How to play Core Worlds Official Rules

By: Dennis B. B. Taylor

Welcome to the Core Worlds Game Rules!

Hey there! I want to talk to you about a really cool game called Core Worlds. It’s a game where you get to build your own empire and conquer planets. Exciting, right? But before you embark on this epic journey, there are some important rules you need to know. Don’t worry, I’ve got you covered!

The Basics

First things first, let’s go over the basics. In Core Worlds, you start with a deck of cards that represents your empire. Each card has a different ability that you can use to your advantage. Throughout the game, you’ll be collecting more and more cards to strengthen your empire.

Your goal is to conquer planets and score as many points as possible. But beware, there are other players trying to do the same thing. It’s a competitive game, so you’ll need to strategize and outsmart your opponents to come out on top.

Understanding Card Types

Now let’s dive deeper into the different types of cards you’ll encounter. There are three main types: the Core Worlds, the Galactic Heroes, and the Imperial Worlds.

The Core Worlds cards are the central planets of the galaxy. They have higher victory point values and provide you with powerful abilities. Conquering these planets is key to your success.

The Galactic Heroes cards represent epic characters that can lead your armies and provide special bonuses. They can turn the tide of battle in your favor, so make sure to use them wisely.

The Imperial Worlds cards are the planets controlled by the evil Galactic Empire. If you conquer these worlds, you’ll gain extra benefits, but be careful of the Empire’s retaliation.

Your Turn

During your turn, you’ll play cards from your deck, build up your forces, and conquer planets. The game is divided into rounds, and each round is made up of several phases.

During the Draft Phase, you’ll add new cards to your deck and set your strategy for the round. It’s important to think ahead and choose your cards wisely.

Next comes the Action Phase. This is where the real fun begins. You’ll play cards, move your fleets, and attack planets. Remember, timing is everything, so plan your actions carefully.

After that, we have the Draw Phase. This is when you’ll replenish your hand by drawing new cards. Make sure to manage your resources well, as you’ll need them to conquer more planets.

Finally, there’s the Cleanup Phase. During this phase, you’ll discard any unused cards and prepare for the next round. It’s a chance to regroup and prepare yourself for the challenges ahead.

Victory and Conclusion

The game continues with each player taking their turns and trying to conquer as many planets as possible. The player with the most victory points at the end of the game wins!

So, are you ready to embark on this epic journey? Grab your cards, strategize, and conquer the Core Worlds. May the force be with you!

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I must tell you a tale of the ancient Galactic Realm, a once powerful civilization that is slowly losing its grip on the galaxy.

Far beyond the civilized Core Worlds lies a land of savage kingdoms, plotting and planning to seize control of the fading republic. They see this moment of weakness as their chance to rise and build their own empires upon the ruins of what came before.

Yet, these outer systems are not yet strong enough to directly confront the mighty forces of the Core Worlds. Instead, they begin to nibble away at the fringes of the crumbling frontier, honing new strategies and crafting innovative military units.

Imagine this: you’re an ambitious ruler of a barbarian kingdom in the vast galaxy. You have a grand vision – to build up your energy resources, assemble a mighty fleet, and amass a formidable ground force. And what do you do with this immense power? You launch a daring attack on the galactic core itself, conquering the most prestigious planets that exist.

It’s a lofty goal, no doubt. The kingdom that accomplishes this feat will establish the most magnificent empire in the entire galaxy. But it won’t be easy. You’ll need to carefully plan your moves and strategize your every step. Building up your energy reserves will be vital, as it will fuel your fleets and ground forces for the battles to come.

Think about it: with an overwhelming force at your command, you’ll hold the power to shape the fate of the galaxy. You’ll be able to dictate the course of history and bring glory to your kingdom. But remember, this is not a task for the faint-hearted. It requires skill, determination, and cunning to navigate the treacherous paths of conquest.

So, are you ready to embark on this epic journey? Are you prepared to lead your barbarian kingdom to greatness? If you possess the ambition and resolve, then seize this opportunity with both hands. Embrace the challenge that lies before you and set your sights on the galactic core.

The road to ultimate power may be arduous and fraught with danger, but the rewards are beyond measure. With each victory, your empire will grow stronger, and your influence will spread throughout the galaxy. So gather your forces, my fellow ruler, and let the conquest begin. The glory of a barbarian empire awaits!

