ODG Rulebook Revision
ODG Rulebook Revision
v1.1
GAME BY chris cieslik
ART DIRECTION & robert simmons
GRAPHIC DESIGN alanna cervenak
ART & ILLUSTRATION Sam "crowbar" henry
LEAD GAME TESTER joe kim
ONE DECK GALAXY © 2 023
visit ONEDECKGALAXY.COM
for more information
welcome to the galaxy COMPONENTS
You lead a fledgling civilization, making your first LARGE CARDS (3.5”x5”) COLONIES
plumplim
homeworld: brumigum
1p
steps to visit the many stars your people have been 5x Homeworlds neeble-woober
colony fleet
3
5x Adversaries 5
WIN
X + Move any number of Influence
from one Location
results to another.
discover action
adversary FLORAL INGENUITY
TECHS
You’re not alone out there, though. Standing in your STANDARD CARDS (2.5”x3.5”)
way is an Adversary who will make your efforts
40x Galaxy Deck
more difficult at every turn. If you can overcome
25x Adversary Events
their obstacles while building up your own
5x Adversary Confrontation
infrastructure, you’ll be able to form a Federation that
5x Adversary Reference
will bring prosperity to your corner of the galaxy.
GENERAL SUPPLY
30x 12mm Dice (8x Blue, Pink, Yellow, 6x Black)
ONE
DECK GALAXY shares its setting with 12x Tech discs (Silver)
1001 Odysseys, a branching narrative story game, 8x Federation discs (Gold)
which begins with humanity discovering the very 4x Adversary discs (Red)
Federation you seek to build! As 1001 Odysseys 4x Starbase discs (Blue)
is set in the future, there are no humans yet in this
corner of the galaxy, only fascinatingly different aliens.
Components in the General Supply are limited:
Like One Deck Dungeon, ONE DECK GALAXY You cannot use extra dice or tokens
is a fully cooperative game for 1-2 players. from outside the game.
2 3
learning the game TABLE OF CONTENTS
ONE DECK GALAXY is a game with many SETUP (p6-9)
moving parts. This rulebook is split into three
sections. CORE CONCEPTS (p10-22)
p10 Your Civilization (Homeworld/Society)
Setup: How to prepare the table and components p12 Milestones
for play. p14 Starbase
p15 Adversaries
Core Concepts: Information on the various p16 Galaxy Deck
core parts of the game - Your Civilization and p18 Influence
Milestones, the Galaxy Deck, Adversaries, the p21 2P Rules
Starbase, Influence, 2P rules, and Victory/Defeat. p22 Victory/Defeat
4 5
SETUP: PLAYERS STEP 2 Place the Class 1 Starbase (Class 2 on
back) into play. After the Galaxy Deck is made in
STEP 1 Each player chooses a Homeworld and a Step 5, it will receive 2 influence under its left edge
Society Type to pair together. (Ex: the Felisi Explorers). (representing Fleets) and a random face-up card
Place Federation Discs on the 2, 3, 4, and 5 spaces under its right edge (representing Science).
on the Federation Level track. Set the Class 3/4 Starbase card aside for now.
HOMEWORLD SOCIETY STARBASE
timtillawinks 1p explorers 1p FLEET starbase SCIENCE
homeworld: cullicut society
1 class 1 upgrade: 8
COLONIES
MILESTONES
2
the unseen
Have 6 of one resource. ANY ANY
FEDERATION LEVEL
research lab
Gain
3 (ANY NUMBER OF DICE)
Have 4 each of two resources.
= =
.
Have 3 each of three resources.
4
water probe study
(TOP CARD OF DECK) (LOCATION IN PLAY)
= = =
3
3 1 ANY /
RAPID DEPLOYMENT
ANY
3
Count Resource icons in the Discovery Zone
as if they were attached to your Homeworld. 5
LIMIT: 1 PER TURN DISCOUNT: 1 PER
Escalate
4
End the Results phase with no cards PROBE ARMADA
in the Discovery Zone.
