Emergence Event Rulebook v.9
Emergence Event Rulebook v.9
Emergence Event Rulebook v.9
OVERVIEW
Emergence Event is an exciting new competitive space exploration game for
2-4 players. Each player controls a captain who commands their species
capital ship. With a unique deck of captain cards, individual strengths, and
special abilities, each captain offers players a very different game experience.
Players seek to explore and control locations in the galaxy to gain the
resources, artifacts, and technology to prevail against more difficult
encounters later in the game. As players explore the galaxy and time passes,
encounters become more rewarding, but the penalty for failure rises.
Players determine the games length by how quickly they move through the
galaxyand how well they manage the damage that their travels, as well as
other captains, inflict on them.
TABLE OF CONTENTS
OVERVIEW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . XXX
Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . XXX
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .XXX
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . XXX
Epochs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . XXX
COMPONENTS
4 Captain Boards
Each player receives 1
Captain board that shows
a particular Captains stats
and advantages. For a
detailed diagram of Captain
boards, see page <??>.
Scoring Board
SANdU
Vp Of aCQuISItIOnS
maximum
move
Bonus
Stat
hand Size
LVL
LVL
TACTICAL
SECURITy
SCIENCE
amBaSSadOR
JOLAL
NAVIGATION
3
3
maximum
move
CARGO hOLd
dIPLOMACy
Bonus
Stat
EQUIPPEd ARTIFACTS
hand Size
ENGINEERING
LVL
SECURITy
LVL
SCIENCE
CARGO hOLd
NAVIGATION
Tdd
EQUIPPEd ARTIFACTS
StORaGE
2 REfInEd tRInIum
REQuIREd
ARBORETUM
PROGRAM
2 REfInEd tRInIum
REQuIREd
SCIENCE
LVL
+1 Science
LVL
LVL
1
1
dIPLOMACy
LVL
LVL
LVL
1
Can choose Hex during TDD
but must pay 1 additional Refined Trinium.
+1 Security
12
ENGINEERING
LVL
+1 Navigation
LVL
+1 Engineering
+1 Engineering
LVL
1 Free MV.
TDD distance +1 Galaxy Tile.
10
11
12
13
REWARd TABLE
Each Discovery = +1 to Roll.
Random Resource
47
46
45
44
43
42
14
GAME ROUNdS
10
15
16
17
MOVEMENT
TRACK
18
19
20
PREPARATION TRACKS
41
40
21
MILITARy
SUPERIORITy
taCtICal & SECuRIty
+1 fREE tECh
+1 fREE tECh
+1 fREE tECh
+1 fREE tECh
22
SCIENTIFIC
ENLIGhTENMENT
39
38
LVL
LVL
ENGINEERING
1
LVL
LVL
LVL
+1 Diplomacy
LVL
LVL
NAVIGATION
Requires: 1 level-3 tech
NAVIGATION
LVL
12
LVL
LVL
+1 Diplomacy
LVL
LVL
2
SECURITy
LVL
dIPLOMACy
Tdd
A.I. UPGRAdE
LVL
StORaGE
upGRadEd hOld
LVL
1LVL +1 Tactical
dIPLOMACy
+1 Security
LVL
2
SCIENCE
SECURITy
upGRadEd hOld
LVL
BRIdGE UPGRAdE
+1 Tactical
TACTICAL
A.I. UPGRAdE
BRIdGE UPGRAdE
TACTICAL
Merchant of Peace: Start with 1 of each Resource and 1 Refined trinium . tactical and Security techs cost +1 Resource .
0
49
48
37
UNIFICATION
OF WORLdS
dIplOmaCy & EnGInEERInG
36
+1 fREE tECh
35
34
33
32
31
30
29
28
27
23
+1 fREE tECh
24
26
25
19 Galaxy Tiles
The game board is constructed by using 4 different types of Galaxy Tiles: the Center Galaxy Tile, Inner Galaxy Tiles, Outer Galaxy Tiles, and Home Galaxy Tiles.
Each Galaxy Tile has 19 hexes inside it. For a detailed diagram of Galaxy Tiles, see page <??>.
4 Ship Miniatures
92 Captain Cards
18 Discovery Tiles
Science
TacTical
dIPLOMACy
SCIENCE
eNgiNeeriNg
NavigatioN
2
OR
OR
Matriarch Evans
The Commander
NavigatioN
ENgiNEEriNg
3
OR
1
OR
OR
2
OR
OR
OR
38 Reward Tiles
15 Achievement Cards
Players can earn these cards
to score extra Victory Points
at Game End.
Ambassador Jolal
3
3
5 Dice
Emergence Event uses 2 types of dice: 1 sixsided dice (D6) and 4 Random Resource Dice
(RR). Each player receives 1 D6 during setup.
This die is used for Trans-Dimensional Drive
movement, Revealing a Galaxy Tile, and reward
rolls. The Random Resource dice are shared
by all players and are used to determine what
Resources you receive.
Update image
MOST
MOST
OPPORTUNIST
COLLECTOR
SAVANT OF ThE STARS
TIEd
TIEd
18 Discovery Cards
Discovery cards convey
stories about specific
locations on Galaxy Tiles.
There are 2 types of
Discovery cards: Unique
Events and Acts. For a more
detailed explanation of
Discoveries, see page <??>.
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FallenMarkarian
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i Story
acT ii
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some
Markarianwith
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onethe
thing
all races
agree...the
History recordsonthat
scientific
acumen
of theMarkarians
Ggopasians
were not of this
iii
acT
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dimension.
i rival acT
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this their
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stood
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Antari
the system
that
originally
brilliance
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basis
for
TDDfleet
travel,
their hubris
Markarians,
ripped also
of the
a hole through the
Before the coming
3 Battleships
Classelder
races.
brought
aboutdimensional
the
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ofbarrier.
the
races. Unsatisfied with
the galactic
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Though into the other
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limits, theymilitary
sought might.
to go further
to their
were testament
the Markarians to
indestructible,
being nearly
is what
brought the
as incursion
these shipsThis
history recordsdimension.
that they
proof
is
bow than flotsam
your more
off little
ourhulk
space.
Though
now, you discover
drifting
ancient, broken
Dreadnaughts.
the remnants
of the Ggopasian
Star Base where the war began.
for the Markarian
were still no match
rewardS
2Random Resources
&
5 VP / +1 All Preparation Tracks / 1 Artifact or
or
or
3/4/2014 10:03:22 PM
8
6
3/4/2014 10:03:22 PM
3/4/2014 10:03:22 PM
success
Failure
Recognition
Failure
or
Update image
24 Damage Cards
Players receive Damage
cards when they perform
poorly at Encounters, fail
Open Space Encounters, or
when another Captain plays
an Attack tile against them.
Damage
Damage
Damage
Life Pod
success
to Hand, -2 VP &
Take 1 Damage card
all Stats at -2 next turn
16 Artifacts
+1 +2
-1
-2
3
Breakdown of Boards
Captain Board Breakdown
1
19
18
amBaSSadOR
JOLAL
maximum
move
Bonus
Stat
hand Size
4
LVL
LVL
TACTICAL
17
3
CARGO hOLd
SECURITy
SCIENCE
NAVIGATION
dIPLOMACy
ENGINEERING
LVL
ARBORETUM
PROGRAM
EQUIPPEd ARTIFACTS
16
2
2
15
upGRadEd hOld
A.I. UPGRAdE
Tdd
StORaGE
13
LVL
+1 Security
NAVIGATION
LVL
+1 Science
dIPLOMACy
LVL
LVL
2
LVL
12
LVL
LVL
2 REfInEd tRInIum
REQuIREd
SECURITy
LVL
+1 Tactical
LVL
2
Each planet you Control at
Game End gives you +1 VP.
14
BRIdGE UPGRAdE
Add 1 Captain Power
Repair 2 Damage cards in Discard
SCIENCE
LVL
TACTICAL
+1 Navigation
LVL
LVL
ENGINEERING
LVL
+1 Diplomacy
LVL
LVL
+1 Engineering
1 Free MV.
TDD distance +1 Galaxy Tile.
10
11
1.Maximum Movement
6.AI Upgrade
2. Bonus Stat
7. Cargo Hold
3.Hand Size
4. Captain art
9. Resources required
5. Bridge Upgrade
10.Tech description
4
1
5
1.Planet
3. Open Space
5.Discovery
2.Asteroid Field
4. Space Station
7.Exploration
2
1
10
11
12
13
REWARd TABLE
Each Discovery = +1 to Roll.
48
47
46
45
44
43
42
Random Resource
2
3
GAME ROUNdS
10
15
16
17
MOVEMENT
TRACK
Movement Track
Token
18
19
20
PREPARATION TRACKS
41
40
21
MILITARy
SUPERIORITy
taCtICal & SECuRIty
+1 fREE tECh
+1 fREE tECh
38
37
35
34
33
32
31
23
+1 fREE tECh
+1 fREE tECh
+1 fREE tECh
+1 fREE tECh
24
26
25
UNIFICATION
OF WORLdS
36
22
SCIENTIFIC
ENLIGhTENMENT
39
Game Round
Track Token
14
30
29
28
27
2.Reward table
3. Round track
4.Movement track
5.Military Superiority Preparation track
6.Scientific Enlightenment Preparation track
7.Unification of Worlds Preparation track
Setup
Before playing your first game of Emergence Event, be sure to carefully punch out the cardboard tokens and tiles in the box.
1. Choose a Captain
First-time players
Take 1 Control token from each Captain and have each player draw 1
randomly to determine which Captain they will play. Alternatively, players can
choose which Captain they would like to play as long as all players agree.
2. Distribute Components
Once Captains have been selected, each player receives the following:
Deck of Captain
cards matching the
players Captain
matRIaRCh
EVANS
SCIENCE
maximum
move
Bonus
Stat
hand Size
BRIdGE UPGRAdE
SECURITy
LVL
NAVIGATION
CARGO hOLd
dIPLOMACy
ENGINEERING
CEREBRAL
ENGINEERING
EQUIPPEd ARTIFACTS
LVL
LVL
1
Any Artifact may be reverse
engineered once per turn. Receive
2 VP and 1 Tech. Discard Artifact.
Tdd
LVL
StORaGE
7 Tech tokens
LVL
2 REfInEd tRInIum
REQuIREd
LVL
+1 Tactical
LVL
LVL
LVL
2
+1 Security
NAVIGATION
LVL
+1 Science
LVL
LVL
1
dIPLOMACy
upGRadEd hOld
SECURITy
SCIENCE
LVL
OR
LVL
TACTICAL
LVL
A.I. UPGRAdE
+1 Navigation
ENGINEERING
LVL
+1 Diplomacy
LVL
LVL
+1 Engineering
1 Free MV.
TDD distance +1 Galaxy Tile.