How to play Core Worlds Official Rules UltraFoodMess

Components:

Here’s what you’ll find in the game box:

  • 1 Round Marker
  • 1 Destiny Marker
  • 5 Player Boards
  • 5 Action Markers
  • 5 Energy Markers
  • 12 Energy Tokens
  • 3 Energy Surge Tokens
  • 210 Cards:

Object of the Game:

In this game, you are in charge of a powerful barbarian Star Empire. You’ll have different types of cards that represent your Empire. Your goal is to invade new Worlds and add Units and Tactics to your Empires.

Each card has an Empire Points value in the upper right corner. The player with the most Empire Points at the end of the game wins.

Number of Players:

This game is suitable for any number of players.

How to play Core Worlds Official Rules UltraFoodMess

Welcome to Core Worlds, the exciting deck-building card game designed for 2-5 players! You’re in for a real treat, but before we dive in, let me share some insights with you.

Getting Started

How to play Core Worlds Official Rules UltraFoodMess

  1. First, find a spot off to the side of the main playing area. Pick a place where you can lay out the Sector Cards in order. Make sure to leave a big space in the middle of the table for the Central Zone. This is where we’ll put new Units, Tactics, Prestige cards, and Worlds during the Galactic Phase.
  2. Next, put the Round Marker on the “1” space of the leftmost Sector Card.
  3. Now it’s time to shuffle the five Worlds that are marked as “Home Worlds.” Each player should get one randomly.
  4. Take your Home World and put it face up on the table. This is the first card in your Warzone.
  5. Finally, give the Destiny Marker to the player who has the lowest Home World Number. Remember, the Home World Number doesn’t affect the game in any other way.

Let’s get started! Here are the steps to set up the game:

First, each player gets their own Player Board, Action Marker, and Energy Marker. Place the Player Board in front of you on the table, above your Warzone area. Put your Action Marker on the “4” space in the Action section of your Player Board, and your Energy Marker on top of the word “Energy” in the Energy section of your Player Board. Since you start with 0 Energy, make sure the Energy Marker reflects that. Any unused Player Boards, Action Markers, and Energy Markers can be returned to the box, as you won’t need them for this game.

Next, separate the remaining cards into 11 stacks. Each stack should have cards with the same Faction Symbol or Sector Number in the lower center portion of the card. Make sure the cards are face up so you can see the symbols or numbers easily.

And that’s it! You’re all set to start playing the game. Have fun!

If you’re ready to play Core Worlds, here’s what you need to do:

1. Take the stack of cards that have the same Faction Symbol as your Home World. These 16 cards will be your Starting Deck.

2. Shuffle your Starting Deck and place it face down on the table in front of you, to the right of your Warzone. Make sure to leave your Home World and its Starting Deck face up in your Warzone – don’t shuffle them into your Starting Deck.

3. If this is your first game of Core Worlds, put the stack of cards with the Sector Number of “0” back in the box. You can use these cards for a variant game, which is explained on page 16.

That’s it! Now you’re ready to embark on your galactic conquest in Core Worlds. May the best player win!

Alright, let’s shake things up a bit! First things first, we need to get our Galactic Decks ready. Each deck is labeled with a Sector Number, from I to V. To start, let’s shuffle each deck separately and place them face down on top of their respective Sector Cards. Don’t forget to check the diagram on the opposite page for reference.

Next up, it’s time to deal with the Energy Tokens. We want to keep them close, so let’s gather them up and make a neat pile beside the Central Zone. This way, we’ll have them handy whenever we need a boost.

With our decks shuffled and the Energy Tokens ready to go, we’re all set to embark on this cosmic adventure. May the stars align in your favor!

When we play with 3 or 4 people, some of us will get the Destiny Marker more often than others. To make it fair, we use the big Energy Surge Tokens to balance things out. The person who starts with the Destiny Marker is Player 1, and then it goes clockwise around the table. In a game with 3 players, Player 2 gets one Energy Surge Token and Player 3 gets one too. In a game with 4 players, Player 3 gets one Energy Surge Token and Player 4 gets two. But when we play with 2 or 5 players, we don’t need the Energy Surge Tokens, so we put them back in the box.

A Game of Core Worlds: Unraveling the Phases

So, you want to know all about playing Core Worlds? Well, grab a seat and get ready to dive into the ten rounds of epic gameplay! Let me break it down for you.

