Emergence Event Rulebook v.9

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GAME RULES

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.

The galaxy offers a variety of encounters in which players can control


locations by employing six different skills, such as science, diplomacy, or
tactics. The best skills to use depend on an individuals play style and the
captains strengths. Players can brave open space, random encounters
that increase in difficulty as the game progresses. They can also explore
discoveries and uncover many stories as ancient and intriguing as the galaxy
itself. How well players explore and control the galaxy is reflected in their
victory points.
Made up of modular tiles, the galaxy and many of the elements within it is
different each and every time you play Emergence Event, providing great
replayability and unique challenges with every game.

TABLE OF CONTENTS
OVERVIEW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . XXX

Game End . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . XXX

Game Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . XXX

Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . XXX

Game Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . XXX

Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .XXX

Card Deck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . XXX

Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . XXX

Preparation Tracks . . . . . . . . . . . . . . . . . . . . . . . . . . . . XXX

Quick Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 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

Voice of Kintaru: +2 to Reward Rolls .

LVL

TACTICAL

SECURITy

SCIENCE

amBaSSadOR

JOLAL

Organic Ship: level-1 techs csot only 1 Resource .

NAVIGATION

3
3

maximum
move

CARGO hOLd

dIPLOMACy

Bonus

Stat
EQUIPPEd ARTIFACTS

hand Size

ENGINEERING

Requires: 2 level-2 techs

Requires: 1 level-3 tech

Add 1 Captain Power


Repair 2 Damage cards in Deck

Add 1 Captain Power


Full Cargo Hold Capacity

LVL

SECURITy
LVL

Each Damage card in


Hand is now either +2
to 1 Stat or 1 MV.

SCIENCE

CARGO hOLd

NAVIGATION

Tdd

EQUIPPEd ARTIFACTS
StORaGE

2 REfInEd tRInIum
REQuIREd

When performing the Trade Action at Asteroid


Fields, receive 2 Resources instead of 1.

ARBORETUM
PROGRAM

(must have all level-1 techs)

2 REfInEd tRInIum
REQuIREd

Discovery Target Numbers are


reduced by 1.

SCIENCE
LVL

+1 Science

LVL

LVL

1
1

dIPLOMACy
LVL

LVL

May navigate center Galaxy Tile.


May add or subtract 1 from TDD Roll.

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 to One Stat needed during Open Space.


+1 max MV.
1 Free MV.
TDD distance +1 Galaxy Tile.
2

Can choose Hex during TDD


but must pay 1 additional Refined Trinium.

Draw 1 card after you play a


Captain Power.

+1 Engineering

+1 to One Stat needed during Open Space.


+1 max MV.

LVL

1 Free MV.
TDD distance +1 Galaxy Tile.

10

11

12
13

REWARd TABLE
Each Discovery = +1 to Roll.

The Scoring board is made up of 4 areas


which track player movement, current
game round, Preparation tracks, and
Victory Points. For a detailed diagram of the
Scoring board, see page <??>.

Random Resource

Random Resource & 1 Refined Trinium

47

2 Random Resources & 1 Refined Trinium

2 Random Resources & 1 Reward Tile & 1Refined Trinium

46
45
44
43
42

14

GAME ROUNdS

2 Random Resources & 1 Artifact Shard & 1Refined Trinium

2 Random Resources & (1 Reward Tile or 1Artifact Shard)


& 1 Refined Trinium

2 Random Resources & 1 Reward Tile & 1Artifact Shard


& 1 Refined Trinium

2 Resources & 1 Artifact Shard & 1 Refined Trinium

3 Resources & 1 Artifact Shard & 1 Reward Tile & 1 Refined


Trinium

10

3 Resources & 1 Artifact & 1 Refined Trinium

15
16
17

MOVEMENT
TRACK

18
19

+2 to any Stat until used, if you control all locations


and the discovery in your home Galaxy tile .

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

May navigate center Galaxy Tile.


May add or subtract 1 from TDD Roll.

LVL

ENGINEERING
1

May Discard 1 card in Hand


during Upgrade Phase.

LVL

LVL

LVL

+1 Diplomacy

LVL

Add 1 Captain Power


Full
Cargo Hold Capacity
+1 Navigation

You many now perform


Upgrades anywhere.
LVL

LVL

Draw 1 card after you play a


Captain Power.

You many now perform


Upgrades anywhere.

CARGO hOLd UPGRAdE

Discovery Target Numbers are


reduced by 1.

Receive +1 of any Good


for successful Encounters.

When performing the Trade Action at Asteroid


Fields, receive 2 Resources instead of 1.

NAVIGATION
Requires: 1 level-3 tech

NAVIGATION

LVL

12

LVL

Receive +1 of any Good


for successful Encounters.

LVL

+1 Diplomacy

May Discard 1 card in Hand


during Upgrade Phase.

LVL

LVL
2

SECURITy
LVL

dIPLOMACy

Each planet you Control at


Game End gives you +1 VP.

Tdd

A.I. UPGRAdE

LVL

StORaGE

Requires: 2 level-2 techs


Add 1 Captain Power
Repair 2 Damage cards in Deck

Captain Powers with any Resource.

Good owned at Game


End.
LVL Each Damage card in Hand is
Artifacts in Cargo Hold also
now either +2 to 1 Stat or 1 MV.
count toward this bonus.
LVL

upGRadEd hOld

LVL

+1 VP per different type of


ENGINEERING

1LVL +1 Tactical

dIPLOMACy

+1 Security

LVL
2

SCIENCE

Requires: 3 level-1 techs

COLLECTION Add 1 Captain


Power
Discard
CIPhER Repair 2 DamageLVL1 cards+1 inScience

must have level-3 diplomacy and


level-1 Security .
TACTICAL

Adaptation: mastery Cards always grant a +1 bonus to any Stat .

SECURITy

upGRadEd hOld

LVL

You may now pay for Negative


Captain Powers with any Resource.

BRIdGE UPGRAdE

CARGO hOLd UPGRAdE

Requires: 3 level-1 techs


Add 1 Captain Power
Repair 2 Damage cards in Discard

+1 Tactical

3LVL You may now pay for Negative

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

SCIEnCE & naVIGatIOn

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 <??>.