0
49
10
13
REWARd TABLE
Each Discovery = +1 to Roll.
Random Resource
3. Scoring Board
48
GAME ROUNdS
3 2 Random Resources & 1 Refined Trinium
15
47
Place the Scoring board
offResources
to one
side
of
the
table, between 2 players.
Thoroughly shuffle the Trivial and Medium Open Space cards, and place
2
Random
&
1
Reward
Tile
&
1Refi
ned
Trinium
4
Take 4 Control tokens from each player. Place 1 of each players Control
them face-down near the Scoring board. Put the Hard and Elite Open Space
16
46
5 2 Random Resources & 1 Artifact Shard & 1Refined Trinium
tokens on 0 of the VP2 Random
track,
as well as the Military Superiority, Scientific
cards face-up in 2 separate stacks near the face-down pile until they are
Resources & (1 Reward Tile or 1Artifact Shard)
6 & 1 Refined Trinium
Enlightenment, and Unification
of Worlds Preparation tracks. Next, place the
needed. Elite Open Space cards are used only when playing the
Resources & 1 Reward Tile & 1Artifact Shard
17
45
7 2& Random
1 Refined Trinium
Movement tracker in the
open area inside the Movement track. Finally, place
Advanced Game.
8 2 Resources & 1 Artifact Shard & 1 Refined Trinium
the Round 44
tracker on the first space of the Round track.
MOVEMENT
18
Resources & 1 Artifact Shard & 1 Reward Tile & 1 Refined
9 3Trinium
TRACK
43
42
41
40
10
38
37
MILITARy
SUPERIORITy
10
47
SCIEnCE & naVIGatIOn
46
UNIFICATION
OF WORLdS
45
3644
35
+1 fREE tECh
34
33
32
31
19 11
8
9
10 setup
2- and
3-player
12
49
REWARd TABLE
Discovery = +1 to Roll.
PREPARATIONEachTRACKS
Random Resource
1
48
SCIENTIFIC
ENLIGhTENMENT
39
+1 fREE tECh
23
16
+1 fREE tECh
24
17
26
25
18
+1 fREE tECh
+1 fREE tECh
+1 fREE tECh
30
29
MOVEMENT
28
27
TRACK
5. Discoveries
7. Achievements
Set aside the 5 Act I Discovery tiles, shuffle the rest of the Discovery tiles, and
place them face down in a stack near the Scoring board. Separate each of the
Discovery card story arcs into separate piles for now, near the Scoring board.
hOARdER
most Successes in
3
MOST
6. Damage Pool
Place the 24 Damage cards face-up near the Scoring board.
COLONIZER
OPPORTUNIST
Open Space
MOST
TIEd
TIEd
ed
3
MOST
1
TIEd
Damage
Damage
Damage
8. Reward Pool
Shuffle the Attack and Bonus Reward tiles together and place them facedown near the Scoring board. Place the positive and negative Stat tokens
near these tiles.
9. Artifacts
Shuffle the Artifact tiles and place them in 1 face-down stack near the
Scoring board. Place the Artifact Shards face-up near the Artifacts.
Separate the 15 Galaxy Tiles into 2 stacks, one with 6 Inner Galaxy Tiles and the other with 8 Outer Galaxy Tiles. Shuffle the 2 stacks separately. Place the
Center Galaxy Tile face-up in the center of the play area.
Next, place the 6 face-down Inner Galaxy Tiles around the Center Galaxy Tile. Then place the 8 Outer Galaxy Tiles around the Inner Galaxy Tiles as shown in
the Galaxy Setup diagram on page <??>.
2 PLAYER
3 PLAYER
Players now place their Home Galaxy Tile in the open area in-between the Outer Galaxy Tiles nearest their play area. Home Galaxy Tiles are placed so that the
Discovery is 1 hex away from the adjacent Outer Galaxy Tile, and the other Locations (Asteroids and Planets) are adjacent to Inner and Outer Galaxy Tiles.
Correct
PLACEMENT
INCorrect
PLACEMENT
Finally, players place the ship that corresponds to their Captain on their home planet in the center of their Home Galaxy Tile.
Discovery Selection
Mix up the Act I Discovery tiles that were set aside earlier and place them face-down on the Center Galaxy Tile. Each player randomly chooses 1 and places it
face-up on the Discovery Hex in his or her Home Galaxy Tile. The remaining Act I Discovery tile is shuffled into the stack of Discovery tiles near the Scoring board.
Captain Setup
Each player removes the 4 Captain Power cards from their Captain deck.
Shuffle the 4 Captain Power cards face-down, select 1 at random, and put it
into the deck of Captain cards. Players then place the other 3 Captain Power
cards face-down in a pile near their Captain board. Shuffle the Captain deck
and draw 4 cards in preparation for the first turn of the game.
Game Turn
Emergence Event is divided into 3 major Epochs in which players explore the
Galaxy; these Epochs are marked by green, yellow, and red spaces on the
Scoring boards Round track. Each Epoch is broken up into Rounds, which
are made up of turns. Each turn consists of 6 Phases, listed to the right.
Each Phase of a turn is resolved in turn order, starting with the current starting
player (i.e., the player currently possessing the Starting Player Token).
4. Encounter Phase
Advanced Game
5.Upgrade Phase
6. Refresh Phase
Steal 1
Resource
amBaSSadOR
JOLAL
maximum
move
Bonus
Stat
hand Size
LVL
LVL
TACTICAL
3
CARGO hOLd
SECURITy
SCIENCE
NAVIGATION
EQUIPPEd ARTIFACTS
LVL
LVL
LVL
+1 Tactical
LVL
LVL
LVL
+1 Science
LVL
LVL
Steal 1
Resource
LVL
+1 Security
+1 Navigation
upGRadEd hOld
Tdd
StORaGE
LVL
LVL
2 REfInEd tRInIum
REQuIREd
The Start of Turn Phase is when Attack tiles are played. If a player wants to
play Attack tiles from their Cargo Hold against another player, they must set
it out face-down in front of their Captain board during this phase. Attacks
from Attack tiles are resolved in turn order. There is no limit to the number of
Attack tiles a player can play during a turn.
Multiple Attacks
A player wanting to use multiple Attack tiles in a single turn must
place the tiles out in front of their Captain board. One tile per player is
resolved in turn order until all tiles have been resolved.
If there are no Attack tiles to be played, or after the played tiles have all been
resolved, proceed to the Captain Power Phase.
10
LVL
LVL
LVL
+1 Diplomacy
LVL
LVL
+1 Engineering
1 Free MV.
TDD distance +1 Galaxy Tile.
Captain Powers have 2 effects, positive and negative. Positive powers affect
the Captain that plays the card. Negative powers affect all other Captains.
Any time a Captain Power is used, both the Positive and Negative effects are
triggered. If an effect (either Positive or Negative) is not applicable to a given
player, then that particular player ignores the non-applicable effect. Captain
Powers alter many aspects of the game and are unique. For a detailed
explanation of each Captain Power, turn to page <??>.
3. Movement Phase
Rounds are advanced by player movement in the game. Whenever the Movement
tracker passes 12 on the Movement track, the Round marker advances by 1. Any
changes that need to happen because the Round has progressed to a new Epoch
are resolved immediately.
Epochs
0
There 49
are 2 Epochs
in the
Normal Game. Each
REWARd
TABLE
Each Discovery = +1 to Roll.
Epoch is a measurement
of time represented by 3
Random Resource
rounds.
48Once a 1new Epoch is reached, all gameplay
1 Refinedset
Triniumof Open
stops immediately
andResource
the &next
2 Random
Space47
cards is 3shuffled
into &the
Open
2 Random Resources
1 Refined
Trinium Space deck.
Gameplay can now
resume,
but
with
a few
very
ned Trinium
4 2 Random Resources & 1 Reward Tile & 1Refi
important changes:2 Random Resources & 1 Artifact Shard & 1Refined Trinium
46
5
11
10
12
13
Advanced Game
14
If players choose to play the Advanced
Game,
15 then they play through 3 complete
Epochs. The third Epoch adds Elite Open
Space
16 Encounters, and Location values
are reduced once again by 1 VP.
GAME ROUNdS
41
MOVEMENT
TRACK
21
MILITARy
SUPERIORITy
+1 fREE tECh
+1 fREE tECh
SCIENTIFIC
ENLIGhTENMENT
+1 fREE tECh
Normal
Move
38
UNIFICATION
OF WORLdS
+1 fREE tECh
32
31
30
29
SECURITy
22
23
24
25
SCIENCE
TACTICAL
SCIENCE
Restriction
Players are not allowed to move into the Center Galaxy Tile unless they
have the Level-2 Navigation tech purchased on their Captain board.
OR
1 MV
OR
1 MV
1
OR
1 MV
OR
= 3 MV
11
Reveal
Restriction
Players must make sure that any possible roll of the TDD die lands
them in a legal hex. This includes the Center Galaxy Tile, if restricted
due to lack of tech, unrevealed Galaxy Tiles, or the edge of the Galaxy.
Also, more than one players ship can never occupy the same hex.
If, through the roll of a TDD die, this could happen, the movement is
not allowed and the player must select a different hex.
Restriction 2
Players may never Reveal a Galaxy Tile through TDD movement.
When players use TDD, they must select a legal hex in a Galaxy Tile different
than the one they occupy. Players place their ship in the selected hex,
advance the Movement track by 3, and roll the D6. Consult the Center Galaxy
Tile where the center hex is surrounded by the numbers 1 through 6. Using
the center hex as a guide to the ships current location, use the number
rolled to move the ship to the appropriate adjacent hex.
The player rolls a
5 when revealing
the Galaxy Tile. The
tile is rotated until
the number 5 is
adjactent to their
ship. The Galaxy Tile
is then flipped over.
5
4
12
Each player completes their entire Movement Phase in turn order before
proceeding to the Encounter Phase.