  1. Draw Phase – This is where the magic starts. We each draw cards from the top of our decks until we have six cards in our hands. Time to get those strategies brewing!
  2. Energy Phase – Next up, the energy blast. Our worlds generate energy to fuel our ambitions. Prepare to unleash your potential!
  3. Galactic Phase – The Central Zone comes alive in this phase. We fill it up with new cards from the Galactic Deck, opening up a world of possibilities. The universe is our playground!
  4. Action Phase – Now the real fun begins! It’s time to take turns performing actions. Use your precious action points wisely to outmaneuver your opponents and dominate the game.
  5. Discard Phase – As we reach the end of each round, it’s time to let go. We discard our hands onto our discard piles, except for one lucky card that gets to stick around. Choose wisely!
  6. End Phase – Round marker moves forward, and the destiny marker is passed to the left. The game goes on, and the universe keeps spinning.

Phew! That’s a lot to take in, but don’t worry, practice makes perfect. So, sit back, get your game face on, and let’s embark on an intergalactic adventure like no other!

When we reach the end of the tenth Round, the player who has accumulated the most Empire Points will emerge victorious in the game!

Below is a diagram illustrating the set-up for 4 players:

How to play Core Worlds Official Rules UltraFoodMess

Let’s dive into a detailed breakdown of each phase in the game.

1. Draw Phase

In the Draw Phase, I get to draw cards from my deck. I keep drawing until I have 6 cards in my hand. But if I chose to keep a card during the last Discard Phase, I only draw 5 cards this time.

Once I have my cards in hand, I can take a look at them. But it’s important that I don’t show them to the other players. The number of cards I have is public knowledge, though.

If I ever need to draw a card, but my deck is empty, I can shuffle my discard pile and create a new deck with it.

During the last two Rounds of the game, I get to draw one extra card. This is specified on the Sector Card called Sector V: The Core Worlds.

Step 2: Energy Phase

Now let’s talk about Energy! Energy is an important resource in the game. It’s what powers your Worlds and helps you achieve victory. So, how do you get Energy? Well, each of your Worlds generates Energy based on its Energy Symbol. This symbol can be found in the upper left corner of the card.

To figure out how much Energy each of your Worlds generates, you simply count the number shown in the Energy Symbol. Once you know the total amount of Energy generated by all your Worlds, it’s time to take action!

Here’s what you do next: you’ll slide your Energy Marker forward on your Player Board. Each point of Energy generated by your Worlds allows you to advance your Marker one space. It’s like fueling up your engine for the next round!

Remember, though, that any unused Energy from the previous round should have been removed during the Discard Phase. You can’t carry over Energy from one round to the next. So, make sure to use it or lose it!

How to play Core Worlds Official Rules UltraFoodMess

Once the energy has been generated by each player’s Worlds, it’s time to make some decisions. We’ll go around the table, starting with the player holding the Destiny Marker, and each of us will declare whether we want to boost our Energy using Energy Surges or through Energy Exploration.

You can also use any other special abilities you may have acquired that come into play during the Energy Phase. But here’s the catch – once you’ve made your decision, you can’t change your mind once your opponents have made theirs.

Energy Surges: If you have an Energy Surge Tactic card in your hand, you have the option to generate additional Energy. If you choose to play an Energy Surge, you’ll get +2 Energy if at least one of your opponents’ Worlds generates more Energy than yours. The details are all on the card!

I noticed that there are a couple of things that can boost your energy in the game. First, there’s the Energy Surge. If you don’t have any cards to play during a Round, you can use the Energy Surge to give yourself an extra point of Energy. And the best part is, you can use multiple Energy Surges during the same Round if you want!

Another way to get more Energy is through Energy Exploration. Each Home World card has its own special ability that lets you generate extra Energy. This can be really helpful, especially at the beginning of the game. During the Energy Phase, you have the option to discard any 2 cards from your hand to get an extra point of Energy.

Let’s talk about card text: Card text always tells you when and how to use it. Unless the card says otherwise, you can only use its text once for each situation that applies.

For example, you can only use the text on your Home World card once during each Energy Phase to get +1 Energy. If a card’s text ever goes against the game rules, the card’s text is what you follow.