1
+
3
Return up to two dice. Gain that many 3.
2
8
Roll or use a Tech from an Encounter
in the Discovery Zone.
3 Return up to three dice. Gain that many 4.
SALVAGE RIGHTS
5
TECHS
Return up to four dice. Gain that many 6.
6 7
SETUP (NON-PLAYER AREAS) STEP 5 Create the Galaxy Deck by shuffling the 40
Location and Encounter cards together. Place it on
STEP 3 Choose an Adversary to face. Place the top of the Adversary Events. Tuck cards under the
matching Confrontation (either side face-up) and Starbase (as specified in step 2).
Reference cards on the table. Place four Adversary
Discs on the Adversary. ADVERSARY EVENT
REFERENCE
adversary
adversary event
event
adversary
adversary event
event
neeble-woobers
neeble-woobers
neeble-woobers
neeble-woobers
adversary event
ADVERSARY
neeble-woobers
neeble-woobers
adversary (end of phase)
If the Adversary has 3 , Discard 3 ,
and the Neeble-Woobers gain a colony
neeble-woober colony fleet neeble-woobers from the deck. Otherwise, Escalate.
3 blockade
escalate
The Neeble-Woobers gather dice and
for their icons, and roll them.
Gather in place of missing / / .
4
Each die thats is value or higher, and
x
action - negotiate
Twice per turn, you may make a purchase
from the Hoard. Spend either 6 for all
,4 for all , 3 from locations
5 3+ 24 5 5
GALAXY DECK
X + WIN 4+ 35 7 7
STEP 6 Place the General DISCARD PILE
adversary
adversary
adversary
adversary
event
event
event
event
neeble-woobers
neeble-woobers
8 9
1 The left edge of your Homeworld card indicates
YOUR CIVILIZATION the dice and discs you’ll receive each turn. The
symbols represent dice (Energy , Materials , and
Your would-be Federation begins as just your Diplomacy ), with for Tech discs. During the
Homeworld and Society cards. As you spread your game, you will add cards as Colonies by tucking them
influence to new locations around the galaxy, you’ll here, increasing your capabilities.
add Colonies and Techs tucked underneath your
2 Your Homeworld and Society each have a Tech,
Homeworld. When you complete Milestones, you’ll
move tokens from your Federation Level track to show and during play you’ll add additional cards as Techs
your progress. by tucking under the bottom edge.
3 Resources improve some of your Techs and can
15 timtillawinks 1p explorers 1p
1 are relevant for some Milestones and Adversaries. Your
5
5 Homeworld starts with some, and Colonies and Techs
homeworld: cullicut society
COLONIES
chillonis
ocean one Restriction: No dice MILESTONES
If studied, discard 3 cards.
with value 6.
2
2
Have 6 of one resource. you claim will provide more.
15
6
FEDERATION LEVEL
Have 4 each of two resources.
3 4 Each Society has a special rule that is always in
612 6
Roll . Reroll
effect. Often these relate to the Society’s Special Tech.
Roll any
. Iforyou
all have
dice of value , gain 6. 4
[ ] or less. Have 3 each of three resources.
AQUATIC FACTORY
FORCE REACTOR
5 Your Federation Level starts at 1. As it increases,
water
3
5 4 Count Resource icons in the Discovery Zone
as if they were attached to your Homeworld. 5 so will the power of your Society Special Tech and
6 chillonis Restriction: No dice
with
End the Results phase with no value 6.
cards PROBE ARMADA
your ability to confront the Adversary.
in the Discovery Zone.
Return up to two dice. Gain that many 3.
2
6 Your Homeworld and Society each have
Roll or use a Tech from an Encounter
in the Discovery Zone.
3 Return up to three dice. Gain that many 4.
SALVAGE RIGHTS
10 11
MILESTONES Three Societies have active Milestones:
You will start each game with four Milestones: three on Guardians: Exile one or more colonies tucked under
your Society card and one on your Homeworld card. Each your Homeworld that meet the requirements specified on
completed Milestone will raise your Federation Level, to a the Milestone to complete it.
maximum of 5.