4. Encounter Phase
After players have completed the Movement Phase, the Encounter Phase
begins and is resolved in turn order. Players attempt Encounters using their
Crew Stats listed on the Captain board, plus Crew Stats on the Captain cards
they still have left in their Hand after the Movement Phase. The exception to
this rule is Open Space Encounters which are discussed later in this section.
Crew Collaboration
Every Crew Stat from Captain cards is added to the ships base Crew
Stats, along with any other bonuses the player has accumulated and
chooses to use. Fulfilling multiple Crew Stats is often required for
Discoveries and Open Space Encounters.
Encounters at Locations
Each Encounter at a Location offers three different ways by which a player
can attempt to Control that Location. Each requires the player to use a
specific Crew Stat. The number needed to succeed at an Encounter in the
chosen Crew Stat is called a target number (TN).
When Encountering a Location, a player must meet or exceed the minimum
TN of the Crew Stat chosen at the Location. Each Location lists a minimum
and maximum TN needed for success in 1 of the 3 Crew Stats. Players can
play any remaining Captain cards left over in their Hand to boost the Crew
Stat they choose. For every point below the maximum TN at the Location, the
player takes 1 Damage card into his or her Hand. The most damage a player
can ever take from a Location is 3.
If the player cannot meet the minimum TN in any of the Crew Stats available
for the Location, they cannot complete the Encounter. In such a case, the
player may choose to stay at the current Location and attempt to complete
the Encounter in the next Encounter Phase, or they may choose to abandon
the Encounter and leave the Location during the next Movement Phase.
After players have met the required TN of the Location, they perform the
following:
Raise the Preparation track matching the color of the Crew Stat that
the player used by 1 (by 2 if the Location is a Space Station). For more
If one of the above statements is true, then the player can attempt the
Encounter. Players can gain bonuses or penalties to their base Crew Stats in
the following ways:
Ship abilities
Equipped Artifacts
Gain the reward(s) stated under the Stat used at the Location.
Roll on the Reward table using 1 D6. Add +1 to the roll for each
Discovery the player Controls.
Tactical,
Science, or
Diplomacy
First Epoch
Second Epoch
Third Epoch
Planets are the most common Locations found in the Galaxy. The 3 ways to
Control a Planet are through the Tactical, Science, and Diplomacy Crew Stats.
Players need to meet the minimum TN in 1 of these 3 Crew Stats to take
Control of a Planet.
The 3 different rewards for completing an Encounter at a Planet are:
13
Repair Crew
Players who are at a Planet that they Control during the Upgrade Phase
may Repair any Damage cards they have in their deck, if they pay for it
with resources (1 Resource per DC) or Reward tiles (1 Reward Tile per
2 DC). Repaired damage is removed from the players Deck and placed
back into the Damage card pool. This Action can be performed at any
time during the Upgrade Phase and can be done as many times as the
player wishes, provided they can pay for the repairs.
Having moved onto a Planet during the Movement Phase, The Commander
is now ready to take Control of the Planet in the Encounter Phase. He
has 1 Captain card in his Hand with 3 Tactical, which, when added to his
Tactical Crew Stat of 4, gives him 7 in Tactical. In addition, he had previously
purchased the Level-1 Tactical tech, which adds 1 to the Tactical Crew Stat,
giving him a total of Tactical 8 to successfully take Control of the Planet.
Because this is 1 less than the maximum TN of 9, The Commander takes 1
Damage card to his Hand. He also successfully takes Control of the Planet
and now receives 1 Reward tile and a Reward table roll. During the Upgrade
Phase, he may repair the DC he just received, as well as any others in his
deck, by spending resources or Reward tiles to perform the Repair Action.
Security,
Navigation, or
Engineering
First Epoch
Second Epoch
Third Epoch
Asteroid Fields are a bit rarer than Planets but are found in greater numbers
in the Outer Galaxy Tiles. The 3 ways to Control an Asteroid Field are through
Security, Navigation, or Engineering. Players need to meet the minimum TN
in 1 of these 3 Crew Stats to take Control of an Asteroid Field.
The 3 different rewards for completing an Encounter at Asteroid Fields are:
Free level-1 tech and a Reward table roll, or 1 Refined Trinium and a
Reward table roll.
Reveal 1 Galaxy Tile and a Reward table roll, or 1 Refined Trinium and
a Reward table roll.
3 Random resources and a Reward table roll, or 2 Refined Trinium
and a Reward table roll.
Asteroid Fields provide the controlling player with a special Action called
Trade during the Upgrade Phase.
Trading Resources
Players who are in an Asteroid Field hex that they Control during the
Upgrade Phase may Trade 1 resource in their Cargo Hold for another
from the Resource pool. This can be done up to 2 times per turn. This
Action can be performed at any time during the Upgrade Phase.
14
Requires:
Tactical,
Science, or
Diplomacy
First Epoch
Second Epoch
Third Epoch
Space Stations are the rarest Locations in the Galaxy, and most are located
in Inner Galaxy Tiles. The TN needed to take Control of Space Stations is
much higher than other Locations, but the rewards are also greater. Like
Planets, the 3 ways to Control a Space Station are through Tactical, Science,
and Diplomacy. Players need to meet the minimum TN in 1 of these 3 Crew
Stats to take Control of a Space Station.
The 3 different rewards for completing an Encounter at Space Stations are:
Reward Roll
Players successfully completing Encounters at Locations are granted a Reward
roll with 1 D6 on the Reward table after receiving the other Reward from the
Location. This table is numbered 1 through 10. The rewards that can be gained
through this table are: Artifact, Artifact Shard, Random Resources, Refined
Trinium, Resources of players choice, and Reward Tiles
Reward table rolls can be affected by Reward Tiles, Captain Powers, and controlled
Discovery tiles. For a detailed description of each Reward, turn to page <??>.
Encounters at Discoveries
Unlike Locations, a Discovery Encounter can be done only if it has no
prerequisites, or if the prerequisites have been met. Unique and Act I
Discoveries have no prerequisites. Act II and Act III both require the player
to Control the Discoverys preceding Acts. Discoveries always include
Engineering or Navigation as 1 of the Crew Stats that players must meet
during the Encounter, and can require additional Crew Stats as well.
Discoveries are also special in that they tell stories about specific events
in the Galaxy. The more of a story you accomplish, (i.e., the more Acts of
a given Discovery you complete), the more VP they are worth. Finishing a
Discoverys story arc always rewards the player with an Artifact (as long as
Artifacts are still available). Unique Discoveries are one-time Encounters that
provide varying rewards.
Discovery Classification
Discoveries are not considered Locations or Open Space. Players are
not allowed to upgrade here unless they have purchased a Tech that
allows them to do so.
5. Upgrade Phase
Once the Encounter Phase has been completed, the Upgrade Phase begins.
Upgrades can be performed ONLY at Locations controlled by the player.
Advancing in the Security Technology Tree can change this.
ILLEGAL
UPGRADE
POINT
LEGAL
UPGRADE
POINT
Matriarch Evans can only upgrade her ship on the Planet she controls. She cannot
upgrade on the Asteriod because she doesnt control it, nor can she upgrade on
the Discovery even though she controls it.
Bridge Upgrade
A.I. Upgrade
6. Refresh Phase
Depending on their success or failure, the player gains the reward or penalty
listed on the Open Space card. Whether or not a player succeeds at an Open
Space Encounter, the Open Space card is placed into the Open Space discard
pile after it is resolved.
The Refresh Phase is when players draw cards into their Hand to reach their
current Hand Size. Once everyone has drawn cards to reach their current
Hand Size, the Starting Player passes the Token to the left and the game Turn
begins again with a new Starting Player.
Anytime a players Draw Pile is empty and they still need to draw
cards for the next Turn, they shuffle their Discard Pile thoroughly and
create a new Draw Pile to replenish their Hand.
15
Card Decks
Captain Cards
Each deck has a total of 23 Captain cards. These cards are broken down into Captain Powers, Open Space, Resource, and Crew cards. The 4 different types of
cards possess unique characteristics that can help a player better survive the Encounters in the game.
CAPTAIN POWER
TRINARy COdING
POSITIVE
NEGATIVE
The Commander plays the Captain Power, Trinary Coding, on his Turn during
the Captain Power Phase. The Commander gains the Positive Power this turn
shown in the above example. All other Captains are affected by the Negative
Power on this card, which he reads aloud:
All other players must Discard a Diplomacy card. Anyone who cant, must
take 1 Damage card to Hand. If any players take Damage cards from this,
gain 1 VP.
In turn order, each Captain looks at their hand, starting with Star Racer Vinh.
She looks at her hand of cards and sees she does have a Diplomacy card.
She shows the other players that she has one and immediately places it
into her Discard, avoiding damage. Next is Matriarch Evans, and she doesnt
have a Diplomacy card, and says so to the group. Matriarch Evans takes 1
Damage card into her hand and The Commander immediately gains 1 VP.
Finally, Ambassador Jolal declares he also doesnt have a Diplomacy card
to the group. Jolal takes 1 Damage card into his hand, but The Commander
doesnt receive any VP from this.
The maximum amount of VP a player can gain from a single Negative
Captain Power is 1.
16
1. Card Title
3.Negative Power
2.Positive Power
4. Captains Icon
Captain Powers trigger effects that change the rules of play. These effects
override the normal rules of the game.
Captain Power cards are unique to each particular Captain. They can be played
during the Captain Power Phase, and have positive and negative effects.
Positive effects of Captain Powers apply only to the player playing the card.
Negative effects of Captain Powers apply to all other players.
Although Captain Power cards are played during Phase 2, their effect
persists until the end of the Refresh Phase. Some Captain Powers persist
through multiple Turns. In this unique circumstance, a new Captain Power
can be played the Turn after the persisting power is played without replacing
it. Most Captain Powers dont have MV (Move Value) on them, so holding
them in your Hand overly long can be crippling, as they take up valuable
Hand space that could otherwise provide needed MV or Crew Stat boosts.
Players can gain more Captain Powers by acquiring Ship Upgrades. These
Upgrades consist of 3 events that grant 1 new Captain Power each.
They take place when a player acquires certain Tech Upgrades. For more
information on Tech Upgrades, turn to page <??>
OPEN SPACE
OR
May be played during the Captain Power Phase to
cancel all other Captain Powers.