Center Galaxy Tile

6 Inner Galaxy Tile Example

8 Outer Galaxy Tile Example

4 Home Galaxy Tile Example

4 Ship Miniatures

92 Captain Cards

18 Discovery Tiles

Ships are used to track each players position


within the Galaxy. Each ship is unique and
corresponds to a particular Captain.

Each Captain has a deck of 23 cards, including 4


unique and powerful Captain Power cards. For a
more detailed explanation of Captain cards, see
page <??>.

Discovery tiles are randomly drawn from the


Discovery tile bag and placed on a Galaxy Tile
when it is revealed. These tiles tell players which
Discovery card to reference when attempting to
Control the Discovery.

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

most Successes in Open Space

Star Racer Vinh

most artifacts Owned (Equipped or Stored)

highest on Scientific Enlightenment

3
3

Starting Player TOKEN

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

The starting player token is used to


mark which player is currently
the starting player. Each Phase
begins with the starting player.

Reward tiles are broken up into three types: 14


Attack Reward tiles, 16 Bonus Reward tiles, and
8 Artifact Shard tiles. These tiles must be kept in
a Cargo Hold space. Bonus Reward tiles can be
used at any time; Attack tiles can be played only
at Start of Turn; and Artifact Shards are combined
into Artifacts, or provide Victory Points at game
end. For a more detailed explanation of Reward
Tiles, see page <??>.

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 <??>.

Tear in Space
FallenMarkarian
STar Back Story
Broken
i Story
acT ii
acT iii
Markarian acT
Back

A millennia ago, the Markarians descended


upon the galaxy

acT
i warning.
acTThough
ii
acT iiifacts have
no
Story
Back
some
Markarianwith
been lost to history,

onethe
thing
all races
agree...the
History recordsonthat
scientific
acumen
of theMarkarians
Ggopasians
were not of this
iii
acT
ii the Your
dimension.
i rival acT
acTno
had
among
elderresearch
galacticteam
races.
Though
believes
this their
to be the remnants
of thethe
stood
gateway
Antari
the system
that
originally
brilliance
provided
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
endTheir
ofbarrier.
the
races. Unsatisfied with
the galactic
unrivaled among
Though into the other
current
TDDundisputed
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

3 VP / +1 Preparation Track / 2 Artifact


Shards &
rewardS
2Random Resources
4 VP / +1 Preparation Track / 1 Artifact Shard &

rewardS

2Random Resources
&
5 VP / +1 All Preparation Tracks / 1 Artifact or

rewardS 2Random Resources

or

or

3/4/2014 10:03:22 PM

Discovery Cards 0304 hard proof 2.indd 2

Discovery Cards 0304 hard proof 2.indd

8
6

Discovery Cards 0304 hard proof 2.indd

3/4/2014 10:03:22 PM

3/4/2014 10:03:22 PM

Artifacts are extremely powerful components that


can be equipped or stored on a ship. To learn
more about Artifacts, see page <??>.

24 Open Space Cards


Open Space cards are random Encounters
that players must overcome when in Open
Space. These Encounters scale up in difficulty
as the game
progresses into
new Epochs. For
a more detailed
explanation of
Open Space, see
page <??>
shiP escorT
success

auToMaTed defense sysTeM


2 VP, 3 Resources & 1 Reward tile

104 Crystal Resources

success

ciTy of The sTars

Failure

Recognition

Failure

or

Crystal resources come in 4 colors and are


used to track the different kinds of Resources a
Captain can store in the ships Cargo Hold. These
Resources are used to upgrade technologies on
the Captain board and pay for other actions.

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

181 Tokens <-RECOUNT

Life Pod

3 VP & gain 1 Red TechTake 2 Damage cards to Discard &


success
-1 to Security & Diplomacy 1next
VP, 2turn
Blue Resources & 1 Reward tile
Failure
1 Artifact.cards to Discard and +1 Damage
Track 3& Damage
t Take
Failure
the
4 VP, +2 Scientific Enlightenmen
7
to perform
this location card
Take 1 Damage card to Hand or Discard
to Hand for every Navigation point under
All players may use
1 Resource
Action at -1 cost

success

to Hand, -2 VP &
Take 1 Damage card
all Stats at -2 next turn

16 Artifacts

There are 3 different types of tokens: Control,


Tech, and Stat. Control tokens are used by a
player to designate regions of space where he
or she has successfully completed an Encounter.
Tech tokens track which level of tech a player has
currently achieved on their Technology board. Stat
tokens are gained through Captain Powers and
Encounters. These directly affect Crew Stats and
can be either positive or negative.

+1 +2
-1

-2
3

Breakdown of Boards
Captain Board Breakdown
1
19
18

amBaSSadOR

JOLAL

maximum
move

Bonus
Stat

hand Size

4
LVL

Adaptation: mastery Cards always grant a +1 bonus to any Stat .

LVL

TACTICAL

17

3
CARGO hOLd

SECURITy

SCIENCE

NAVIGATION

dIPLOMACy

ENGINEERING

LVL

ARBORETUM
PROGRAM

EQUIPPEd ARTIFACTS

(must have all level-1 techs)

16

2
2

15
upGRadEd hOld

A.I. UPGRAdE

CARGO hOLd UPGRAdE

Requires: 2 level-2 techs

Requires: 1 level-3 tech

Add 1 Captain Power


Repair 2 Damage cards in Deck

Add 1 Captain Power


Full Cargo Hold Capacity

Tdd
StORaGE

13

Each Damage card in Hand is


now either +2 to 1 Stat or 1 MV.

LVL

+1 Security

Receive +1 of any Good


for successful Encounters.

You many now perform


Upgrades anywhere.

NAVIGATION
LVL

+1 Science

dIPLOMACy
LVL

LVL
2

Discovery Target Numbers are


reduced by 1.

LVL

You may now pay for Negative


Captain Powers with any Resource.

When performing the Trade Action at Asteroid


Fields, receive 2 Resources instead of 1.

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

Requires: 3 level-1 techs

TACTICAL

Organic Ship: level-1 techs csot only 1 Resource .

+1 Navigation

LVL

May navigate center Galaxy Tile.


May add or subtract 1 from TDD Roll.

LVL

Can choose Hex during TDD


but must pay 1 additional Refined Trinium.

ENGINEERING
LVL

+1 Diplomacy

LVL

May Discard 1 card in Hand


during Upgrade Phase.

Draw 1 card after you play a


Captain Power.

LVL

+1 Engineering

+1 to One Stat needed during Open Space.