Scientists: Spend 7 (1P) or 6 (2P) Tech Discs from your
There are two types of Milestone: Passive and Active. pool (to the Supply).
Passive Milestones list a requirement you must satisfy.
Active Milestones list an action you must take (ex: Exile Mathematicians: Discard dice totalling 66(1P) or
Colonies) to complete it. 44(2P) from your pool (to the Supply).
Milestones can be completed at any time, even outside the Most passive Milestones can be completed anytime.
Action Phase. When you complete a Milestone, move the Some are prefaced with “End of Turn:” or “End the Results
topmost Federation Disc from your Federation Level track to phase with:”, meaning they can only be completed at that
the space next to the Milestone. moment.
explorers 1p
society
1
MILESTONES
2
The Botanists’ three milestones should start with the word
Have 6 of one resource.
“Have”, for clarity. They are all passive Milestones.
Example: Reaching a
FEDERATION LEVEL
3
milestone, increasing Have 4 each of two resources.
In a 2P game, you cannot use dice from your partner’s
Federation Level from
1 to 2. 4
pool, nor colonies/techs tucked under their Homeworld to
complete a Milestone.
Have 3 each of three resources.
12 13
5 Return up to four dice. Gain that many 6.
STARBASE ADVERSARIES
Your Starbase holds your civilization’s Fleets and The Adversary you choose to face has significant
Science. The left edge is for Fleets. Cards will be impact on how the game is played. Each Adversary
tucked face-down there, showing Influence icons. The has its own set of additional rules, fully listed on their
right edge is for Science. Cards will be tucked face-up Adversary Reference Card.
there, showing Science icons.
These rules include actions that happen during
The Starbase provides you with a place to put dice specific phases each turn, and you’ll need to adjust
that aren’t useful elsewhere, in order to convert them your strategy significantly depending on which
into Fleets or Science. Adversary you are facing. Be sure to read through
them fully before starting.
As you upgrade it, the conversion rates will improve
and you’ll get more Starbase Discs each turn, which The Adversary Quickguide provides diagrams
allow you to spend Fleets and Science to cover rings to illustrate how to arrange an Adversary’s cards on
on Encounter, Location, and Confrontation cards. the table. In particular, Adversary Events will wind up
in different places after being revealed depending on
Example: A Class 1 Starbase with 5 Fleets and 7 Science.
the Adversary’s rules.
FLEET starbase SCIENCE
class 1 upgrade: 8
ANY ANY
Roll
research lab
(ANY NUMBER OF DICE)
. For each
triggered.
TESSELATING SPROCKETS
probe study
must have different values.
Unlock: Must fill top row
= = =
before bottom row.
3 1 ANY /
DYNAMIC FACTORY
, gain
ANY
10
15
Overwhelm:
4.
1
+
3
6.
14 15
Locations: Places around the galaxy viable for
GALAXY DECK study, development, and even colonization. Each
location has two different ways to gain influence.
The Galaxy Deck contains the places and things
Once you gain enough influence (likely over several
you’ll discover out in the depths of space. There are
turns), you can claim the card.
two types of cards in the Galaxy Deck - Locations
and Encounters: 1 Influence Cost
1 7 2 Location Rule
7
ys kreem 2 Restriction: No identical 3 Progress Rows (Complete to gain Influence)
dice (color & value)
4
4 Colony (Potential Reward)
5 5 LOCATION CARD
3 5 Tech (Potential Reward)
(BLUE TEMPLATE)
15 6 Resource Type (Part of either Reward)
Roll . Increase [ ] of your dice by 1. 7 Science Value
WATERGUM GREENHOUSE
6 5
Encounters: Other forces around the galaxy that
7
aren’t necessarily adversaries, but if left unchecked
the unseen 8 will cause you trouble. Unlike locations, their
3 Escalate
6 5
RAPID DEPLOYMENT 9 Completion Requirements (Must all be filled)
16 17
INFLUENCE 1
7
2
ys kreem Restriction: No identical the unseen
5 5
The back of each card in the Galaxy deck can be used 3 4 2
Roll
research lab
(ANY NUMBER OF DICE)
= =
. For each
4 Influence tucked under the left edge of the probe study
3
= = =
DYNAMIC FACTORY
, gain
ANY
10
LIMIT: 1 PER TURN DISCOUNT: 1 PER
6
5 Cards tucked (face-up) under the right edge of
4.