1. Card Title
3. Second Effect
2.First Effect
4. Captains Icon
Open Space cards in a Captains Deck offer 2 effects. Players must choose
which of the 2 effects to use each time they play the Open Space card. They
cannot use both during the same Turn. The first effect is the same for each
Captain. This effect can be used only during the Encounter Phase when the
player is facing an Open Space Encounter. Using this effect allows the player
to cancel an Open Space Encounter card. The Open Space Encounter card is
placed in the Open Space Discard Pile. The player is considered to have done
nothing during the Encounter Phase, receiving no Reward or penalty from the
Open Space Encounter card.
The second effect is unique to each Captain. The card text indicates the
Phase in which the card can be played and its effect. Like Captain Powers,
these cards are extremely powerful and usually affect other players. Because
of this, these cards typically do not have MV on them.
RESOURCES
1. Card Title
3. Captains Icon
2. Resources gained
4.Move Value
Resource cards are Captain cards that offer a one-time use, granting players
the Resources stated on the card. If a player uses this effect, they remove
the card from their Deck for the remainder of the game. It is not placed in
their Discard Pile. Players using this benefit will miss out on the cards other
useful strength: a higher MV compared to Crew cards.
GAIN 2
Resource cards can be used at any time whether or not it is your Turn. This
can be very useful if a player is caught without any Resources and a Captain
Power requires them to pay a Resource.
OR
17
COMMANd
OR
ALERT -1
OR
dIPLOMACy
1
OR
3
OR
3
4
1. Card Title
2. Stats Available
3. Captains Icon
4.Move Value
Crew Cards can be used for one of 2 things: Movement (MV) or Encounters. Once a card has been used for MV, it is placed in the players discard and cannot
be reused during the Encounter Phase. When attempting an Encounter, the player may add all Crew Stats from cards in their Hand to the base Crew Stats
listed on their Captain board, as well as any stat bonuses (e.g., those provided by purchased Tech), to meet or exceed the TN. Cards used during an Encounter
are placed in the players Discard Pile.
Basic Crew cards always have 3 different Stats. Each Crew card is named after the strongest Stat on the card. Every Captain has a varying amount of
these Crew cards based on the Captains strengths and weaknesses. For example: a Crew card with 3 Diplomacy, 2 Security, and 1 Science would have the
Diplomacy title at the top of the card, and would be considered a Diplomacy card
There are 3 special types of Crew cards: Mastery cards, Alert cards, and Command cards. These cards are more powerful versions of basic Crew cards.
Mastery cards are very strong Crew cards that always have special abilities directly related to their Captain. Command cards contain more Crew Stats than
other Crew cards, and Alert cards reduce the amount of Damage cards (DC) taken during an Encounter.
Damage Cards
1. Card Title
Damage
2.Move Value
There are several ways to receive Damage cards in game. Damage cards
(DC) serve to bloat a players Deck, making future Turns more difficult to
accomplish. Anytime a player receives DC, it must go into their Hand from
the DC Pool unless specifically stated otherwise.
If a player takes damage from any source and there are not enough
Damage cards in the DC Pool, gameplay stops immediately. Each
player goes through their entire Deck, removes all their DC, and
counts them. For every 2 DC owned by each player (rounded up),
subtract 1 VP from the players current total. After this is done, all DC
are placed back into the DC Pool and play resumes.
The only Stat on a DC is MV. Because there is no way to use this card by itself for MV during the Movement Phase, players need to get rid of DC as soon
as possible. Players can temporarily get DC out of their current Hand by spending 2 DC together for 1 MV during the Movement Phase. This places the DC in
Discard and out of the players Hand until their Discard Pile is reshuffled and the player eventually redraws them.
There are multiple ways for players to remove the DC theyve accumulated from their Deck. Using the Repair action at a Planet controlled by the player is an
easy way to remove DC. This costs the player Resources or Reward tiles. Some Ship Upgrades and Open Space Encounters can Repair DC, but these are onetime effects and shouldnt be relied upon.
18
4.Failure Results
2. Stats Required
5.Difficulty Icon
3. Success Results
Life Pod
3
success
Failure
Open Space cards have 4 difficulty levels: Trivial, Medium, Hard, and Elite (used
only in the Advanced Game). At the start of the game, players can Encounter only
Trivial or Medium difficulty cards. As the players move into the second Epoch,
the Hard cards are shuffled into the Open Space deck, making them much more
difficult to predict. In the Advanced Game, the Elite cards are shuffled into the
Open Space deck when the players enter the third Epoch. This poses an extreme
challenge to players who attempt Open Space during this Epoch.
Trivial Open Space cards have a low Target Number (TN). These Encounters
can be accomplished with minimal risk of failure. These cards grant 1 VP for
success, along with other Rewards.
5
2
Hard Open Space Cards always require multiple Stats to fulfill at varying TNs.
While Hard Open Space cards can pose multiple high TNs, the Reward for
succeeding at these Encounters is worth the effort. These cards grant 3 VP for
success, along with other Rewards. Penalties for failure on these cards are
also harsh, reducing the players VP by 1, as well as imposing other effects.
Trivial
Medium
Hard
Medium Open Space cards offer 2 different ways for players to accomplish
the Encounter. Although the TN is higher than Trivial cards, the option to use
1 of 2 different Stats gives players a high probability of success. These cards
grant 2 VP for success, along with other Rewards.
Elite Open Space cards always require multiple Stats to fulfill at varying TNs.
These cards are available to Encounter only in the Advanced Game, and in its
third Epoch. These cards grant 4 VP and 1 Artifact, along with other Rewards.
Penalties for failure on these cards are extreme. Players lose 2 VP and suffer
more severe damage and effects.
Elite
Discovery Cards
1
tEaR In SpaCE
ACT I
ACT II
ACT III
1.Discovery Title
4. Stats Required
2. Story Title
5.Lore
3.Type
6.Rewards
Discovery cards tell the stories of present or past events in the Galaxy. Players
can find Unique Discoveries or Discoveries represented in sequential Acts. The
Rewards for completing a Discovery are very substantial. Due to the nature in
which Discoveries are revealed in the Galaxy, players may have a difficult time
completing all 3 Acts of a Discovery, especially in the Normal Game.
Tunnel Vision
6
OR
Discoveries can be completed 1 time only. Once a player resolves a Discovery card, it is placed face-down near their play area. If a player completes an Act I
Discovery, they should keep the rest of the Discovery Acts pertaining to that Story near them, as no one else may attempt them now.
19
Achievement Cards
1.Title
2.Requirement
3. VP Award
TRAVELER
Earning Achievement cards provides the player with extra VP at the end of the
game. Some Achievement cards can be awarded to multiple players if they tie,
while other Achievement cards can be earned by only 1 player.
Mandatory Achievements
The following 3 Achievement cards are required in each game, in addition to
any Random Achievements based on the number of players playing.
Paragon of War: Leading in Military Superiority. Breaks ties on
Military Superiority. Gain 3 VP at Game End.
PARAGON OF WAR
3
Galactic Emissary: Leading in Unification of Worlds. Breaks ties on
Unification of Worlds. Gain 3 VP at Game End.
GALACTIC EMISSARy
MOST
TIEd
These 3 Achievement cards are earned and held as soon as the condition is met by a player. In addition, because the VP awards from these cards are given
only to the leader of their corresponding Preparation Track at Game End, they are awarded to only 1 player.
Random Achievements
These Achievement cards are randomly drawn at the start of the game based on the number of players.
Cartographer: First to Explore the center hex of the Center Galaxy
Tile. This is awarded only to the first player to do this. Gain 5 VP at
Game End.
CARTOGRAPhER
5
FIRST
MOST
TIEd
MOST
TIEd
dOMINION
amBaSSadOR
JOLAL
TACTICAL
maximum
move
Bonus
Stat
hand Size
MOST
TIEd
BRIDGE UPGRADE
dREAdNAUGhT
A.I. UPGRADE
LVL
SECURITy
SCIENCE
NAVIGATION
CARGO hOLd
EQUIPPEd ARTIFACTS
dIPLOMACy
ENGINEERING
2
2
Each planet you Control at
Game End gives you +1 VP.
Tdd
StORaGE
2 REfInEd tRInIum
REQuIREd
SECURITy
LVL
1
LVL
SCIENCE
LVL
dIPLOMACy
LVL
+1 Diplomacy
+1 Navigation
ENGINEERING
LVL
LVL
+1 Security
LVL
LVL
LVL
LVL
NAVIGATION
1
LVL
LVL
+1 Science
LVL
LVL
+1 Tactical
LVL
ARBORETUM
PROGRAM
upGRadEd hOld
TACTICAL
+1 Engineering
LVL
LVL
1 Free MV.
TDD distance +1 Galaxy Tile.
MOST
TIEd
MOST
TIEd
SENTINEL
COLONIZER
COLLECTOR
OPPORTUNIST
MOST
TIEd
SUPERIOR GALAxIAN
dAMAGE
LEAST
TIEd
TRAVELER
MOST
TIEd
VETERAN
dAMAGE
dAMAGE
dAMAGE
dAMAGE
dAMAGE
ELITIST
MOST
TIEd
hOARdER
20
MOST
TIEd
MOST
TIEd
2- to 4-Player setup
In a 2-Player game, draw 1 random Achievement card.
In a 3-Player game, draw 2 random Achievement cards.
In a 4-Player game, draw 3 random Achievement cards.
GAME END
Scoring
Whether players are playing the Normal Game or the
Advanced Game, the game ends after passing 12 on
the Movement Tracker in the final round. Players get to
finish their entire Turn before proceeding to
Game End scoring.
2- and 3-player
In a 2-player game, the game ends after passing 6 on the Movement Tracker in the final round.
maximum
Bonus
Players
earn Game End VPs by accomplishing
move
Stat
the following:
COmmandER Of thE
gain 1 tech .
EVOLVEd
hand Size
maximum
move
Bonus
Stat
hand Size
SECURITy
SECURITy
SCIENCE
4 SCIENCE 3
CARGO hOLd
NAVIGATION
dIPLOMACy
4
NAVIGATION
BRIdGE UPGRAdE
A.I. UPGRAdE
TACTICAL
LVL
LVL
TACTICAL
ENGINEERING
3
dIPLOMACy
LVL
ThE ARChIVIST
dIRECTIVE
EQUIPPEd ARTIFACTS
Requires: 3
Add 1 Cap
Repair 2 Damag
BRIdGE
In a 3-player game, the game ends after passing 9 on the Movement Tracker in the final round.