3. The Galactic Phase

During the Galactic Phase, there are three steps you need to do, in order. When the first Round starts, there won’t be any cards in the Central Zone, so you can skip the first two steps.

How to play Core Worlds Official Rules UltraFoodMess

  1. Get rid of Energy Cards: Take away any cards in the Central Zone that have an Energy Token on them. Put the Energy Tokens back with the rest of them next to the Central Zone, and put the cards facedown on top of their respective Galactic Decks.
  2. Add Energy Tokens: Put an Energy Token on each of the remaining cards in the Central Zone. If you later pick a Unit or Tactic card with an Energy Token on it, or successfully Invade a World with an Energy Token on it, move your Energy Marker one space forward on your Player Board. Then, put the Energy Token back with the rest of them next to the Central Zone.
  3. Add New Cards: I’ll start by adding new cards to the game. To do this, I’ll draw cards from the top of the current Galactic Deck and place each one face up in the Central Zone where all players can see them. I’ll keep drawing cards until the number of cards in the Central Zone matches the number on the chart below:

Now that I have the right number of cards in the Central Zone, I need to make sure there are enough Worlds for all the players. If there aren’t, I’ll keep drawing and placing cards from the current Galactic Deck until there are enough Worlds for everyone.

Once I have the right number of Worlds, I’ll check to see if there are enough non-World cards (Units, Tactics, Prestige) for each player. If there aren’t, I’ll keep drawing and placing cards until there are enough.

If you don’t have enough non-World cards for all players, just keep drawing and placing cards until you do.

Let me give you an example. In a game with 4 players, let’s say there are 3 Worlds and 7 non-Worlds in the Central Zone after adding new cards. You need to draw more cards from the current Galactic Deck until there are at least 4 Worlds, matching the number of players.

On the other hand, if you have more Worlds than non-Worlds, let’s say 7 Worlds and 3 non-Worlds, you need to keep drawing cards until there are 4 non-Worlds in the Central Zone.

Now let’s move on to the Action Phase.

During the Action Phase, each player takes turns, starting with the player who has the Destiny Marker and going clockwise around the table.

When it’s my turn, I get to choose what to do. There are different things I can do, and they all cost action points. I have to move my action marker to show how many points I’m spending.

We keep taking turns until we’ve used up all our action points. That means I get to take multiple turns in one round.

Here are the things I can do on my turn. I can only pick one of these options, but I can do the same thing on different turns.

Pick 1 Unit / Tactic / Prestige

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When you’re playing the game, you have the option to pick one card from the Central Zone and add it to your Empire. There are three types of cards: Units (yellow), Tactics (blue), and Prestige cards (red). But before you can do that, there are a few steps you have to follow. First, you need to spend 1 Action Point. Then, you need to pay an amount of Energy that’s equal to the card’s Draft Cost. You can find the Draft Cost on the card’s central horizontal bar, in the gold circle. Once you’ve done that, you can place the Unit or Tactic card face up in your discard pile. But remember, these cards aren’t immediately added to your hand, deck, or Warzone. You can look at the cards in your discard pile, but you can’t search through your opponents’ discard piles. On the other hand, if you draft a Prestige card (red), you can immediately place it face up in your Warzone. Prestige cards aren’t added to your hand, deck, or discard pile. During your turn, you can only draft one card, but if there are still cards in the Central Zone, you can keep drafting during your subsequent turns. Just keep in mind that Worlds can’t be drafted; you’ll have to invade them instead.

Send Your Troops to Battle

You have the power to send as many troops (represented by yellow Units) as you want from your hand to your Warzone in a single turn. Each troop you deploy requires you to use up 1 Action Point. If you don’t have enough Action Points, you won’t be able to deploy any more troops. Additionally, you must also pay the Deploy Cost for each troop, which is indicated by the number in the upper left corner of the card. Once you’ve spent 1 Action Point for each troop and paid their respective Deploy Costs, you can place them face up in your Warzone.

For example, if you want to send 3 Galactic Grunts to your Warzone, you would need to spend 3 Action Points (1 for each troop) and a total of 3 Energy (since each Galactic Grunt has a Deploy Cost of 1). Keep in mind that even though you can deploy multiple troops during your turns, they are considered to be deployed one after the other. Therefore, the order in which you deploy your troops may have strategic importance.