+1 max MV.

1 Free MV.
TDD distance +1 Galaxy Tile.

10

11

1.Maximum Movement

6.AI Upgrade

11. Special tech

16. Equipped Artifacts

2. Bonus Stat

7. Cargo Hold

12. Required Refined Trinium for TDD

17. Crew stats

3.Hand Size

8.Tech symbol and name

13.TDD energy storage

18. Ship powers

4. Captain art

9. Resources required

14.Unavailable Cargo space

19. Captain name and race

5. Bridge Upgrade

10.Tech description

15. Cargo Hold upgrade

Galaxy Tile Breakdown Front & Back


1
3

4
1
5

1.Planet

3. Open Space

5.Discovery

2.Asteroid Field

4. Space Station

6. Galaxy Tile background

7.Exploration

Scoring Board Breakdown


1
0
49

2
1

10

11

12
13

REWARd TABLE
Each Discovery = +1 to Roll.

48
47
46
45
44
43
42

Random Resource

2
3

2 Random Resources & 1 Refined Trinium

2 Random Resources & 1 Reward Tile & 1Refined Trinium

GAME ROUNdS

2 Random Resources & 1 Artifact Shard & 1Refined Trinium

2 Random Resources & (1 Reward Tile or 1Artifact Shard)


& 1 Refined Trinium

2 Random Resources & 1 Reward Tile & 1Artifact Shard


& 1 Refined Trinium

2 Resources & 1 Artifact Shard & 1 Refined Trinium

3 Resources & 1 Artifact Shard & 1 Reward Tile & 1 Refined


Trinium

10

3 Resources & 1 Artifact & 1 Refined Trinium

15

16
17

MOVEMENT
TRACK

Movement Track
Token

18
19

+2 to any Stat until used, if you control all locations


and the discovery in your home Galaxy tile .

20

1. Victory Point track

PREPARATION TRACKS
41
40

21

MILITARy
SUPERIORITy
taCtICal & SECuRIty

+1 fREE tECh

+1 fREE tECh

38
37

SCIEnCE & naVIGatIOn

dIplOmaCy & EnGInEERInG

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

Random Resource & 1 Refined Trinium

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

Inner Galaxy Tile

Outer Galaxy Tile

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.

Players are encouraged to play the Normal Game before attempting


the Advanced Game. More details on the Advanced Game are found
on page <??>.

2. Distribute Components

Ship miniature matching the


players Captain

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

Captain board matching the players Captain

BRIdGE UPGRAdE

Psionic Shields: -1 damage card received from negative Captain powers


TACTICAL

SECURITy

LVL

Mind Control: may spend 1 Resource to gain a players attack tile .


SCIENCE

NAVIGATION

CARGO hOLd

dIPLOMACy

ENGINEERING

CEREBRAL
ENGINEERING

EQUIPPEd ARTIFACTS

Requires: 1 level-3 tech


Add 1 Captain Power
Full Cargo Hold Capacity

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

Each Damage card in Hand is


now either +2 to 1 Stat or 1 MV.

LVL

LVL

You may now pay for Negative


Captain Powers with any Resource.

LVL
2

+1 Security

Receive +1 of any Good


for successful Encounters.

You many now perform


Upgrades anywhere.

NAVIGATION
LVL

+1 Science

LVL

When performing the Trade Action at Asteroid


Fields, receive 2 Resources instead of 1.

Discovery Target Numbers are


reduced by 1.

LVL
1

dIPLOMACy

upGRadEd hOld

SECURITy

SCIENCE

LVL

OR

LVL

must have level-2 Science,


level-2 Engineering, and
level-1 navigation .

CARGO hOLd UPGRAdE

Requires: 2 level-2 techs


Add 1 Captain Power
Repair 2 Damage cards in Deck

TACTICAL

LVL

A.I. UPGRAdE

Requires: 3 level-1 techs


Add 1 Captain Power
Repair 2 Damage cards in Discard

+1 Navigation

May navigate center Galaxy Tile.


May add or subtract 1 from TDD Roll.

Can choose Hex during TDD


but must pay 1 additional Refined Trinium.

ENGINEERING
LVL

+1 Diplomacy

LVL

May Discard 1 card in Hand


during Upgrade Phase.

Draw 1 card after you play a


Captain Power.

LVL

+1 Engineering

+1 to One Stat needed during Open Space.


+1 max MV.

1 Free MV.
TDD distance +1 Galaxy Tile.

Home Galaxy Tile matching


the players Captain

0
49

10

25 Control tokens matching


11
12
the players Captain

13

REWARd TABLE
Each Discovery = +1 to Roll.

Random Resource

Random Resource & 1 Refined Trinium

3. Scoring Board
48

4. Open Space Encounters


14

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

3 Resources & 1 Artifact & 1 Refined Trinium

38

37

MILITARy
SUPERIORITy

Random Resource & 1 Refined Trinium

2 Random Resources & 1 Refined Trinium

2 Random Resources & 1 Reward Tile & 1Refined Trinium

2 Random Resources & 1 Artifact Shard & 1Refined Trinium

2 Random Resources & (1 Reward Tile or 1Artifact Shard)


& 1 Refined Trinium

2 Random Resources & 1 Reward Tile & 1Artifact Shard


& 1 Refined Trinium

2 Resources & 1 Artifact Shard & 1 Refined Trinium

3 Resources & 1 Artifact Shard & 1 Reward Tile & 1 Refined


Trinium

10

3 Resources & 1 Artifact & 1 Refined Trinium

taCtICal & SECuRIty

47
SCIEnCE & naVIGatIOn

46

UNIFICATION
OF WORLdS

45

dIplOmaCy & EnGInEERInG

3644

35

+1 fREE tECh

34

33

32

31

19 11
8
9
10 setup
2- and
3-player

12

In a 2-player game, each Open20Space difficulty


deck type has 4 cards,
13
for a total of 12 in the Normal Game and 16 in the Advanced Game.
21
14
In a 3-player game, each Open Space difficulty
deck type has 5 cards,
forGAME
a total
of
15
in
the
Normal
Game
and
20
in
the
Advanced Game.
ROUNdS
22
15

49
REWARd TABLE
Discovery = +1 to Roll.
PREPARATIONEachTRACKS
Random Resource
1
48

SCIENTIFIC
ENLIGhTENMENT

39

+2 to any Stat until used, if you control all locations


and the discovery in your home Galaxy tile .