LVL
LVL
ENGINEERING
NAVIGATION
LVL
+1 Science
LVL
+1 Security
LVL
SCIENCE
LVL
LVL
SECURITy
LVL
+1 Tactical
TACTICAL
LVL
1
LVL
1
+1 Navigation
EQUIPPEd
ARTIFACTS
upGRadEd hOld
dIPLOMACy
1
Each equipped Artifact and UoW
Track # are worth +1 VP at Game End.
Tdd
StORaGE
LVL
LVL
2 REfInEd tRInIum
REQuIREd
LVL
LVL
+1 Diplomacy
ThE ARChIVIST
1
dIRECTIVE
ENGINEERING
LVL
LVL
+1 Engineering
1 Free MV.
TDD distance +1 Galaxy Tile.
LVL
LVL
SCIENCE
LVL
TRAVELER
COLONIZER
+1 Science
LVL
When performing th
Fields, receive 2 R
LVL
Discovery Target N
reduced by 1.
CARTOGRAPhER
+1 Tactical
1
1
most Galaxy tiles Inhabited
(must Control at least one location or discovery)
Achievement cards
These VPs range from 1 to 5.
FIRST
MOST
TIEd
MOST
TIEd
Tdd
2 REfInEd tRInIum
REQuIREd
StORaGE
Special Tech
Results vary per Captain.
dIPLOMACy
LVL
LVL
LVL
Stored Artifacts
2 VP per Artifact in Cargo Hold.
Equipped Artifacts do not count.
Artifact
Shard
1Artifact
Shard
1
+1 Diplomacy
Artifact Shards
1 VP per Artifact Shard in Cargo
Hold. (This is never more than 2 VP.)
After the VPs are calculated, the player with the most VPs wins the game and is the most prepared for the looming Markarian threat.
In case of ties, the player with the most Technologies wins. If players are still tied, the winner is the player with the most Artifacts (in this case, equipped Artifacts
do count). Finally, if there is still a tie, the winner is the player with the most Goods in their Cargo Hold.
21
Reference
Technologies
The Technology portion of the Captain board tracks Techs that the player
has received from Rewards or purchased with Resources. Players must get
a Level-1 Tech in a category before they can get a Level-2 Tech in the same
category. Likewise, a Level-3 Tech in a category requires players to already
possess the Level-2 Tech in the same category.
Free Techs
If a player receives a Free Tech from a Reward or by reaching 5 or
10 on a Preparation Track, this does not count toward the maximum
Upgrades allowed during the Upgrade Phase.
Players can Upgrade only 1 Tech per color per Upgrade Phase. This means a
player can Upgrade 1 Tactical or Security Tech, 1 Science or Navigation Tech,
and 1 Diplomacy or Engineering Tech. Thus, the maximum number of Upgrades
a player can do during the Upgrade Phase is 3 (one Upgrade per color).
Bridge Upgrade
The Bridge Upgrade is gained when a player has purchased 3 Level-1 Technologies. Once this happens, the
player adds 1 Captain Power Bonus
card to their Draw Pile and shuffles the Draw Pile. In addition, the player MUST
Maximum
Hand Size
Move
StatDiscard Pile, if possible. This Upgrade can be performed only once.
immediately
Repair 2 DC in their
Bridge Upgrade
lVl
The A.I.Cards
Upgrade
is grants
gaineda when
a player
has purchased 2 Level-2 Technologies. Once this happens, the
adaptation: Mastery
always
+1 bonus
to any Stat.
1
Requires:
3 Level-1 Techs
player adds 1 Captain Power card to their Draw Pile and shuffles the Draw Pile. In addition, the player
MUST
um
Bonus
Add 1 Captain Power
Hand Size
lVl
e
Stat
immediately
Repair 2 DC in their Deck if possible. This Upgrade can be performed only once. Repair 2 Damage cards in Discard 2
SeCUriTY
SCieNCe
NaVigaTioN
diploMaCY
eNgiNeeriNg
esource.
Cargo2Hold Upgrade
TaCTiCal
Bridge Upgrade
lVl
lVl
3
Stat
Tactical
3 Technologies 4
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us to any Stat.
TaCTiCal
lVl
lVl
+1 Tactical
a.i. Upgrade
lVl
SCieNCe
Captain
Power
You mayAdd
now1pay
for Negative
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2 Damage
cards
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Captain
with any
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SeCUriTY2
lVl
lVl
Cargo Hold Upgrade
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a.i. Upgrade
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(Must
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Each Damage
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is
2
lVl
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lVl
Cargo Hold Upgrade
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2
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a.i. Upgrade
player
gains
then adds 1
ry Cards always grants a +1 Abonus
to any
Stat.the Cargo Hold Upgrade when they purchase 1 Level-3 Technology. This player
1 +1 Tactical 2 Level-2 Techs
Level-1gains
Techs the use of Requires:
Captain Power card to their Draw Pile and shuffles the Draw Pile. TheRequires:
player3also
their entire
Add 1 Captain Power
1 Captain Power
Hand Size
lVl You mayAdd
now pay for Negative
RepairUpgrade
2 Damage cards
Discard
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2 Damage
cards in Deck
arBoreTUM
Cargo Hold, including the spaces previously marked as unusable. This
canin be
performed
only
once.
Captain
Powers
with any Resource.
2
eqUipped
arTiFaCTS
prograM
SCieNCe
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diploMaCY
eNgiNeeriNg
Maximum
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Move
a.i. Upgrade
Requires: 2 Level-2 Techs
TaCTiCal
A.I. Upgrade
Bridge Upgrade
Requires: 3 Level-1 Techs
1
2
Upgrades anywhere.
When performing the Trade Action at Asteroid
1
Fields receive 2 Resources instead of 1.
2
TaCTiCal
+1 Security
Requ
Ad
Full C
lVl
lVl
2
SeCUriTY
NaVigaTioN
lVl
+1 Navigation
1
2
1 lVl
Level 2: Whenever Captain Powers are played against you andlVlrequire
toforpay
a Resource, you can 2 lVl
You mayyou
now pay
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3
3 but must pay 1 add
2
adaptation: Mastery Cards always grants a +1 bonus to any Stat.
arBoreTUM
2
1
2
1
Powers with any Resource.
1 +1 Security
2 Captain
2 1
lVl color
choose
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color
Resource
in
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Hold
to
pay
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the
player.
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player
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arTiFaCTS
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diploMaCY
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21
1
diploMaCY
eNgiNeeriNg
Captain
Powers with any Resource.
for successful
Encounters.
2
1
2 2
3
now
either
+2
to
1
Stat
or
1
MV.
Upgrades
anywhere.
2
2
3diploMaCY
3
lVl When performing the Trade
lVl May navigate center Galaxy Tile.
SeCUriTY
SCieNCe
NaVigaTioN
Each planet you Control atAction at Asteroid
Bridge Upgrade 2 eNgiNeeriNg
a.i. Upgradeof 1.
Upgrade
1
2Cargo Hold May
2
1
Fields End
receive
2 Resources
add or subtract 1 from TDD Roll.
lVl Each
lVl YoulVl
lVlDamage Card in Hand is 2
Game
gives
you +1 VP.instead
Level 3: This Tech allows players to increase the power of Damage cards in their
deck. From now
on,
2
many now perform
Bridge
Upgrade
a.i.2 Upgrade
Carg
+1 Diplomacy
+1 Engineering
2
2
now
either
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to
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or
1
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Requires: 2 Level-2
Techs1
Requires:lVl1 Level-3
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Requires: 3 Level-1 TechslVl
3
3
1
DC played from the players Hand is worth 1 MV, or it can be used
to boost any
single
Stat of theDiscovery
players
Bonus
Target NumbersNaVigaTioN
are
Can choose Hex during TDD
SCieNCe
Add
1
Captain
Power
Add
1
Captain
Power
Add
1
Captain
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Hand Size
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Level-2Trinium.
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1 Requires:
2 3 Level-1
1
3
1Requ
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lVl Add
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2 Damage cards in Deck
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D Stat
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Ad
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arBoreTUM
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ce.
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4
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arBoreTUM
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prograM
lVl
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Repair 2 Damage cards in Deck
Full C
2 2 Damage cards in Discard
2
SCieNCe
NaVigaTioN
2
SeCUriTY
lVl Draw 1 card after you play a
lVl 1 Free MV.
eNgiNeeriNg 2
TaCTiCal
SeCUriTY
2 lVl
lVl
Captain
Power.
TDD distance +1 Ga
May navigate
center
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+13
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+13
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+1 Navigation
+1 max MV.
2
1
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1
2 MaylVllVl1 add+1or subtract
Level 1: Ship permanently gains +1 to its Security
Security
2 Stat.
lVl
2
+1 bonus to any Stat.
lVl
1
1 Tactical
+1 Diplomacy
+1 Engineering
2
2
Security
1
1
lVl +1
lVl +1
2
ce.
adaptation: Mastery Cards always grants a +1 bonus to any Stat.
When
performing
the
Trade
Action
at
Asteroid
navigate center Galaxy
lVl Discovery Target Numbers are
lVl Can
Hex during TDD
1choose
1 May
11
2
lVlanYou
lVl
Fields
receive
2any
Resources
instead of 1. 3
May add or subtract 1 from
1 choose
2
1of any
Level 2: Whenever a player owning this Tech receives Rewards3from
may
1
Negative
Receive
+1
of
Good
reduced
byEncounter,
1.may now pay forthey
but
must
pay
1
additional
Refined
Trinium.
2
2
3 lVl for successful Encounters. lVl +1 to One Stat
2 21 card in1Hand
lVl May Discard
2
2 needed1 during Open
Powers with any Resource.
lVl Space.
2 anCaptain
2 You may now1 pay for 2Negative
Receive +1 1of any Good
2
+1 max MV.2
Good (Resources,
Reward tiles, Artifact Shards,eNgiNeeriNg
or Refined Trinium) as
additional Reward.2 during Upgrade Phase.
lVl Captain
lVl for
1
NaVigaTioN
diploMaCY
Powers
any Resource.
successful
Encounters.
