the Noxian Empire is on a mission of survival. They're a warrior race, so the mission is also one of revenge. They aim to build military installations throughout the galaxy and want others to feel the kind of pain and loss they've experienced.
Outpost (4): These military outposts are where you'll train new soldiers and gather supplies. Anytime you do an exploit action, you may take a resource from any planet where you have an outpost up to a maximum of three.
Armory (2): As their homeworld breaks apart, the Noxians have started building massive factories and weapons depots on other planets. Whenever one of your ships is destroyed, you may move the die to either Nox or any planet where you have an armory.
+1 to combat cards: Once you get this upgrade, anytime you play a combat card, it's worth one more than the number on it. For example, a +2 card will act like a +3.
1 re-flick per attack action: Once you get this upgrade, once per attack action, you may re-flick a die. For example, if you're trying to hit a ship and miss, you may move your ship back to where you flicked it from (and the side that was facing up) and try again.
+1 vp for combat victories: Once you get this upgrade, all of your combat victory tokens will be worth 1 extra vp during end game scoring.
The Korivali Trade Federation
Ships - 3 blue dice (three 6 sided)
The Korivali Trade Federation managed to beat out or buy up all competition on the planet of Korivale, so now they're looking to take over the trade of goods on other planets. They aim to build markets and warehouses throughout the galaxy as they expand their commercial empire.
Market (3): You can't monopolize the galaxy without setting up strong markets that tilt in your favor. Anytime you do an exploit action, you may take a resource from any planet where you have a market up to a maximum of three.
Warehouse (3): Managing (and manipulating) supply and demand is the best way to take control of the galaxy's economic systems. Once you have the "use warehouses to trade resources" upgrade, on your turn as a free action, you may discard one of your resource cards to draw a resource card of your choice. You must have a ship on the same planet as a warehouse to do this action.
Use claim tokens: Once you get this upgrade, you may use the two KTF claim tokens. On your turn, as a free action, you may place one of these tokens on any currently available Deliver Mission card. During the next round of play, no other player may complete that mission. Once it becomes your turn again, discard the claim token from the game.
+1 vp for deliver cards: Once you get this upgrade, all of your objective cards that say "Deliver" will be worth 1 extra vp during end game scoring.
The Surge
Ships - 3 white dice (two 4 sided, one 6 sided)
The Surge is a group of organisms originating from somewhere deep within the Asteroid Field. They seem to be parasitic creatures that live off both living tissue and technology. No one knows how they managed to take over their first ship, but they've been infiltrating and taking over planets from the inside out ever since. It's said that their motherships piece themselves back together. And they've even been known to spread through delivering resources to unsuspecting merchants.
Hive (2): The Surge's worker organisms construct hives in order to strip a planet of its resources. Anytime you do an exploit action, you may take a resource from any planet where you have a hive up to a maximum of three.
Hatchery (7): These breeding grounds are a ticking time bomb for the galaxy. Once these hatcheries come to fruition, nothing will be able to stop the Surge's quest to take over all living tissue.
Flick 1 bug per turn: Once you get this upgrade, at the beginning of your turn as a free action, you may flick the wooden disc (representing the bug) from your home planet, the Asteroid Field. If the disc contacts any one of your opponents' dice, that die is now yours. You may use the die in the same ways you would use your other dice. At the end of your turn, place the disc on top of the die. You only get one flick per turn, and the bug only affects the first die it hits.
There are three ways for the bug to be removed:
- If you decide to flick the bug again at the beginning of a future turn, place the bug back on your home planet and flick it.
- If another die comes into contact with the bugged die and knocks the disc off during a move or attack action.
- If the bugged player performs a Return action to move the die back home.
Your mothership can't be destroyed: Once you get this upgrade, anytime your mothership (represented by a six sided die) is beaten during combat, you may choose to leave it where it lands instead of returning it to the Asteroid Field.
+1vp for hatcheries: Once you get this upgrade, all of your hatcheries will be worth 1 extra vp during end game scoring.