Combat Rules of Forbidden Stars

By: Dennis B. B. Taylor

The Combat Rules of Forbidden Stars

Hey there! Let’s delve into the exciting combat rules of Forbidden Stars. Get ready for an epic adventure in this universe where anything can happen!

First things first. When it’s time to fight, there are important rules to follow. Let’s break them down step by step, so you’ll be fully prepared to conquer the galaxy.

In the game, combat is conducted by rolling dice. You and your opponent will roll dice to determine the outcome of each fight. It’s like a thrilling duel where luck plays a part, but strategy is key.

To resolve a combat, you’ll compare the total result of your dice rolls with those of your opponent. This will determine which forces win and which suffer losses. But watch out, because sometimes you might end up with a tie. In that case, it’s a deadlock and no one gains or loses anything. It’s always good to have an ace up your sleeve when it comes to tiebreakers.

Now, let’s talk about morale. Every fighter has morale, and it’s crucial in combat. Morale represents the strength and determination of your forces. If your morale drops too low, it can lead to a devastating rout. But don’t worry, there are ways to boost morale and prevent your troops from fleeing. Keep them motivated and they’ll fight fiercely till the end.

You also need to know about the different types of units and their capabilities. Each unit has its own strengths and weaknesses. It’s important to use them wisely and create a well-balanced army. Infantry units are tough and can hold their ground, while vehicles are powerful but vulnerable. Planetary systems have different terrains that can affect the outcome of battles too. So, choose your units carefully and take advantage of the environment to gain the upper hand.

One last thing to remember is the use of supports. Supports can play a vital role in combat. They can give you bonuses in specific situations, like attacking or defending. Don’t underestimate their power. A well-placed support can turn the tide of a battle and lead you to victory.

So, there you have it, the combat rules of Forbidden Stars. Remember, luck might be a factor, but a strategic mind and careful planning will be your best weapons. Take control of the galaxy and make your mark. Are you ready? Let’s dive into the action now!

When I move units using an Advance Order, I have to deal with combat if there are both friendly and enemy units or structures in the area. It’s like a battle for control.

In this battle, I am the attacker because I am the one resolving the Advance Order. The other player is the defender.

When it comes to the battles in Forbidden Stars, things get exciting because of a mix of dice and cards. First, I roll some dice based on how strong my units are. Then, I use combat cards to do special things and collect cool icons, more dice, and combat tokens. After all the fighting, the person who has the most morale is the winner, and the loser has to retreat their units.

Here’s how it all goes down:

I. Getting Ready

Before we start the fight, we need to do a few things:

    A. Let’s Roll Dice: When you and I engage in combat, we both grab a bunch of dice. The total number of dice we roll is equal to the combined combat value of our unrouted units. For instance, if you have two Land Raiders and I have two Ork Killa Kans, we will each roll four dice.

II. Showtime

Now let’s get down to business. We will go through up to three rounds of executing combat cards from our hands. Each execution round follows these steps:

  • A. Pick a Combat Card: Both you and I secretly select one combat card from our hands and place them facedown on the table.
  • B. Let’s Resolve: You turn over and resolve your combat card, and then I’ll do the same with mine.

First, both players have to assess the damage they’ve taken. This is done by counting up the number of offense icons (#image.jpg) on their dice, combat tokens, and faceup combat cards. The player with the most offense icons has to suffer damage equal to the opponent’s total number of offense icons. However, each defense icon (#image.jpg) they have can reduce the amount of damage they take by one. Defense icons can come from dice, combat tokens, and faceup combat cards. They help protect the player from harm. It’s like having a shield that blocks some of the damage.

III. Resolution

Once the third execution round is over, the combat isn’t finished just yet. There are a few more things to do in order to wrap it up nicely. Here’s what you need to do:

    A. Determining the Winner:

    You win the battle if you have the highest total morale value. In case of a tie, the defender wins. And when you win, the enemy units are forced to retreat. To calculate your total morale value, add up the number of morale icons on your dice, faceup combat cards, faction sheet, bastions, and unrouted units that are involved in the combat.

    Resolving Combat Cards:

    Every combat card has one or two combat ability boxes. When you use a combat card, start by resolving the general abilities (green box), then move on to the unit abilities (brown box). Follow the order listed on the card, from top to bottom.

    Hey there! Let’s talk about unit abilities and how they work in the game. So, you know those units that you have in combat? Well, unit abilities come into play when you have these units in your arsenal. But here’s the catch – in order to use a unit ability, you need to have at least one of the specified units in the combat, and that unit should be unrouted. Makes sense, right?