1
+
3
the Starbase use to represent Science.
18 19
INFLUENCE (CONT’D) 2 PLAYER RULES
Influence must always be represented with as few Two player games use the 2P side of the Homeworld
cards as possible. For example, 5 influence at a
and Society cards, along with the following rules:
location would use 3 cards:
• Each player has their own pool for dice and tokens.
Managing the number of influence cards in play Your techs cannot affect your partner’s dice or tokens
is important! Each time the deck is reshuffled, an unless the tech refers to a die “from any pool”.
Adversary Event will trigger.
• Both players may place dice in the same large box
Gained influence cards are taken from the top of or Starbase row together to fill it.
the Galaxy Deck, face-down and never looked at. • Each player can provide one die to create a
Influence lost or spent is moved to the discard pile, black die. It can be placed in either player’s pool.
face-up. A tucked card can be rotated from to
to gain or from to to lose one • When dice or tokens are gained due to a non-tech
effect (Calibrate, Adversary Events/Rules, etc.), they
influence.
can be added to either pool or split between both
players’ pools in any way you wish.
• For either player to be able to fill an Adversary
Confrontation row, both players must have the
required Federation Level.
• Milestones refer to your pool, colonies, and techs,
not your partner’s.
• If both players are Overwhelmed at the same time,
exile only one Adversary Token to avoid defeat.
20 21
VICTORY / DEFEAT GAMEPLAY
GAMEPLAY PHASES
Each turn in One Deck Galaxy is shared between all
To achieve victory, you must remove the last
players, cooperatively, and consists of four phases.
Adversary Token from the Adversary, revealing the
“WIN” space. This means you’ve fought off the
threat, while forming a stable Federation! adversary discover action results
1 2 3 4
If you are Overwhelmed by the Adversary,
the game ends in defeat. You can avoid being 1 Adversary: Resolve Adversary Events, the Adversary
Overwhelmed by exiling an Adversary Disc and Encounters gain influence, and Time Passes.
from your Starbase to the game box.
2 Discover: Add cards from the Galaxy Deck face-up
into the Discovery Zone until there are four cards in play.
3 Action: Roll all your dice, gather Tech and Starbase
Discs, then use them for a variety of purposes to advance
your Federation and oppose the Adversary.
4 Results: Resolve all completed areas, and then all
dice and Tech/Starbase Discs are returned to the supply.
22 23
1 Adversary Events: If there are any pending
ADVERSARY PHASE events, reveal and execute their effects one at
a time (p26). If a new pending event is added
The Adversary Phase represents the inevitable during this process due to a reshuffle, set it
march of time. The galaxy won’t wait forever for aside. It will not be revealed until next turn.
you to build a Federation!
2 Time Passes: Discard one ( X ) or two ( X X )
adversary discover action results cards from the Galaxy Deck, as indicated.
3 Adversary Influence: Add one influence to
1 4 the Adversary, as indicated.
adversary event
5 2+ 6 6 8
5 3+ 24 5 5
3
2 X + WIN 4+ 35 7 7
adversary discover action results
24 25
ADVERSARY EVENTS DISCOVER PHASE
Each Adversary’s event cards affect the game in adversary discover action results
escalate
collection rush
collection rush
Preserve one resource. Draw from the
top of the deck.
preservation authority 5 8 12
MATCHING (end
adversary RESOURCE:
of phase)
MATCHING RESOURCE: NONE For each collection
type with at least x preserved
rush
Preserve oneimmediately
resource: either a Location in the Gain . Roll . Reroll any or all dice of value
resources, play the matching [ ] or less.