+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.

Place the 3 Achievement cardsParagon of War, Savant of the Stars,


and Galactic Emissaryface-up next to the Scoring board. Now shuffle
the remaining Achievement cards, draw 3 cards at random, and place them
face-up next to the first 3 Achievement cards, for a total of 6 Achievements.

2- and 3-player setup

hOARdER

In a 2-player game, there are 3 Story Discoveries (9 3-Act Discovery tiles)


and 3 Unique Discoveries. Randomly select and set aside 3 Act I Discovery
tiles. Shuffle the corresponding Act II and Act III Discovery tiles and place
them face down in a stack near the Scoring board.There should be a total
of 12 Discovery tiles.
In a 3-player game, there are 4 Story Discoveries (12 3-Act Discovery tiles)
and 3 Unique Discovery tiles. Randomly select and set aside the 4 Act I
Discovery tiles and proceed as above for a total of 15 Discovery tiles.

most different types of Goods in Cargo hold

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

most planets Controll

ed

3
MOST

1
TIEd

2- and 3-player setup


In a 2-player game, draw 1 random Achievement for a total of
4 Achievements.

Damage

In a 3-player game, draw 2 random Achievements for a total of


5 Achievements.

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.

2- and 3-player setup


In a 2-player game, there are 12 total Damage cards.
In a 3-player game, there are 18 total Damage cards.

10. Resource Pool


Separate the 4 resourcesRadma (Red), Balorum (Blue), Trinium
(Yellow), and Refined Trinium (Orange)into 4 piles near the
Scoring board.

4- player Galaxy Setup

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- and- 3 player Galaxy Setup

2 PLAYER

3 PLAYER

2- and 3-player setup


In a 2-player game, randomly remove 4 Outer Galaxy Tiles and set up the Galaxy based on the Galaxy Setup diagram on page <??>.
In a 3-player game, randomly remove 2 Outer Galaxy Tiles and set up the Galaxy based on the Galaxy Setup diagram on page <??>.

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.

Planning for the future


Before players place their randomly selected Captain Power card
into their deck, they may look at it. This gives players an idea of what
exactly their Captain is capable of at the beginning 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.

1. Start of Turn Phase


2. Captain Power Phase
3.Movement Phase

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

The third Epoch (red) is used only in the Advanced Game.

6. Refresh Phase

1. Start of Turn Phase

2. Captain Power Phase

Steal 1
Resource

amBaSSadOR

JOLAL

maximum
move

Organic Ship: level-1 techs csot only 1 Resource .

Bonus
Stat

hand Size

Adaptation: mastery Cards always grant a +1 bonus to any Stat .

The Captain Power Phase


is the only time in which a
CAPTAIN POWER
player can play a Captain
A.I. UPGRAdE
BRIdGE UPGRAdE
CARGO hOLd UPGRAdE
Requires: 1 level-3 tech
Requires: 2 level-2 techs
Requires: 3 level-1 techs
MENTAL PREPARATION
4 Power card from his
or her hand. If a player TACTICAL
SECURITyPOSITIVE
wishes to play a Captain
1
Every Level of1 Science Tech you have gives you
+1 to any Stat2 (can be split) during Open Space
Power card, ENGINEERING
it must be2
dIPLOMACy
Encounters.
3
3
4 placed face-down
2
in front
SCIENCE
NAVIGATION
of their Captain
board.
ARBORETUM
NEGATIVE
PROGRAM
1
1
Players can only ever
Any other player in Open Space at the start of
this turn must2 give you 1 Yellow Resource. If they
play one Captain Power2
have no Yellow
3 Resources, they take 1 Damage
3
card. If you gain any Yellow Resources from this,
card per turn, regardless
dIPLOMACy
ENGINEERING
gain 1 VP.
of how many they may
1
1
have in their hand. Effects
2
2
from Captain Powers are
3
3
resolved immediately in
turn order.
Add 1 Captain Power
Repair 2 Damage cards in Discard

LVL

LVL

TACTICAL

3
CARGO hOLd

SECURITy

SCIENCE

NAVIGATION

EQUIPPEd ARTIFACTS

LVL

LVL

Add 1 Captain Power


Repair 2 Damage cards in Deck

LVL

+1 Tactical

LVL

You may now pay for Negative


Captain Powers with any Resource.
Each Damage card in Hand is
now either +2 to 1 Stat or 1 MV.

LVL

LVL

+1 Science

(must have all level-1 techs)

LVL

LVL

Steal 1
Resource

Discovery Target Numbers are


reduced by 1.

LVL

+1 Security

Receive +1 of any Good


for successful Encounters.

You many now perform


Upgrades anywhere.

+1 Navigation

May navigate center Galaxy Tile.


May add or subtract 1 from TDD Roll.

Can choose Hex during TDD


but must pay 1 additional Refined Trinium.

Each planet you Control at


Game End gives you +1 VP.

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

When performing the Trade Action at Asteroid


Fields, receive 2 Resources instead of 1.

Add 1 Captain Power


Full Cargo Hold Capacity

LVL

LVL

+1 Diplomacy

LVL

May Discard 1 card in Hand


during Upgrade Phase.

Draw 1 card after you play a


Captain Power.

LVL

+1 Engineering

+1 to One Stat needed during Open Space.


+1 max MV.

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 <??>.

Speeding up the First 2 Phases


The starting player should ask the other players whether or not they have
Attack tiles to play during the Start of Turn Phase, as well as Captain
Powers in the Captain Powers Phase. This ensures everyone has time to
play actions in these Phases but also allows these first 2 Phases to be
skipped if no one wishes to use Attack tiles or Captain Powers.

3. Movement Phase

2- and 3-Player setup

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

In a 2-player game, the Movement track is limited to 6 spaces.


In a 3-player game, the Movement track is limited to 9 spaces.