    To use this special ability, you need to have either a Bastion, a Space Marine, or a Strike Cruiser that hasn’t been defeated in the battle.

    Let’s talk about the icons you’ll see on combat cards. Most combat cards have one or more icons on the left side of the card, like these: [icon 1], [icon 2], [icon 3]. These icons work just like the ones on dice, and they stay in effect until the battle is over.

    Combat Dice

    When I gain a #image.jpg, #image.jpg, or #image.jpg through an ability, I get to add one die from the unused dice supply to my collection. The added die will have the icon corresponding to the gained ability facing up. On the other hand, if I lose a die, I have to return one of my dice that matches the icon back to the supply.

    If a game effect allows me to gain a V, I can grab a die from the supply, roll it, and add it to my dice collection.

    Keep this in mind: both the attacker and defender can only have a maximum of eight dice each during a combat.

    Combat Tokens

    Hey there! Let me tell you about combat tokens in an exciting card game. You see, some abilities in the game give players these combat tokens. When you get a combat token, it’s represented by these cool combat token icons: #image.jpg and #image.jpg.

    So, how do you get these tokens? Well, when you gain a #image.jpg or #image.jpg, you take a token from the supply and put it faceup next to your dice – the right way up, of course! These tokens come in handy during combat because they add to your final value when you’re attacking or defending.

    But here’s the thing: these combat tokens are temporary. So when the execution round is over, you have to return them back to the supply. It’s a bummer, I know, but it’s the name of the game. Good luck with those combat tokens!

    Suffering Damage

    When I take damage in the game, I have to pick one of my friendly units to get hurt. The unit that I choose has to be unrouted, which means it can’t be running away from the battle. If all of my other units are running away, then I can pick any unit to get hurt, even if it’s already running away. But if the damage is equal to or greater than the health of the unit I picked, then that unit gets destroyed and taken off the game board.

    If the damage is less than the health of the unit I choose, the unit runs away. If the damage is more than the health of the unit I choose, I have to spread the extra damage among my other units. I keep doing this until there’s no more damage left or I run out of units.

    Remember: If my units survive an orbital strike, they don’t run away.

    In the midst of a fierce battle, I find myself in a tight spot. Two brave Scouts of mine are caught in the chaos, and I must make a tough decision. The enemy’s onslaught is relentless, and both Scouts are about to take some serious damage. I have to act quickly before it’s too late.

    With the odds against me, I carefully weigh my options. I know that one of my Scouts will have to bear the brunt of the attack, but I have to decide which one. It’s a matter of life and death.

    The first round begins, and it’s time to choose. I pick one of my Scouts, hoping that sacrificing one will buy enough time for the other to survive. I hold my breath as the damage is unleashed.

    As I compare the Scout’s health to the onslaught of three damage, I realize the inevitable. The damage is too much for my chosen Scout to endure. With a heavy heart, I watch as it is destroyed, its valiant effort in vain.

    But the battle is not over yet. I still have one Scout left, and I must make sure it survives. The enemy’s final blow is redirected towards my remaining soldier, but this time, it’s different. The damage is not enough to destroy it; instead, my Scout is routed, temporarily incapacitated but still alive.

    With a sense of relief, I continue the fight, knowing that every decision counts. Routed units may be down, but they are not out. They are merely lying in wait, ready to rise again when the time is right.

    A Moment of Retreat

    In the heat of battle, units can find themselves routed through various means. Whether it’s a combat card ability, a strategic retreat, or damage that falls short of their health value, units can be forced into a temporary retreat.

    When a unit is routed, its plastic piece is symbolically placed on its side, a visible reminder of its disabled state. If the unit is represented by a reinforcement token, that token is simply flipped to its routed side, signaling its momentary setback.

    When it comes to combat in this game, routed units don’t have an impact on determining the winner. They also can’t be used to fulfill requirements for a unit on a combat card. Furthermore, if you have one or more unrouted units or bastions in the area, you can’t assign damage to a routed unit.

    Fortunately, during the Refresh Phase, you have the chance to rally all routed units by standing their plastic pieces back up.


    Unlike units, bastions serve a different purpose in combat. They contribute both dice and morale to the fight. You can even choose to have bastions take damage. If a bastion’s health value is reached, it will be removed from the game board and put back in the supply. It’s worth noting that bastions cannot be routed.



    Retreating in Battle

    Hey there! It’s me, and I’m here to talk about retreats in battles. When I lose a fight or when certain combat card abilities come into play, my units have to retreat. It’s kind of like taking a step back and reevaluating our strategy. And when my units retreat, they become routed.

    Now, retreating works a little differently depending on whether you’re attacking or defending. Let me break it down for you:

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