Elimination and surrender

ELIMINATION

A player who controls no planets and has no units on the board is eliminated (i.e. removed) from the game. After a player has been eliminated, the other players continue the game normally, with no changes to the number of Strategy Cards taken, etc. When a player is eliminated, all his Action Cards and Trade Goods are discarded, his Strategy cards are immediately returned (even if still active) and all of his race's Trade Agreements are removed from the game. If he had open Trade Agreements, those agreements are returned to their owners. If there were any Trade Goods on his race’s Agreements, their holders (that is, the trade partners) may immediately collect all of them from the agreements they held. If the eliminated player was the Speaker, the token moves to the next player in rotation order.

SURRENDERING

This option minimizes the impact on the game if a player has to or wishes to leave the table, or perhaps due to being practically eliminated wishes to admit defeat. This routine should ensure a fair continuation of the game.

A player may, after having passed, call the Surrender. Doing so, immediately remove his flag from any Special Objectives and then subtract an additional VP from the score.

Trade Agreements are kept until elimination. If the surrendered player was Speaker, the token moves one step in the direction of the Cycler.

After refreshing planets in the following Status Phase, conduct the following procedures:

1. Remove all of the surrendered player’s Leaders. Also remove all of his Space Docks outside his Home System.

2. Add up to three, to a maximum of five total Ground Forces on the planet of highest resource value in the surrendered HS. (That is, if there already is five or more GFs on the planet, do not add any). These will be passive forces protecting the planet normally.

3. Speaker then chooses a planet (not the passive HS planet) or fleet belonging to the surrendered player. In turns players will place bids, in influence, on ownership of the selected fleet or planet. A bid may be zero.

4. Only the winning bid of influence (or TG as influence) are paid for. Planets are transferred exhausted.

5. The next player (again in the direction of the cycler) may then choose the next planet/fleet and place a bid in the same way. Repeat this step until all ships and planets (except the one HS planet) are taken over by opponents.

6. Resume game as normal like after an elimination.