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

Resources & (1 Reward Tile or 1Artifact Shard)


Every Encounter
Locations is worth 1
6 2& Random
1 Refinedat
Trinium
2 Random Resources & 1 Reward Tile & 1Artifact Shard
45
fewer VP.7 & 1 Refined Trinium
& 1 Artifact Shard & 1 Refined Trinium
8 2 Resources
Open Space
Encounters are
44
3 Resources & 1 Artifact Shard & 1 Reward Tile & 1 Refined
9 Trinium
more dangerous.
10 3 Resources & 1 Artifact & 1 Refined Trinium
Players43start the game in the first Epoch. Once the
round progresses to+24,to anythe
second
begins.
Stat until
used, if youEpoch
control all locations
h and the discovery in your home Galaxy tile .
Players42play through 2 complete Epochs before
proceeding to PREPARATION
Game End scoring.
TRACKS

41

17 makes Planets and Asteroids worth


This
1 VP and Space Stations worth 2 VP.
18
Once the round progresses to 7, the
third Epoch begins. After players
19
complete this third Epoch, they proceed
to Game End scoring.
20

MOVEMENT
TRACK

21

MILITARy
SUPERIORITy

Ships can perform 2 types of movement during the Movement Phase:


normal40movement and Trans-Dimensional Drive (TDD). Players can choose to
perform one type of movement on their turn, not both.
39
taCtICal & SECuRIty

+1 fREE tECh

+1 fREE tECh

SCIENTIFIC
ENLIGhTENMENT

SCIEnCE & naVIGatIOn

+1 fREE tECh

Normal
Move
38
UNIFICATION
OF WORLdS

dIplOmaCy & EnGInEERInG

1 MV 37= 1 on36the Movement


Track
34
33
35

+1 fREE tECh

32

31

30

Normal movement allows players to play cards from their Hand as


movement. If a Captain card has a move value (MV), it is located on the
bottom of the card. For each MV spent, the Captains ship is moved to 1
adjacent hex and the Movement track advances by 1. Cards in the players
Hand with MV can be spent one at a time or in multiples, up to the players
entire Hand. However, Captains can move only up to their maximum MV
as shown on their Captain board. Any MV spent over this maximum is lost.
Spent cards are placed into a face-up discard pile next to the Captain deck.
During this Phase, players can spend 1 MV when adjacent to an unrevealed
Galaxy Tile to Reveal it (see Reveal section, next page).

29

Matriarch Evans plays


3 cards with 1 MV each
during the Movement
Phase. She can spend +1 fREE tECh
2 MV to move through
Open Space and her
+1 fREE tECh
final MV to move
onto the uncontrolled
Planet.
28 If she has
27 the 26
required stats, she may
Encounter the Planet
during the Encounter
Phase. The cards she
used for movement are
placed into the discard
pile and are not in her
Hand to use during the
Encounter Phase.

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

Trans-Dimensional Drive (TDD)

Players adjacent to unrevealed Galaxy Tiles may spend 1 MV to Reveal 1


Galaxy Tile. This 1 MV is used only to Reveal the Galaxy Tile and cannot be
used to also move the ship. As with any movement, spending this MV to
Reveal a Galaxy Tile advances the Movement tracker by 1. The player is
awarded 1 VP for Revealing a Galaxy Tile. When Revealing a Galaxy Tile, the
player rolls 1 D6 and rotates the unrevealed Galaxy Tile so that the number
matching the die roll is situated next to the ships location. Players flip over
the Galaxy Tile such that this edge is still next to their ship. Finally, the player
must now populate the Galaxy Tile with a Discovery Tile. Draw 1 Discovery
tile from the face-down stack and place it face-up onto the Galaxy Tile in the
appropriate hex. Players who still have MV available, may continue with their
Movement Phase after Revealing.

TDD = 3 Spaces on the Movement Track

The player spends 1 MV


to move adjacent to the
unrevealed Galaxy Tile,
spends an additional 1 MV to
Reveal the Galaxy Tile, and
then gains 1 VP.

Trans-Dimensional Drive is used to move instantly from 1 Galaxy Tile to


another, within the Captains range (found on the Captain board). TDD is
unpredictable and can be used only if the player possesses the required
Refined Trinium and there is a revealed Galaxy Tile to jump to. Players can
find the Refined Trinium requirement to use TDD on their Captain board. TDD
cannot be used to jump over unrevealed Galaxy Tiles and must also abide by
the same Center Galaxy Tile restrictions found under normal move.

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.

Finally, the player draws a


Discovery tile from the bag, and
places it on the newly discovered
Galaxy Tile.

5
4

12

She then rolls a D6 and


the result is a 1.

It is also possible to Reveal Galaxy Tiles by controlling an Asteroid


Field via the Navigation Stat and using its Reveal reward. When
Revealing a Galaxy Tile this way, players still gain the 1 VP for
Revealing, but can position (i.e., rotate) the Galaxy Tile however
they wish. Revealing a Galaxy Tile this way does not advance the
Movement tracker. The player must still place a Discovery tile onto
the appropriate hex.

Matriarch Evans uses


TDD to move 2 Galaxy
Tiles away and places
her ship in a legal hex.

Revealing at an Asteroid Field

Consulting the Center


Galaxy Tile, Matriarch
Evans moves her ship to
where the Center Galaxy
Tile indicates the 1
hex is in relation to her
ships current position.

Each player completes their entire Movement Phase in turn order before
proceeding to the Encounter Phase.

Powers and Artifacts


Some Artifacts and Captain Powers allow players to move during
different Phases of the game. This still advances the Movement
tracker the appropriate amount, unless a movement is stated as
being free. Free movement never advances the Movement tracker.

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:

Gain VP based on the current Epoch.

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

There are three types of Encounters:

information on Preparation tracks, see page <??>

1. Locations (Planets, Asteroid Fields, and Space Stations)


2.Discoveries (Discovery tiles)
3. Open Space (empty hexes)
In order to have an Encounter, a players ship must be on a hex containing a
Location, a Discovery, or Open Space, with one of the following statements
being true:

The Location is not controlled.

The Discovery is not controlled and the player is eligible to attempt


the Discovery.

An Open Space Encounter has not been completed in the current


Galaxy Tile.

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

Playing Captain cards

Played Captain Powers currently in effect

Stat modifier tokens

Previously purchased tech from the Captain board

Disabled tech from another Captains Attack tile

Damaged Crew Stat(s) from another Captains Attack tile

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.

After receiving these rewards, players take 1 of the Control tokens


from their supply and place it on the Location.

Planets (Target Number 6-9)


Requires:

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:

1 Reward tile and a Reward table roll


1 Artifact Shard and a Reward table roll
+1 Hand size and a Reward table roll
Planets provide the controlling player with a special action called Repair
during the Upgrade Phase.