Preserve one resource: either a Location in Discovery
event fromZone, or the top
the deck, card of the
if present. Galaxy
Reshuffle RAPID DEPLOYMENT AQUATIC FACTORY
the Discovery Zone, or the top card of the Deck. Skip this step if this event was played
the events after looking at them. This
Galaxy Deck. immediately because of it’s matching resource.
does not trigger an overwhelm.
Then, tuck this card under the MATCHING RESOURCE: NONE
Then, tuck this card under the
Adversary Reference. defeat
Adversary Reference.
5 7
Preserve one resource: either a Location in
Each time a pending event is revealed,
the Discovery Zone, or the top card of the
ocean one ys kreem Restriction: No identical
If studied, discard 3 cards.
you are overwhelmed.
Galaxy Deck. dice (color & value)
26 27
Example: The Elemens have two colonies, and will roll:
ACTION PHASE Four Energy dice,
Two Materials dice,
adversary discover action results Seven Diplomacy dice,
and take four Tech Discs to form their pool for the turn.
STEP 1: GATHER
elemens 1p
ys kreem
ocean oneRestriction: No identical
If studied, discard 3 cards.
Before you take any actions, you must take them from 5 5 15
the supply. Roll all the dice and add the discs to form 615 6
your pool. Roll . Increase
Roll .[ If you
] ofhave
your dice by 1. , gain 6.
fuel WATERGUM GREENHOUSE
FORCE REACTOR
If there are not enough dice or discs in the supply, (ANY NUMBER OF DICE)
= = = 3 ANY
1 ANY /
In addition, your Starbase has one or more spaces LIMIT: 2 PER TURN DISCOUNT: 1 PER
28 29
ACTION PHASE (CONT’D) PLACING DICE AND DISCS
During the Action Phase, one of your most important
adversary discover action results
goals is to place dice and
4 discs on cards. Doing so
will allow you to make progress
twenso
in different
Restriction:ways:
No dice.
STEP 2: ACT
After you gather your pool, you can take any Filling a row on a Location 4 4
number of actions. Actions can be done in any order will make progress toward
and types of action can be repeated, as long as you claiming a Colony or Tech.
have dice or discs to use for them. In a 2P game, solidarians
3
13
Escalate
either player may act at any time, but must always Launch a Probe.
use their own pool’s dice and discs. Certain actions
allow both players to act together at the same time.
Filling a whole Encounter 5 5
ACCELERATED STUDY
6
will complete it, allowing you
An action must be fully completed before proceeding to claim a Colony or Tech. 6
FLEET 3 star
to the next.
class 1
Calibrate
= = =
blockade
Filling a Confrontation
Combine Dice row will let you remove an 5 5 5
Adversary Disc, taking a
Return Dice
6 16
+
step toward victory! 2+ 8
3+ 24 5 5
30 31
4+ 35 7 7
Black Ultratech ( ) dice can be used to fill boxes
ACTION PHASE (CONT’D) 7
of any color. A wide yuvgot
box can beco.
mail filledRestriction:
by a mixtureAll dice here
Gain .
A small box is filled by exactly one die
RAPIDand be
DEPLOYMENT ANY ANY
equal to or higher than the number displayed. research lab
(ANY NUMBER OF DICE)
These dice must all be placed at the same time. (TOP CARD OF DECK) (LOCATION IN PLAY)
= = = 3 ANY
1 ANY /
LIMIT: 1 PER TURN DISCOUNT: 1 PER
32 33
ADVERSARY CONFRONTATION CARD:
ACTION PHASE (CONT’D)
The Adversary Confrontation card has two sides,
adversary discover action results depicting two different ways in which you can
confront your Adversary. This card can be freely
PLACING STARBASE DISCS: flipped over at any time as long as no dice or discs
SCIENCE AND FLEET COSTS are currently on it.