Let’s talk about how the Dreadnought Cruiser works in the game. Normally, it costs 7 Energy to deploy. But here’s the cool part: if you have any Starfighters in your Warzone, the cost of the Dreadnought Cruiser goes down by 1 for each Starfighter you have! So, let’s say you want to deploy the Cruiser and you also have 2 Starfighters ready to go. In that case, it’s best to play the Starfighters first. That way, the Cruiser’s cost will be reduced.

Now, it’s important to remember that each Unit in the game has a specific Card Type. There are different types like Hero, Infantry, Robot, Vehicle, Starfighter, Star Cruiser, and Capital Ship. Keep this in mind when you’re using the abilities on your cards.

For example, let’s say you already have a Battle Cruiser deployed in your Warzone. The Battle Cruiser’s card type is “Star Cruiser”, not “Starfighter”. This means it won’t reduce the cost of the Dreadnought Cruiser. So, it’s good to think about these things before making your moves.

Here’s a world to invade

How to play Core Worlds Official Rules UltraFoodMess

When it’s my turn, I can choose to invade a planet. To do this, I need to spend 1 Action Point and 1 Energy. I pick a planet in the Central Zone that I want to invade and I announce its Fleet Strength and Ground Strength. Then, I have to discard enough Units from my Warzone to match or exceed the planet’s strengths. The discarded Units go face up into my discard pile. If I meet or surpass the planet’s strengths, I conquer it and place it in my Warzone with my other Worlds. I don’t put it in my hand, deck, or discard pile.

I can still announce an Invasion even if I don’t have enough strength to conquer the planet right away. If that happens, I can activate any special abilities on the Units in my Warzone and play Tactic cards from my hand that say they can be used “during an Invasion”. But remember, Units in my hand don’t count during an Invasion, only the Units in my Warzone matter. If I can’t conquer the World even after activating abilities and playing Tactic cards, my turn ends and I don’t get back my spent Action Point and Energy.

If I play a Tactic card from my hand during an Invasion, I don’t need to spend an Action Point. The Tactic cards only require an Action Point if they are played “as an Action”. Most Units have some kind of cost, like discarding cards or paying Energy, to use their abilities. Tactic cards also have an Energy cost. I can only use these abilities if I have enough resources to pay for them. And remember, unless the card says otherwise, I can only use each ability once per situation, even if I have enough resources to use it multiple times.

Picture this: you’re playing a thrilling game called Starfighters, and one of the cards you have on your side is the mighty Hercules Bomber. This awesome bomber has a strong fleet, with a Fleet Strength of 1. But that’s not all – it also has a special ability that can give it extra power on the ground. By paying just 1 Energy, you can add +2 Ground Strength to your Bomber. Pretty cool, right?

Now, here’s where things get interesting. You see, this ability can only be used once per Invasion, and only on each of your Bombers. The card doesn’t say that you can use it multiple times, so you’re limited to just one boost for each Bomber. It’s a strategic decision that you have to make – do you use that extra power now, or save it for later when you might need it more?

On the other hand, there’s another card in the game called the Heavy Repeating Assault Unit. This Unit also has the ability to boost its Ground Strength, but it works a little differently. Instead of a fixed cost, it allows you to pay “up to 2 Energy” to add +2 Ground Strength for each Energy spent. This means you have more flexibility. You can choose to use the ability once by spending just 1 Energy, or you can go all out and use it twice by spending 2 Energy. The choice is yours!

So, next time you’re playing Starfighters, keep these card abilities in mind. The Hercules Bomber offers a single power boost for your Bombers, while the Heavy Repeating Assault Unit gives you the freedom to choose how much power you want to add. It’s a game of strategy and decision-making, and the right choice could make all the difference in your path to victory.

Conquering New Worlds: Once I conquer a world, I have the option to stack either a “Galactic Grunts” card or a “Snub Fighter” card that I used in the invasion underneath the conquered world. This choice removes the Grunt or Snub from my deck for the rest of the game, increasing my chances of drawing newly acquired cards in the future. It’s important to note that the card I use to colonize a world is still part of my empire, but it doesn’t count as part of my warzone.

Use an Ability “As an Action”

Pass

6. Discard Phase

Once all players have passed during the action phase, the discard phase begins.