13

Space Stations (Target Number 9-12)

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.

Asteroid Fields (Target Number 6-9)


Requires:

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:

Roll 2 times against the Reward table and choose 1 roll


+2 MV until used and a Reward table roll
+2 to any 1 Stat until used and a Reward table roll
Space Stations provide the controlling player with a permanent +1 to the
Crew Stat depicted on the Space Station, as well as a special Action called
Recognition during the Upgrade Phase.

Recognizing a Great Captain


Players who are at a Space Station that they Control during the Upgrade
Phase may spend 3 Resources of the same color to gain 1 VP. This Action
can be performed only once per turn any time during the Upgrade Phase.

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

Encounters in Open Space


Open Space Encounters are random events that occur when a players ship
ends its turn on a hex thats not considered a Location or a Discovery (i.e., an
empty hex). During the Encounter Phase, the player draws back up to their
current Hand Size. He or she then draws an Open Space Encounter card, and
encounters it.
Only 1 Open Space Encounter is available per Galaxy Tile. Once any Captain
succeeds at an Open Space Encounter on a given Galaxy Tile, no other Open
Space Encounters may be attempted on that Galaxy Tile by any Captain.
Ships that end their movement in an empty hex on a Galaxy Tile where the
Open Space Encounter has already been completed perform no Encounter
this Turn.

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.

Waiting Your Turn


While the Upgrade Phase is taking place, be sure to wait for your turn
to perform any Actions or Upgrades at the Location. Some Captains
have the ability to affect others during this phase and need the
opportunity to do so.

No Open Space Encounter has been


completed in this Galaxy Tile, so an
Open Space Encounter takes place.

An Open Space Encounter has


already been completed in this
Galaxy Tile, so no Open Space
Encounter can happen on this Tile.

Open Space Encounter

Within player sequence, Upgrades and Actions can be performed in any


order. During this phase, players spend resources to gain Technologies. These
Technologies are permanent upgrades to the Ship and are tracked with Tech
tokens. For more information on Techs, turn to page <??>. This phase is also
when players can gain new Captain Power cards into their Deck. Once certain
Tech prerequisites have been met, the player is awarded a new Captain Power
and another effect. These Ship Upgrades are as follows:

Bridge Upgrade

A.I. Upgrade

Cargo Hold Upgrade

(Requires 3 Level-1 Techs)

(Requires 2 Level-2 Techs)

(Requires 1 Level-3 Tech)

Add 1 Captain Power card


Repair 2 Damage cards in
Discard

Add 1 Captain Power card


Repair 2 Damage cards
in Deck

Add 1 Captain Power card


Full Cargo Hold Capacity

For more information on Captain Powers, turn to page <??>

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.

The Dangers of Open Space

Running out of Cards

Open Space Encounters have random TNs and should be


approached with caution, especially in later Epochs, where the
penalty for failure can be devastating.

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 Cards (4)


1

CAPTAIN POWER
TRINARy COdING
POSITIVE

Gain +4 Diplomacy. Successful Diplomacy


Encounters grant you +2 Resources & +1 Artifact
Shard, as well as normal rewards.

NEGATIVE

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.

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.

Negative Power Reward


A player using a Captain Power gains the VP reward from the
Negative Captain Power ONLY ONCE, regardless of how many players
meet the circumstances to reward the VPs.

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 Cards (1)


1

OPEN SPACE

May be used to cancel your Open Space Event.

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.

Resource Cards (2)


1

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.

Remove card from Deck if used for Resources

OR

17

Crew Cards (16)


1
MASTERy

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.

Running out of Damage Cards

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

Open Space Encounter Cards


1. Card Title

4.Failure Results

2. Stats Required

5.Difficulty Icon

3. Success Results

Life Pod
3

success

1 VP, 2 Blue Resources & 1 Reward tile

Failure

Take 1 Damage card to Hand or Discard 1 Resource

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.

Open Space difficulty levels

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

MARKARIAN BACK STORy


2

tEaR In SpaCE

ACT I

ACT II

ACT III

A millennia ago, the Markarians descended upon the galaxy


with no warning. Though some facts have been lost to history,
on one thing all races agree...the Markarians were not of this
dimension. Your research team believes this to be the remnants
of the gateway system that originally ripped a hole through the
dimensional barrier.

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

3 VP / +1 Preparation Track / 2 Artifact Shards /

REWARdS 2Random Resources

OR

Players should not focus on trying to accomplish Discoveries to the


exclusion of all else. How the Galaxy is populated can greatly affect
which Discovery stories can be completed before Game End.

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

highest on military Superiority

most Galaxy tiles Inhabited


(must Control at least one location or discovery)

Savant of the Stars: Leading in Scientific Enlightenment. Breaks


ties on Scientific Enlightenment. Gain 3 VP at Game End.

SAVANT OF ThE STARS

highest on Scientific Enlightenment

3
Galactic Emissary: Leading in Unification of Worlds. Breaks ties on
Unification of Worlds. Gain 3 VP at Game End.

GALACTIC EMISSARy

MOST

TIEd

highest on unification of Worlds

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

first to Explore Center Galaxy hex

5
FIRST

most artifacts Owned (Equipped or Stored)

MOST

TIEd

most planets Controlled

MOST

TIEd

Dominion: Control of Most Galaxy Tiles. Players must Control all


Locations on a Galaxy Tile. Open Space and Discoveries are not
required. This is awarded to the player with the most Galaxy Tiles
controlled and can be tied. Gain 3 VP at Game End if 1 player
Controls the most. Gain 1 VP at Game End if tied.

dOMINION

most Galaxy tiles Controlled

amBaSSadOR

JOLAL
TACTICAL

maximum
move

Bonus
Stat

hand Size

MOST

TIEd

BRIDGE UPGRADE

dREAdNAUGhT
A.I. UPGRADE

Requires: 3 Level-1 Techs


Add 1 Captain Power
Repair 2 Damage cards in Discard

LVL

Adaptation: mastery Cards always grant a +1 bonus to any Stat .

SECURITy

SCIENCE

NAVIGATION

CARGO hOLd

EQUIPPEd ARTIFACTS

dIPLOMACy

ENGINEERING

Requires: 1 Level-3 Tech


Add 1 Captain Power
Full Cargo Hold Capacity

2
2
Each planet you Control at
Game End gives you +1 VP.

