Dark Millennium is an out-of-print collectible card game. It's the successor to the Horus Heresy and set in the fictional Warhammer 40,000 universe. The base card set was launched in October 2005 by Sabertooth Games. Storyline Events have conspired to draw members of different races and factions into a remote area of space. Each group has its own set of goals, but they all include eradication of any who would stand in opposition. Drawn to the resource-rich regions of the Pyrus sector are: The forces of Chaos, championed by the Word Bearers. A horde or "Waaagh!" of Orks, led by Warboss Garzulk the Faceless. Shadowy Eldar, manipulating events for their own purposes. The Emperor's own forces of the Imperium. Gameplay overview Dark Millennium uses the same basic rules as Horus Heresy. A game in the Dark Millennium universe pits two commanders and their respective armadas against each other for control of an important planet within the Pyrus sector. One side is declared the attacker, while the other is the defender, but both fight for control of three sectors which are deemed key to winning the planet. The game continues until a player captures two sectors, or four complete turns have elapsed. In the case of neither player dominating the planet after four turns, whoever has won control of a sector (or the more valuable sector if each player has one) wins the game. Each full turn starts with the deployment phase. In this phase, players deploy one card from their decks face up to each and every unclaimed sector. Players then draw a hand of six cards and alternate deploying cards face down from their hand to any unclaimed sector, one a time. There is no limit to how many cards may be deployed to each sector, but a relative imbalance may lead to an advantage in one sector with a corresponding disadvantage in another sector. Following deployment, the attacking player chooses a sector to contest, and a battle for that sector commences. Once the battle ends, the result may be that one of the two players has claimed the sector, or that neither player has, but once a sector is captured, it is out of play. After the battle selected by the attacker, the defending player chooses a different sector to contest (if any other sector remains unclaimed). Following the conclusion of the two battles, the turn ends and