Discovery
Targetwith
Numbers
are 2
choose Hex
during TDD
2 RefineD TRiniuM
2
2 Can
1
2
1
lVl Each Damage Card in Hand is
lVl
reduced
by
1.
but must pay 1 additional Re
ReQuiReD
SeCUriTY
SCieNCe
NaVigaTioN
diploMaCY
eNgiNeeriNg
You
many
now
perform
3
3
2
lVl
lVl
a
1 Free MV. 3
2
2 1 card1after you2playeNgiNeeriNg
1
diploMaCY
+2 to at
1 Stat
or 1 hex
MV. in Draw
Upgrades
anywhere.
lVl
lVl You many now perform
ORAge
3 now either
3 Each
Damage
Level 3: This Tech allows players to perform Upgrades
during the
Upgrade
Phase
any
the
Galaxy.
2 Card in2Hand is
2
2
Captain Power.
TDD distance +1 Galaxy Tile.
dd
3 3
uM
lVl
1
lVl
arBoreTUM
Level 1: Ship permanently gains +1 to its Science Stat.
2
prograM
eqUipped arTiFaCTS
(Must have all Level-1 techs)
Science Technologies
+1 Diplomacy
SCieNCe
lVl
Tdd
2
Each planet you Control at
Game End gives you +1 VP.
22
diploMaCY
lVl
lVl
+1 Diplomacy
1 diploMaCY
NaVigaTioN
SCieNCe
lVl +1lVl
to One
needed during Open Space.
+1Stat
Diplomacy
1
2
arBoreTUM
2
2
1
prograM
Level 2: Players performing the Trade action at an Asteroid Field
they
Control
receive
2
Resources
for
lVl that
lVl
Draw 1 card after you play a
(Must have all
lVl Power.
2 Level-1 2techs)
When performing the Trade Action at Asteroid
3 Captain
2 RefineDthey
TRiniuM
every 1 Resource
exchange. Since this action can be performed
2 Resources
could
into2 3
1
Fields receive
2 Resources instead
of 1.be turned
2 twice,
ReQuiReD
2
4 of any color.
STORAge
2
lVl Discovery Target Numbers are
1
2
1
3 reduced by 1.
2
Level 3: This Tech reduces all Target Numbers at Discoveries by 1 for the player owning this Tech. This
+1 Engineering
1
1
1
2
2
2
3
3
3
NaVigaTioN
+1 Engineering
lVl
1
+1lVl
max MV.
+1 Navigation
lVl
+1 Science
lVl May
Discard
1
card
in
Hand
1 Free MV.
lVldistance
during
Upgrade
Phase.
2
May navigate
center
TDD
+1
Galaxy
Tile. Galaxy Tile.
May add
or subtract
1 fromAction
TDD Roll.
lVl When
performing
the Trade
at Asteroid
lVl Fields
2 Resources
Draw 1receive
card after
you play ainstead of 1.
lVl Captain
Power.
Can choose
Hex during TDD
but must pay
1 additional
Trinium.
lVl Discovery
Target
NumbersRefined
are
2
2
12
2
2
1
2
2
2
lVl
lVl
1
2
lVl
2
3
1
1
+1 Engineering
+1 Diplomacy
lVl
lVl
3/4/2014 10:08:17 PM
+1 Navigation
+1 to One Stat needed durin
+1 max MV.
lVl
lVl
reduced by 1.
Upgrades anywhere.
eNgiNeeriNg
3/4/2014 10:08:17 PM
eNgiNeeriNg
diploMaCY
2
Each planet you Control at
Game End gives you +1 VP. 2
lVl
1
1
lVl
2
lVl
lVl
eNgiNeeriNg
+1 Engineering
3 4
Bonus
Stat
Bonus
Stat
Hand Size
Bridge Upgrade
a.i. Upgrade
TaCTiCal
lVl
lVl
SeCUriTY
NaVigaTioN
3Bonus 3
Stat
SCieNCe
diploMaCY
NaVigaTioN
2 4
3
Hand Size
Navigation 4
Technologies
eNgiNeeriNg
SeCUriTY
TaCTiCal
lVl
+1 Tactical
uM
uM
Diplomacy Technologies
SCieNCe
diploMaCY
SCieNCe
lVl
+1 Diplomacy
arBoreTUM
Level 2: Players who own this Tech may discard
1 card from their Hand
during the Upgrade Phase. This is the
lVl
Science
prograM
2
lVl
May Discard 1 card in Hand
1 +1
only way players can ever discard without(Must
playing
card.
have allaLevel-1
techs)
1
2
during Upgrade Phase.
2
Tdd
Level 3: Whenever you play a Captain Power card during the Captain2 Power Phase, you may immediately
2 RefineD TRiniuM
ReQuiReD
lVl
STORAge
draw 1 card from your Draw Pile and add it to your Hand.
Engineering Technologies
lVl
3
3
lVl
diploMaCY
NaVigaTioN
SCieNCe
SeCUriTY
lVl
1
1
1
lVl
2
2lVl
lVl
2
lVl
3
3lVl
3
lVl
lVl
lVl
Level 2: Once this Tech is purchased, players gain +1 to any 1 Stat needed
when facing an Open Space
2
1 +1 Diplomacy
Encounter. An additional benefit of owning this Tech is a permanent +1 increase to the ships maximum MV.
May Discard 1 card in Hand
during Upgrade Phase.
1
1
1
lVl
2
2lVl
lVl
2
lVl
3
3lVl
3
lVl
lVl
2
Level 3: This Tech grants the player 1 Free Movement during the Movement
Phase. This Free Movement
lVl Draw 1 card after you play a
doesnt move the Movement Tracker, but it does count toward the players maximum MV. In addition, players
2
2
3 Captain Power.
permanently gain +1 to their TDD distance in Galaxy Tiles.
1
lVl
lVl
lVl
+1 Security
lVl
lVl
lVl
2
2
2
+1 Navigation
lVl
lVl
eNgiNeeriNg
+1 Engineering
+1 Diplomacy
+1 Navigation
+1 to One Stat needed during Open Space.
+1 max
MV. 1 card in Hand
May
Discard
during
Upgradecenter
Phase.
May navigate
Galaxy Tile.
May
add
1 Free MV.or subtract 1 from TDD Roll.
TDD distance
+1 Galaxy
Tile.
Draw
1 card after
you play
a
Captain
Power.
Can choose
Hex during TDD
but must pay 1 additional Refined Trinium.
2
2
2
1
lVl
+1 Engineering
lVl
lVl
1 Free MV.
TDD distance +1 Galaxy Tile
3/4/2014 10:08:17 PM
+1 Engineering
1 Free MV.
TDD distance +1 Galaxy Tile.
3/4/2014 10:08:17 PM
Many different Rewards can be earned during gameplay. Some of these Rewards are simple, easy-to-use Resources, and others grant onetime benefits or permanent
upgrades. Following is the list of Rewards and how to use them.
Resources
Resources are used throughout the game to pay for various actions, such as
Upgrades, Recognition, Trade, Repair, and Negative Captain Powers.
Ad
Full C
NaVigaTioN
+1 Navigation
+1 Science
+1 Security
May navigate center Galaxy Tile.
May add
or subtract
1 fromAction
TDD Roll.
When
performing
the Trade
at Asteroid
Fields
receive
Resources
Receive
+1 of 2any
Good instead of 1.
for
successful
Encounters.
Can choose Hex during TDD
but must pay
1 additional
Trinium.
Discovery
Target
NumbersRefined
are
1
reduced
1. perform
You manybynow
Upgrades anywhere.
Rewards
Requ
eNgiNeeriNg
diploMaCY
NaVigaTioN
lVl
lVl
lVl
eNgiNeeriNg
lVl
lVl
lVl
arBoreTUM
TaCTiCal
lVl
arBoreTUM 2
+1 Science
prograM
eqUipped
1
Level 2: arTiFaCTS
This Tech allows players to travel(Must
intohave
theall Center
Galaxy
Tile.
As an added bonus, whenever
players
prograM
Level-1 techs)
lVl
+1 Tactical
(Must have all Level-1 techs) 2
+1 bonus to any Stat.
use TDD, they may add or subtract 1 from the TDD die result for ShiplVl1 placement.
When performing the Trade Action at Asteroid
1
2
2 Fields receive 2 Resources instead of 1.
2
You may now pay for Negative
Level 3: Players owning this Tech may choose their exact destinationlVl
when
using
TDD
instead
of rolling2 the
TDD
2
1
Captain
Powers
with
any
Resource.
lVl
2 Discovery Target Numbers are
1
2
1
reduced
by 1.1 additional Refined
NaVigaTioN
diploMaCY
die. If they decide
to use this power and chooseeNgiNeeriNg
their destination,
they3must
pay
Trinium.
2
lVl Each Damage Card in Hand is
21
2
2
3 now either +2 to 1 Stat or 1 MV.
lVl
Carg
SeCUriTY
+1 Security
+1 Tactical
1
1
Receive +1 of any Good
2
2
1
lVl
for successful
Encounters.
may now pay
for Negative
2 You
2
2 Captain Powers with any Resource.
lVl You many now perform
eNgiNeeriNg a.i. Upgrade
Cargo Hold Upgrade3
2
1
2
lVl
Upgrades
anywhere.
Damage
Card in Hand is
3 Each
2
now either +2 to 1 StatRequires:
or 1 MV. 1 Level-3
Requires: 2 Level-2
Tech1
3 Techs
2
Overflowing Hold
Anytime a player receives any Rewards and does not have enough
room in the Cargo Hold (or, in the case of Refined Trinium, TDD
Storage), the player must decide which Goods to keep and the
surplus are jettisoned into space.
23
Reward Tiles
Reward tiles possess various effects and are broken up into 3 different categories. Reward tiles may also be spent at Planets to
perform the Repair action.
Attack Tiles
Attack tiles are easily identifiable by their red background; they can be used only at the Start of Turn. To play an Attack tile, the player places it
face down in front of their Captain board at the Start of Turn. Each Attack tile is then resolved in Turn Order. Any single Attack tile can be used
against 1 opponent only. In Turn Order, each player who has played an Attack tile declares which opponent they are attacking and then resolves the Attack tile.
Once everyone has had an opportunity to play 1 Attack tile, players can play any additional Attack tiles which they had already placed in front of the Captain
board. These are again resolved in turn order until all the played Attack tiles are resolved. Any time an Attack tile is used, it is discarded after its effect has
been resolved. Once placed in front of a Captain board, an Attack tile must be played and discarded. The following list details each Attack tile and what it does.