In addition to dice boxes, some card areas contain Each row directly corresponds to the Adversary Disc
blue rings with a fleet or science cost inside: to its left, and you can only fill the highest row that
ians is still attached to one. Some rows have a minimum
3 Escalate
To fill it, pay the fleet or science Federation Level listed. All players must have reached
cost by discarding or rotating that level or higher to fill boxes and rings there.
5 5 6 the appropriate cards from your
Starbase. Then, place one neeble-woober colony fleet
3
neeble-woobers
34 35
research lab research lab
(ANY NUMBER OF DICE) (ANY NUMBER OF DICE)
= = = =
ACTION: USE 3 A TECH
ACTION PHASE (CONT’D) probe study probe study
(TOP CARD OF DECK) (LOCATION IN PLAY) Techs allow
(LOCATIONyou
(TOP CARD OF DECK) to do a variety ofRestriction:
gern
IN PLAY) beneficial things.
All dice here To
= discover
adversary = = action
3 =results
1= / = ANY ANY
3 use
ANY
1 ANY /
a Tech: must have different values.
LIMIT: 1 PER TURN DISCOUNT: 1 PER LIMIT: 1 PER TURN DISCOUNT: 1 PER
1 Place a Tech Disc on the star at the left edge of the
ACTION: CALIBRATE
+
1 +
1 3 3
Tech to activate 5
it. You cannot use a Tech if you have 2
no Tech Discs in your pool, and you cannot use an
The bottom of the Starbase shows how you can already activated tech (one with a Tech Disc on it).
calibrate dice in your pool by spending Fleets or
Science. Spending a Fleet allows you to increase or
2 Execute5the effects of the Tech. 8
decrease any die by 1. Spending Science allows you zabfab mine co. Unlock: Must fill top row
to roll a black die for every 3 spent and add them to before bottom row.
Gain 6 OR spend to roll .
your pool. MINING PLATFORM
ACTION: COMBINE DICE
Example: Mining Platform offers a choice. You can
10
You can create a black Ultratech die by spending either gain a pink die showing 6, or spend two fleets
any two dice from your pool, returning them to the and roll two new pink dice and one black die, adding
Supply. The gained die has value equal to the lower of
the two spent dice. (Ex: 4+ 3➢ 3)
them to your pool. 3 6
2P: You and your partner can return one die each. In
Roll . For each , gain 4.
this case, choose which player gains the new die.
DYNAMIC FACTORY
ACTION: RETURN DICE
You can return one or more dice from your pool to Example: Dynamic Factory improves as you gain
the Supply. This is useful if you wish to use a Tech or matching resources (Fuel, in this case). You roll a new
Combine Dice, and there aren’t enough dice in the pink die, and also gain a pink die showing 4 for
Supply. every two Fuel on or connected to your Homeworld.
36 37
N LEVEL
4
ACTION PHASE (CONT’D)
Have 3 each of three resources.
TECH KEYWORDS
38 39
RESULTS PHASE adversary discover action results
After completing all available actions for the turn, your Resolve: Location
efforts are rewarded with progress in various areas.
The Results Phase has two steps: Resolve and Reset.
STEP 1: RESOLVE
5
All of the dice and discs you placed during the Action ocean one
If studied, discard 3 cards.
and also the influence reward for completing them. For Encounter is completed; COLONIES
solidarians
homeworld: gemengi
each completed row (all boxes/rings filled), add the Can be claimed as 3 Escalate
colony or tech
Influence specified at that Location, and then return the 5 5 6
dice and discs on the card to the supply. If the Location 6 3
has enough Influence to satisfy its cost, discard all the solidarians
3 Escalate
IMPROVOTRON COLLECTOR
5 5 6
fuel
Resolve: Encounters
6 3
If all the boxes and rings on an Encounter are filled, Dice and Starbase tokens
return the dice and discs there to the supply, discard Spend
amount.
to increase three of your dice by any are returned to the supply
Have 20 dice in your pool.
