Federation & Empire: Planetary Operations
BGG rating
7.6

Expansion for Federation & Empire

Federation & Empire: Planetary Operations

2005

Rules assistance for Federation & Empire: Planetary Operations

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2 players
  • 12+
  • Complexity 4.3/5

Rules assistant for Federation & Empire: Planetary Operations

What would you like to know?

Answers come from the official rulebook, with the page to check.

Federation & Empire: Planetary Operations is an expansion for Federation & Empire released in 2005 ages 12 and up. It was designed by Stephen V. Cole and its main mechanics are Dice Rolling and Hexagon Grid.

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About the game

Planetary Operations is about more than just planets! Expand your Federation & Empire campaign with these new ships, rules, and capabilities. Police Carriers, Police Flagships, Monitor PF pallets, Troop Pod counters Special Raids can now use drones, fighters, spies, and commandos. Four scenarios provide alternate starts to the General War. In Crosswinds, the Klingons and Lyrans each fight their own enemy. In Backdraft, the Kzintis launch a pre-emptive attack. In Fire in the East, the Klingons attack the Federation first! And in Demon of the Eastern Wind, the Gorns and Romulans start the General War! Cloaked decoys, Megafighters, Tholian pinwheels, Blockade Running, and more! Of course, we do have Planet rules as well, including: Colonies allow you to "build a planet' anywhere! Planetary docks repair ships. Marine Major Generals lead planetary invasions. Over 400 new playing pieces. Build new shipyards to expand production or replace losses. Depot repairs return destroyed ships, conversion during repair, combat repairs. Deficit spending, allowable substitutions, annexing provinces, and WYN Trade routes.

Publishers

  • Amarillo Design Bureau, Inc.

Questions and answers

The catalogue lists Federation & Empire: Planetary Operations for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.