Tdd
StORaGE

2 REfInEd tRInIum
REQuIREd

SECURITy
LVL
1

You may now pay for Negative


Captain Powers with any Resource.

LVL

Each Damage card in Hand is


now either +2 to 1 Stat or 1 MV.

SCIENCE
LVL

dIPLOMACy
LVL

+1 Diplomacy

You many now perform


Upgrades anywhere.

+1 Navigation

May navigate center Galaxy Tile.


May add or subtract 1 from TDD Roll.

Can choose Hex during TDD


but must pay 1 additional Refined Trinium.

ENGINEERING
LVL

LVL

May Discard 1 card in Hand


during Upgrade Phase.

Draw 1 card after you play a


Captain Power.

+1 Security

Receive +1 of any Good


for successful Encounters.

LVL

LVL

most techs learned1 at Game End

LVL

LVL

NAVIGATION
1

When performing the Trade Action at Asteroid


Fields, receive 2 Resources instead of 1.
Discovery Target Numbers are
reduced by 1.

LVL

LVL

+1 Science

LVL

LVL

CARGO HOLD UPGRADE

Requires: 2 Level-2 Techs


Add 1 Captain Power
Repair 2 Damage cards in Deck

+1 Tactical

LVL

ARBORETUM
PROGRAM

(must have all level-1 techs)

upGRadEd hOld

TACTICAL

Organic Ship: level-1 techs csot only 1 Resource .

+1 Engineering

LVL

+1 to One Stat needed during Open Space.


+1 max MV.

LVL

1 Free MV.
TDD distance +1 Galaxy Tile.

MOST

TIEd

Dreadnaught: Most Techs Owned. This is awarded to the player


with the most total Techs owned and can be tied. Gain 3 VP at
Game End if 1 player has the most. Gain 1 VP at Game End if tied.

MOST

TIEd

SENTINEL

most asteroids Controlled

Colonizer: Most Planets Controlled. This is awarded to the player


who Controls the most Planets at Game End and can be tied. Gain
3 VP at Game End if 1 player has the most. Gain 1 VP at Game End
if tied.

COLONIZER

most Successes in Open Space

Collector: Most Artifacts Owned. This includes equipped or stored


Artifacts. This is awarded to the player with the most Artifacts and
can be tied. Gain 3 VP at Game End if 1 player has the most. Gain 1
VP at Game End if tied.

COLLECTOR

OPPORTUNIST

MOST

TIEd

SUPERIOR GALAxIAN
dAMAGE

fewest damage cards in deck at Game End

LEAST

TIEd

TRAVELER

most Galaxy tiles Inhabited


(must Control at least one location or discovery)

MOST

TIEd

VETERAN
dAMAGE

dAMAGE

dAMAGE

dAMAGE
dAMAGE

most damage cards in deck at Game End

ELITIST

most Space Stations Controlled

MOST

TIEd

hOARdER

most different types of Goods in Cargo hold

20

MOST

TIEd

Elitist: Most Space Stations Controlled. This is awarded to the


player who Controls the most Space Stations at Game End and can
be tied. Gain 3 VP at Game End if 1 player has the most. Gain 1 VP
at Game End if tied.
Hoarder: Most Different Types of Goods Owned. Different Goods are
defined as: Red Resource, Blue Resource, Yellow Resource, Refined
Trinium, and Reward tiles. Gain 3 VP at Game End if 1 player has
the most. Gain 1 VP at Game End if tied.

MOST

TIEd

Opportunist: Most Successes in Open Space. This is awarded to


the player with the most Control Markers in Open Space and can be
tied. Gain 3 VP at Game End if 1 player has the most. Gain 1 VP at
Game End if tied.
Sentinel: Most Asteroids Controlled. This is awarded to the player
who Controls the most Asteroid Fields at Game End and can be tied.
Gain 3 VP at Game End if 1 player has the most. Gain 1 VP at Game
End if tied.
Superior Galaxian: Fewest Damage cards in Deck. This is awarded
to the player with the fewest Damage cards at Game End and can be
tied. Gain 5 VP at Game End if only 1 player has the fewest. Gain 2
VP at Game End if tied.
Traveler: Most Galaxy Tiles Inhabited. Players must Control at least
1 Location or Discovery in a Galaxy Tile in order to inhabit it. Open
Space Control Markers do not count. This is awarded to the player
with the most and can be tied. Gain 3 VP at Game End if 1 player
has the most. Gain 1 VP at Game End if tied.
Veteran: Most Damage cards in Deck. This is awarded to the player
with the most Damage cards at Game End and can be tied. Gain 5
VP at Game End if 1 player has the most. Gain 2 VP at Game End
if 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

Echoes of the Past: Can Equip 3 artifacts . (Cannot Store artifacts)

SECURITy

SECURITy

SCIENCE

4 SCIENCE 3

CARGO hOLd

NAVIGATION

dIPLOMACy

4
NAVIGATION

BRIdGE UPGRAdE

A.I. UPGRAdE

CARGO hOLd UPGRAdE

Requires: 3 level-1 techs

Requires: 2 level-2 techs

Requires: 1 level-3 tech

Add 1 Captain Power


Repair 2 Damage cards in Discard

Add 1 Captain Power


Repair 2 Damage cards in Deck

Add 1 Captain Power


Full Cargo Hold Capacity

TACTICAL
LVL

LVL

TACTICAL

ENGINEERING

3
dIPLOMACy
LVL

ThE ARChIVIST
dIRECTIVE

EQUIPPEd ARTIFACTS

Requires: 3

Add 1 Cap
Repair 2 Damag

Echoes of the Past: Can Equip 3 artifacts . (Cannot Store artifacts)


Precursor Tech: When equipping an artifact, gain 1 tech .

BRIdGE

In a 3-player game, the game ends after passing 9 on the Movement Tracker in the final round.

must have level-3 tactical and


level-1 diplomacy .

LVL

You may now pay for Negative


Captain Powers with any Resource.

LVL

Receive +1 of any Good


for successful Encounters.

You many now perform


Upgrades anywhere.

ENGINEERING

NAVIGATION
LVL

+1 Science

When performing the Trade Action at Asteroid


Fields, receive 2 Resources instead of 1.
Discovery Target Numbers are
reduced by 1.

LVL

+1 Security

LVL

SCIENCE
LVL

LVL

SECURITy
LVL

+1 Tactical

Each Damage card in Hand is


now either +2 to 1 Stat or 1 MV.