TECHS
40 41
RESULTS PHASE (CONT’D) adversary discover action results
the unseen
ANY
2
SCIENCE
FLEETS
research lab
Gain
(ANY NUMBER OF DICE)
5
12
= =
chillonis
.
Restriction: No dice
with value 6. probe study
(TOP CARD OF DECK) (LOCATION IN PLAY)
= = =
Roll . Reroll any or all dice of value
3
3 1 ANY /
RAPID DEPLOYMENT
2 [ ] or less.
3
AQUATIC FACTORY ANY
water
Escalate
4
12 5 1
+
3
2
8
chillonis Restriction: No dice
with
End the Results phase with no value 6.
cards
Roll . Reroll any or all dice of value in the Discovery Zone.
[ ] or less.
AQUATIC FACTORY 2
Roll or use a Tech from an Encounter
in the Discovery Zone.
After resolving all the dice, you can upgrade the
Starbase by spending enough Science to pay the
SALVAGE RIGHTS
TECHS 12
Roll . Reroll any or all dice of value Upgrade cost. Flip over the Starbase card or swap in
the other card from the box, as needed.
[ ] or less.
AQUATIC FACTORY
42 43
RESULTS PHASE (CONT’D) RESHUFFLE
adversary discover action results
Spent Fleets, Science, Influence, and cards discarded
Resolve: Adversary Confrontations for any other reason are placed into a face-up
discard pile next to the Galaxy Deck. Beneath the
Claim the Adversary Disc next to a filled row on the deck is a stack of Adversary Event cards. When a
Adversary Confrontation card. The disc is placed Galaxy card needs to be drawn for any reason, but
next to your Starbase, and can be spent later to the deck is empty:
avoid being Overwhelmed.
1 Set the top Adversary Event aside, face-down. It
Removed Adversary
neeble-woober colony fleet neeble-woobers is now a pending event.
3
Discs affect the x
send envoys
44 45
Active nodes provide benefits during future campaign
CAMPAIGN MODE games, giving you a leg up on the more challenging
Adversaries.
Want to see all the Galaxy’s possibilities? Enter our
Federation Simulator! Try many combinations of Jumpstart Nodes:
Homeworlds, Societies, and Adversaries over a During the first turn’s Gather phase, add dice for all
six-game campaign. To play, choose one of the 24 unique your active Jumpstart Nodes to your pool before rolling,
Campaign Sheets, and start a game normally. and add Fleets to the Starbase.
At the end of the game, calculate your score and Ability Nodes:sheet #05
campaign
record it on the sheet. If you won, your score is 2 points
As an Action, place #2
a tech disc#3on an ability node to
scores
per star on the Adversary, plus 10 points for winning.
game
#1
use its effect. These tech discs are not removedtotal during
If the game ended in defeat, your score is 1 point per the Cleanup#4 phase, #5 so each is #6
usable only once per
star on the Adversary, plus your Federation Level game. Active ability
elemens nodes
plumplim with no
felisi ring are always
timtillawinks zibzab in
#1 #2 #3
total
55+: Brancher, 70+: Shrubkin, 85+: Strongbark,
#4 #5 #6
100+: Legendtree! (Note: Ranks designed by Plumplim)
elemens plumplim felisi timtillawinks zibzab
explorers mathns. scientists botanists guardians
Add Reroll any
start
onedeckgalaxy.com
Our Zibzab-approved information hub for the game
lives online at ONEDECKGALAXY.COM.
TUTORIAL VIDEOS
One Deck Galaxy has a lot of rules! If you’d rather
learn straight from us, we’ve got videos designed
to just get you started, or provide a thorough
explanation of everything in the game.
RULES UPDATES/ERRATA
Did we make any mistakes? Surely not! But if we
did, we’ll post errata or rules updates to the website.
BONUS CONTENT
Printable Campaign Sheets, Challenge Mode
Options, and more in the future!