Destroy 1 Reward tile (x2): This destroys 1 Reward tile in the targeted
opponents Cargo Hold. The attacking player declares which Reward Tile to
destroy from the targeted opponents face-down tiles (i.e., the attacking player
may not ask the targeted opponent to turn his or her Reward Tiles face-up).
Negate 1 Tech Tree this Turn (x2): The targeted opponent places this Attack
tile on the Tech Tree declared by the attacking player. For the rest of this turn,
that entire Tech Tree is unavailable for use. Discard the Attack tile at the end
of the next Upgrade Phase.
Steal 1 Resource (x4): The player selects an opponent and takes any 1
Resource from their Cargo Hold.
Inflict -3 to a Stat this Turn (x2): The targeted opponent places this Attack
tile on the Stat declared by the attacking player. For the rest of this turn, that
Stat is at -3. Discard the Attack tile at the end of the next Upgrade Phase.
Steal 1 Refined Trinium (x2): The player selects an opponent and takes 1
Refined Trinium from their TDD Storage.
Bonus Tiles
Bonus tiles are easily identifiable by their silver background. While some Bonus tiles can be played at any time, others must be played during
certain phases of the game. Any time a Bonus tile is used, it is discarded. The following list details each Bonus tile and what it does.
+1 Move per Resource spent (x2): This tile can be played only during the
Movement Phase. The player may pay Resources to gain MV in addition
to using cards. This still advances the Movement Track and is limited to a
players maximum MV.
+1 any Stat in Open Space (x2): This tile can be played only during the
Encounter Phase when facing an Open Space Encounter.
+1 Hand Size (x2) or +2 Hand Size (x2): This tile can be played any time
before the Refresh Phase to gain +1 or +2 to the players current Hand Size.
During the Refresh Phase, the player draws up to the new maximum Hand
Size based on the Bonus tile. This new Hand Size bonus is not used during
Open Space Encounters when you draw up to your current Hand Size.
Artifact Shards
On their own, Artifact Shards dont do anything during gameplay. Once a player has 3 Artifact Shards in his or her Cargo Hold, they are
immediately returned to the Scoring board area, and that player gains an Artifact from the face-down supply near the Scoring board. If there are
no available Artifacts, the player may choose to keep 2 Artifact Shards, but must discard any additional Artifact Shards, as it is impossible to combine them
into an Artifact.
Artifact Shards are considered to be Reward tiles once they are in your Cargo Hold. So, Attack tiles or Captain cards that affect Reward tiles in any way can
also affect Artifact Shards. Artifact Shards reward VP at Game End.
24
Players can never choose to not combine the Artifact Shards for an
Artifact. Therefore, the most Artifact Shards a player can ever have at
once is 2.
Be sure to place your Artifact Shards face down in your Cargo Hold.
This way, players trying to steal from you or destroy your Goods wont
know exactly which tile to choose.
44
43
10
18
TRACK
19
h
Preparation
Tracks
42
41
PREPARATION TRACKS
39
21
+1 fREE tECh
+1 fREE tECh
+1 fREE tECh
+1 fREE tECh
+1 fREE tECh
+1 fREE tECh
24
26
25
22
SCIENTIFIC
ENLIGhTENMENT
SCIEnCE & naVIGatIOn
MILITARy
SUPERIORITy
taCtICal & SECuRIty
40
38
20
4
UNIFICATION
OF WORLdS
dIplOmaCy & EnGInEERInG
371.Military Superiority
36
35 Track34
Preparation
2. Scientific Enlightenment Preparation Track
33 of Worlds
32 Preparation
31Track
3.Unification
29
305. Related Stats
28
27
23
There are 3 tracks on the Scoring board numbered zero to 10 in ascending order. These tracks measure how well each Captain is prepared for the looming
return of the Markarians. Each Preparation Track is also directly related in color to corresponding Stats and Techs on the Captain and Tech boards. Players can
move up on Preparation Tracks by succeeding at Encounters, completing Discoveries, or using Captain Powers.
Military Superiority is red. Any Location that a
player successfully Encounters by using either
the Tactical or Security Stat moves them up one
space on this track.
There are 2 places on each Preparation Track, located at positions 5 and 10,
that award players with 1 Free Technology of the corresponding color. Each
player receives this award the first time they reach either 5 or 10 on
each track.
This Technology does not count toward a players maximum Tech Upgrades
allowed during the Upgrade Phase.
The 3 mandatory Achievement cardsParagon of War, Savant of the Stars, and Galactic Emissaryare directly related to being the highest on their
respective Preparation Tracks. The first player to move up on a Preparation Track immediately gains the Achievement card associated with it. This player
keeps it until another player surpasses them. At this time, the Achievement card is passed to the new leader.
PARAGON OF WAR
GALACTIC EMISSARy
3
25
TaCTiCal
Artifacts
SeCUriTY
SCieNCe
Cargo Hold
diploMaCY
Jolal
Tdd 3
STORAge
Hand Size
SeCUriTY
2 RefineD TRiniuM
ReQuiReD
Bonus
Stat
SCieNCe
NaVigaTioN
2
Equipped
Artifact 3
eqUipped arTiFaCTS
uPgRADeD HOLD
2 RefineD TRiniuM
ReQuiReD
26
Tdd
Stored Artifact
STORAge
+1 Science
lVl
When performi
Fields receive
lVl
Discovery Targ
reduced by 1.
diploMaCY
lVl
+1 Diplomacy
lVl
May Discard 1
during Upgrad
lVl
Draw 1 card a
Captain Power
diploMaCY
Cargo Hold
Following is a list of all the available Artifacts in the game with descriptions of their powers.
If a player chooses to store an Artifact, it is placed face down in the Cargo Hold, covering 4 Cargo
Hold spaces. This Artifact has a value of 2 VP at Game End if the player manages to hold on to it
until then.
SCieNCe
Each Damage
now either +2
lVl
Maximum
Move
lVl
arBoreTUM
prograM
AMBASSADOR
lVl
eNgiNeeriNg
eqUipped arTiFaCTS
NaVigaTioN
Matriarch Evans
Ship Powers
Psionic Shields
If taking DC because of a Captain Power, receive -1 DC.
During the Captain Power Phase, if Matriarch Evans takes only 1 DC from another
players Captain Power, then she ignores it. This negates any effect the other player
gains from her taking DC. If Matriarch Evans takes more than 1 DC from another
players Captain Power, then subtract 1 from the total; in this case, the other player does
gain the effect from Matriarch Evans taking DC.
Mind Control
May spend 1 Resource to gain a players Attack tile.
This power may be used at Start of Turn when players are designating which Attack
tiles they are going to play by placing them face down in front of their Captain boards.
Matriarch Evans may gain control of another players Attack tile before it is revealed.
She must pay 1 Resource from her Cargo Hold to the Supply. This action can be
performed multiple times as long as she continues to pay the Resource cost.
Special Tech
Cerebral Engineering
Effect 1: Matriarch Evans Open Space card allows her to cancel an Open Space
Encounter card.
Effect 2: If Matriarch Evans decides to play this card during the Captain Power Phase,
she places it face down as if she were playing a Captain Power. After everyone has had
a chance to place their Captain Powers face down, reveal this card first and thus cancel
everyones Captain Power cards. Matriarch Evans can still play her own Captain Power,
as this card only cancels Captain Powers played by other players.
Captain Powers
Superior Mind
Domination
Positive Power: Matriarch Evans gains +4 to her Tactical Stat this turn or she may
ignore all DC for an Encounter this turn. She can use either effect, but not both.
Positive Power: Matriarch Evans gains +1 VP and +1 Reward tile if she succeeds at
any Encounter that has Security as one of its required Stats.
Negative Power: All other players must discard a Tactical card (a Captain card with
Tactical at the top). If players discard a Tactical card from this power, nothing else
happens to them.
Negative Power: This attack targets all other players in or adjacent to an Asteroid Field
or Planet when this card is played. Players affected by this must take 1 DC to their Hand
or give Matriarch Evans 1 Red Resource, their choice.
If an opponent isnt able to discard a Tactical card, then that player must Discard 2
Resources from their Cargo Hold. If the player discards the 2 Resources here, nothing
else happens to them.
Innate Ability
If the player has zero or 1 Resource, he or she must Discard that Resource and lose 1 VP.
Positive Power: If Matriarch Evans has zero Science cards (a Captain card with its
primary title Science), she gains +2 to her Hand Size next turn.
Mental Preparation
Negative Power: This attack targets any other players who play a Science card this turn.
Positive Power: This power is effective only if you intend on braving Open Space this
turn. Matriarch Evans gains +1 to any Stat for every level of Science Tech she currently
possesses. These Stats can be assigned however the player wishes but may be used
only for Open Space Encounters.
If a player plays a Science card, they must give Matriarch Evans 1 Blue Resource. If
they cannot pay 1 Blue Resource, they lose 1 VP. This effect can happen multiple times
to players if they play Science cards in different phases. An opponent needs to pay the
cost only once per phase if multiple Science cards are played.
Negative Power: This attack targets all other players in Open Space at the Start of Turn.
Players in Open Space must pay Matriarch Evans 1 yellow Resource.
If a player in Open Space cant pay the cost, they take 1 DC to their Hand.
If any player pays Matriarch Evans a Resource from this card, she gains 1 VP.
27
Ambassador Jolal
Ship Powers
Organic Ship
Level-1 Techs cost only 1 Resource
During the Upgrade Phase, Ambassador Jolal needs to spend only 1 of the required
Resources to Upgrade a Level-1 Tech. This can be done for all Level-1 Techs.
Mind Control
Mastery cards always grant a +1 bonus to any Stat
Whenever Ambassador Jolal plays Mastery cards (a Captain card with its primary title
Mastery), he gains an additional +1 to any single Crew Stat. There are 2 Mastery
cards in Ambassador Jolals Deck.
Special Tech
Arboretum Program
Effect 1: Ambassador Jolals Open Space card allows him to cancel an Open Space
Encounter card.
Effect 2: Ambassador Jolal can play this card at any time to transfer DC in his deck to all
other players Discard Piles. The DC transferred must be distributed evenly to all players
if possible (Jolal chooses which players receive DC if unable to distribute evenly). This
card can also use DC that is currently sitting on the Captain Power, Solar Spores.