So here’s what you gotta do: get rid of all the cards in your hand by putting them face up in your discard pile. But hey, you can keep one card if you want to use it in the next round. Just remember, if you keep a card, you’ll only get to draw five cards in the next round. Once you’re done with that, don’t forget to use up all your energy by placing your Energy Markers on the word “Energy” in the Energy section of your Player Board.

Oh, and by the way, you don’t have to get rid of the cards in your Warzone during this phase. You can keep those Units in your Warzone for as long as you want. Just use them wisely when you’re ready to conquer a World.

7. End Phase

At the end of each round in the game, the Round Marker moves to the next circle on the Sector Cards. If this circle is in the next Sector, we need to check if the number of Action Points we have for the next round has increased.

Furthermore, when the Round Marker reaches a new Sector, we draw cards from the next Galactic Deck to add to the Central Zone during the following Round’s Galactic Phase.

Once the Round Marker has been moved, we need to adjust our Action Marker to the appropriate number of Action Points indicated on the current Sector Card. Then, the player with the Destiny Marker passes it to the player on their left, and the next Round begins.

The Core Worlds

Hey there! Let me tell you about something cool that happens in this game when we reach Round 9. You see, when the Round Marker moves onto the fifth Sector Card, something exciting occurs. Each player gets to make a decision – they have the option to shuffle their discard pile into their draw deck. This means they have a pretty good chance of drawing the Units and Tactics they recently picked up from Sector 4.

Now, to remind players that they have this option, there’s a Card Deck Icon on the fifth Sector Card. It’s right there on the right side. So, as they enter the final Sector, they can glance at the Icon and remember what they can do. Cool, right? Not only that, but the fifth Sector Card also lets players know that during the last two Rounds of the game, they should draw up to 7 cards instead of the usual 6. That can definitely make a difference!

It’s good to know that there won’t be any new Units or Tactics available in the final Galactic Deck. But don’t worry, there are still some exciting options. You’ll find the 6 Core Worlds and the 6 Prestige cards in there. So, even though you won’t get any new stuff, these cards can still make a big impact on your game. Keep that in mind!

Throughout the game, you need to pay attention to the Core Worlds reference area on your Player Board. This is because the number of Empire Points you get from the Core Worlds will depend on the types of cards you have drafted into your Empires. The Core Worlds reference area will tell you the Empire Point value, as well as the Fleet and Ground Strengths of each Core World.

During the tenth and final Round of the game, all remaining cards from the final Galactic Deck must enter the Central Zone. Even if this means the center has more cards than usual, as stated on page 11, it gives every player a chance to go after the Core World they want.

End of the Game

When the 10th Round is over, you need to tally up your total Empire Points. This will determine the winner of the game.

Bonus Empire Points

First, I want you to take note of all the Empire Point bonuses you receive when the game ends. This includes bonuses from specific cards in your Warzones, like the “World Ship” and “Queen Alais,” or from having certain types of cards in your Empires, as described in the Core Worlds.

Look for cards that have a “+” next to their Empire Point values and mention a bonus in their text. Remember that any Infantry and Starfighters you used to conquer Worlds still count towards your Empire Points. The same goes for cards in your hand, deck, discard pile, and Warzones.

When you’re adding up the bonus points in this game, keep track of them using the Energy Marker on your Player Board. This will show you how many extra points you’ve earned, separate from the points printed on the cards.

Let’s say you have the Core World “Zeus” card, which gives you a base value of 2 Empire Points. In addition, you get 1 bonus point for each Starfighter in your Empire at the end of the game.

If you have 6 Starfighters in your Empire, move your Energy Marker forward 6 spaces on your Player Board. These extra points don’t include Zeus’s base value of 2, which you’ll count later when you tally up your entire deck (see below).

Base Points on Cards

Now, let’s gather all the cards in our Empire, including the ones in our hand, deck, discard pile, and Warzone, and put them into one stack. After that, let’s add up the printed Empire Points on all of these cards.

Winning

To determine the winner, we need to add the Empire Points printed on our cards to the number of bonus Empire Points we’ve recorded on our Player Board. The player with the highest total Empire Points will be the winner of the game!

If there’s a tie, we’ll look at the tied Empires’ Worlds and see which one generates the most Energy. If the tie still persists, we’ll check which Empire has the most Worlds. And if we’re still tied after that, we’ll have to share control of the galaxy!

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