Captain Powers
Nurtured Skill
Solar Spores
Positive Power: Ambassador Jolal gains +4 to his Engineering Stat or +4 to his Science
Stat this turn. In addition, Ambassador Jolal may discard 1 card from his Hand and draw
a new one for every Yellow Tech (Diplomacy or Engineering) he owns.
Negative Power: This attack targets all other players who are having an Encounter at a
Location this turn. All TNs at Locations are increased in difficulty by +2.
Positive Power: When Ambassador Jolal begins the Upgrade Phase, he may place any
DC currently in his Hand on this Captain Power card. There can be only 6 DC maximum
on this card at any time. This card remains in play until Ambassador Jolal decides to
play the second effect (Effect 2) of his Open Space card. DC placed on this card does
not count against him if the DC Pool is emptied and needs reset.
If any other player receives DC after this card is played this turn, Ambassador Jolal gains
1 VP.
Negative Power: This attack targets any other players who take DC this turn after this
card is played.
Arboreal Conclave
If a player receives DC, they must give Ambassador Jolal 1 Trinium (Yellow) Resource. If
they cannot, they lose 1 VP.
Positive Power: This power is effective only if you intend on braving Open Space
this turn. Ambassador Jolal gains +1 to any Stat for every level of Diplomacy Tech he
currently possesses. These Stats can be assigned however the player wishes but may
be used only for Open Space Encounters.
Negative Power: This attack targets all players who have zero DC in their Hand when
this card is played.
If a player has zero DC in their Hand, they must either drop 1 space on the Unification
of Worlds Preparation Track or Discard 2 Goods, their choice. Players can drop 1 on
Unification of Worlds only if they are higher than zero. Players must choose the Discard
Goods option if they have zero on Unification of Worlds.
Each player that drops 1 level on Unification of Worlds allows Ambassador Jolal to gain
1 Resource of his choice.
If players choose Discard Goods, they must Discard 2 Goods if possible and lose 1 VP. If
not possible, they Discard what they have and lose 1 VP.
28
Seeds of Change
Positive Power: Using this card allows Ambassador Jolal to immediately spend 1 Good
for each Planet under his Control. Based on the number of Goods Ambassador Jolal
spends, gain 1 of the following Rewards:
Spend 1 Good to gain +2 MV until used.
Spend 2 Goods to make each player receive 1 DC to Hand.
Spend 3 Goods to gain 1 legal Tech.
Spend 4 Goods to gain 2 VP.
Ambassador Jolal can gain only 1 of the above Rewards regardless of how many Goods
he currently has in his Cargo Hold.
Negative Power: This attack targets all players who have more Artifacts than
Ambassador Jolal.
If a player has more Artifacts than Ambassador Jolal, then they must either take 2 DC
to Discard or lose 1 VP, their choice. In addition, if Ambassador Jolal has the fewest
Artifacts (he can be tied for the fewest), he gains 1 VP.
The Commander
Ship Powers
Precursor Tech
Add strengths and
weaknesses text
Special Tech
Effect 1: The Commanders Open Space card allows him to cancel an Open Space
Encounter card.
Effect 2: The Commander can choose to play this card at any time during the Captain
Power Phase to attack all other players. Each player must immediately take 2 DC to
their Discard Pile.
Captain Powers
Exacting Algorithm
Positive Power: During this turn, The Commander gains +2 Reward tiles and 1 Artifact
Shard if the Encounter he succeeds at requires Tactical.
Positive Power: When this card is played, The Commander gains bonus MV during the
Movement Phase. If The Commander has any DC in his Hand, it is worth 2 MV instead of
MV this turn. If The Commander has no DC in his Hand when this card is played, he
gains 2 MV and 1 Blue Resource.
Negative Power: This attack targets all other players who have Artifacts equipped.
Players who have Artifacts equipped when this card is played lose their benefits for this
Turn only.
If any other player has no equipped Artifacts when this card is played, they must give The
Commander 2 Red Resources. If anyone paying Resources cant pay 2 Red Resources,
they must pay any Red Resources they have (zero or 1) and take 2 DC to Discard.
Trinary Coding
Positive Power: The Commander gains +4 to Diplomacy this turn. In addition, if
The Commander succeeds at an Encounter requiring Diplomacy, then he gains +2
Resources of his choice and 1 Artifact Shard.
Negative Power: This attack requires all other players to Discard a Diplomacy card (a
Captain card with the title Diplomacy). If players Discard a Diplomacy card, nothing
else happens to them.
If any player cant Discard a Diplomacy card, then they must take 1 DC to Hand.
If anyone takes DC from this card, The Commander gains 1 VP.
Negative Power: This attack targets all other players and forces them to Discard 1 Red
Resource.
If a player cant pay the Resource cost, they take 1 DC to Hand.
If any player takes DC from this card, The Commander gains 1 Artifact Shard.
The Continuum
Positive Power: This power is effective only if you intend on braving Open Space this
turn. The Commander gains +1 to any Stat for every level of Tactical Tech he currently
possesses. These Stats can be assigned however the player wishes but may be used
only for Open Space Encounters.
Negative Power: This attack targets all other players who are higher than The
Commander on the Scientific Enlightenment Track.
If a player is higher than The Commander on the Scientific Enlightenment Track, then
that player must give The Commander 1 Blue Resource.
If a player cant pay the Resource cost, they must take 1 DC to Hand.
If any player takes DC from this card, The Commander gains 1 VP.
29
Ship Powers
Motivation
TDD costs only 1 MV. TDD also grants 1 Resource.
Whenever Star Racer Vinh uses Trans-Dimensional Drive (TDD), she moves the
Movement Tracker up only 1 space. In addition, any time she uses TDD, she also gets 1
Resource of her choice.
Navigation Mastery
May add or subtract 1 to TDD Roll. Mastery Card allows you to TDD for Free and choose
the destination hex during the Movement Phase.
Star Racer Vinh can manipulate the Trans-Dimensional Drive roll by plus or minus 1
from the beginning of the game. In addition, she also has a Mastery card, which allows
her to TDD during the Movement Phase for zero MV cost and to choose the exact hex
destination instead of rolling.
The power to manipulate the TDD die roll can still be further enhanced by Tech and Artifacts.
Special Tech
Infinity Beacon
Effect 1: Star Racer Vinhs Open Space card allows her to cancel an Open Space
Encounter card.
Effect 2: Star Racer Vinh may play her Open Space card during the Movement Phase.
Using her Open Space card in this way allows her to immediately gain her current
maximum MV. This Movement advances the Movement Tracker as normal.
Captain Powers
The Lanar Maneuver
Reactor Overload
Positive Power: This power is effective only if you intend on braving Open Space this
turn. Star Racer Vinh gains +1 to any Stat for every level of Navigation Tech she currently
possesses. These Stats can be assigned however the player wishes but may be used
only for Open Space Encounters.
Positive Power: When Star Racer Vinh succeeds at any Encounter, she also gains +2
MV until used and an additional +1 Reward tile.
Negative Power: This attack targets all other players who intend on having an Open
Space Encounter this Turn. Players who have an Open Space Encounter this Turn must
increase all TNs on the Open Space Encounter card by +2.
Each player that fails Open Space when this card is played allows Star Racer Vinh to take
1 Blue Resource from the Supply.
Radma Singularity
Positive Power: Star Racer Vinh gains +4 to her Security during this turn. In addition,
she also gains +2 MV for this turn only.
Negative Power: This attack targets all other players, causing them to Discard a card
from their Hand.
30
Negative Power: This attack targets all other players who are not currently at a
Discovery.
If any players take DC because of this card, Star Racer Vinh gains 1 VP.
Trinium Burn
Positive Power: Star Racer Vinh immediately gains 4 MV and performs the Movement
in the Captain Power Phase. Each different Location Star Racer Vinh passes over during
this MV grants her 1 VP each. If she uses the MV to fly over no Locations, then she
instead gains 3 Resources. This is the only Movement allowed for Star Racer Vinh this
turn. This Movement does advance the Movement Tracker.
If a player has a MV 2 card, they must Discard it. Players who do not have a MV 2 card
in their Hand must allow Star Racer Vinh to randomly Discard 1 card from their Hand
and gain the MV listed on it.
Negative Power: If a player plays a Navigation card, they must give Star Racer Vinh 1
Resource. If they cannot pay 1 Resource, they lose 1 VP. This effect can happen multiple
times to players if they play Navigation cards in different phases. An opponent needs to
pay the cost only once per phase if multiple Navigation cards are played.
If Star Racer Vinh reaches her current maximum MV (including MV earned from the
Positive Power), she gains 1 VP.
If Star Racer Vinh receives any Resources from other players due to the negative effect
of this card, she receives 1 VP.
Credits
Acknowledgements
Game Design
Kenny Sims
Kenny Sims
XXX
Illustration
Keith Lowe
Adam Lane
Anderson Gaston
Andez Gaston
David Griffith
Florian Stitz
Keith Lowe
XXX
Writing
Kenny Sims
Jennifer Sims
Editors
Tim Fitzpatrick
Jennifer Sims
Art Direction
Let me know about other Acknowledgments, adjustmnets to credits, missing beta testers, other points that
are missing
Keith Lowe
Kyle Hough
SCULPTING DIRECTOR
Tom Mason
Sculptors
John Bear Ross
Bobby Jackson
Charles Oines
Miniature Production
Beta Testers
Brian Shotton
Andrew Meredith
Patricia Meredith
Chris Hausermann
Jennifer Sims
Donna Shotton
Orion Shotton
Tom Mason
Christian Sumner
Ryan Lybarger
Tim Fitzpatrick
Panda Games
Fortress Figures
Printing
Panda Games
Website Design
FOXIO
2014 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, Myth, the
Myth logo, MERCS, and the MERCS logo are trademarks or registered trademarks of their
respective owner. All rights reserved.
Printed in China
www.MEGACONGAMES.com
31
QUICK REFERENCE
SETUP
Discoveries
DC In Pool
3 Story / 3 Unique
12
4 Story / 3 Unique
18
5 Story / 3 Unique
24
In Progress
ARTIFACT
ShARd
1
MOST
TIEd
TOKENS
Control Token
Artifact Tile
No TDD Token
+1
+2
-1
-2
Stat Token
2
-2 to any Tactical & Security TN.
+1 Good on successful Encounters.
Tech Token
Bonus Tile
+1 MV PER
RESOURCE
SPENT
Discovery Tile
dESTROy
1 REWARd
TILE
Attack Tile
City of
the Stars