TACTICAL

LVL
1

LVL
1

+1 Navigation

May navigate center Galaxy Tile.


May add or subtract 1 from TDD Roll.

Can choose Hex during TDD


but must pay 1 additional Refined Trinium.

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

May Discard 1 card in Hand


during Upgrade Phase.
Draw 1 card after you play a
Captain Power.

ThE ARChIVIST
1
dIRECTIVE
ENGINEERING

LVL

LVL

+1 Engineering

+1 to One Stat needed during Open Space.


+1 max MV.

1 Free MV.
TDD distance +1 Galaxy Tile.

must have level-3 tactical and


3
level-1
diplomacy .
2

LVL

You may now pay f


Captain Powers wi

LVL

Each Damage card


now either +2 to 1

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)

first to Explore Center Galaxy hex

most planets Controlled

Achievement cards
These VPs range from 1 to 5.

FIRST

MOST

TIEd

MOST

TIEd

Tdd

2 REfInEd tRInIum
REQuIREd

StORaGE

Each equipped Artifact and UoW


Track # are worth +1 VP at Game End.

Special Tech
Results vary per Captain.

dIPLOMACy
LVL

LVL

May Discard 1 car


during Upgrade Ph

LVL

Draw 1 card after


Captain Power.

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

Hand Size

Level 1: Ship permanently gains +1 to its Tactical Stat.

us to any Stat.

Add 1 Captain Power


Repair 2 Damage cards in Discard

Add 1 Captain Power


Repair 2 Damage cards in Deck

TaCTiCal

lVl

lVl

+1 Tactical

a.i. Upgrade

lVl

SCieNCe

Requires: 2 Level-2 Techs

Requires: 1 Level-3 Tech

Captain
Power
You mayAdd
now1pay
for Negative
RepairPowers
2 Damage
cards
in Deck
Captain
with any
Resource.

Add 1 Captain Power


lVl Receive +1 of any G
2 Full Cargo
1 Hold Capacity
for successful Enco

SeCUriTY2

lVl

Each Damage Card in Hand is


now either +2 to 1 Stat or 1 MV.

You many now perf


Upgrades anywhere

lVl
Cargo Hold Upgrade

+1 Security

Requires: 1 Level-3 Tech


SCieNCe
1 Captain Power
BridgeAdd
Upgrade

a.i. Upgrade

NaVigaTioNCarg

lVl Receive +1 of any Good


2 Full Cargo
1 Hold Capacity
for successful Encounters.
lVlRequires: 3 Level-1 Techs
Requires: 2 Level-2 TechslVl
+1 Science
2

Add 1 Captain Power


Add 1 Captain Power
lVl
perform
Repair 2 Damage cards in Discard You many now
Repair
2 Damage cards in Deck

(Must
have all Level-1
Each Damage
Card in techs)
HandSeCUriTY
is

2
lVl

now either +2 to 1 Stat or 1 MV.

SeCUriTY
lVl
Cargo Hold Upgrade
+1 Security
2

+1 Tactical

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
Repair
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
NaVigaTioN
diploMaCY
eNgiNeeriNg
Maximum
Bonus
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

May navigate cente


May add or subtrac

lVl

Can choose Hex du

2
SeCUriTY

NaVigaTioN

lVl

+1 Navigation

Discovery Target Numbers are


lVl
Receive +1
+1 Tactical
of anyreduced
Good by 1.
for successful Encounters.
lVl

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
Negative
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
any
color
Resource
in
your
Cargo
Hold
to
pay
to
the
player.
The
player
still
receives
the
qUipped
arTiFaCTS
NaVigaTioN
diploMaCY
eNgiNeeriNg
+1 Navigation
prograM
2
2
1 +1 Science
lVl Receive +1 of any Good
may
now pay for Negative 1
lVl YoulVlmanyYou
(Must
have
all Level-1
Eachnecessary.
Damage
Card intechs)
Hand is
now
perform
demanded by the Captain Power, so exchange with the supply lVlwhen
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
+2
to
1
Stat
or
1
MV.
Upgrades
anywhere.
Requires: 2 Level-2
Techs1
Requires:lVl1 Level-3
Tech1
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
Power
Hand Size
2Refined
Level-2Trinium.
Techs
Techs but must payRequires:
1 Requires:
2 3 Level-1
1
3
1Requ
1.
Maximum
3 reduced byRepair
3Hold Capacity 1 additional
lVl Add
Repair 22 Damage cards in Discard
2 Damage cards in Deck
Cargo
D Stat
May1Discard
card
in Hand
Captain1 Full
Power
Add 1 Captain Power lVl +1 to One Stat nee
Ad
choosing by +2 during Bonus
the Encounter Phase.
arBoreTUM
Hand Size
1
2

ce.

2
4
Move Tdd3

Stat

4
4

prograM

2 RefineD TRiniuM
ReQuiReD

STORAgearTiFaCTS
Security
Technologies
eqUipped

lVl

(Must have all Level-1 techs)

lVl

+1 Science

lVl

TaCTiCal
2

arBoreTUM
diploMaCY
prograM

When performing the Trade Action at Asteroid


Each
you Control at
lVlplanet
1
2
Fields
receive 2 Resources instead of 1.
Tactical
(Must
lVlhave all Level-1 techs) 2
Game End+1gives
you +1 VP.

lVl

Repair
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
Galaxy
Tile.
+13
Science
+13
Navigation
+1 Navigation

during Upgrade Phase.

+1 max MV.

2
1
1 from TDD Roll.
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

Each planet you Control at


Game End gives you +1 VP.

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

May Discard 1 card in Hand


lVl Upgrade Phase.
during
+1 Science

lVl

Each planet you Control at


Game End gives you +1 VP.

Tdd

2
Each planet you Control at
Game End gives you +1 VP.

22

diploMaCY
lVl

lVl

+1 Diplomacy

May Discard 1 card in Hand


during Upgrade Phase.

now either +2 to 1 Stat or 1 MV.

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

applies only to Stats.

+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

May navigate center Galaxy


May
add
1 Free
MV.or subtract 1 from
TDD distance +1 Galaxy Tile

lVl

Can choose Hex during TDD


but must pay 1 additional Re

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

+1 to One Stat needed during Open Space.


+1 max
MV. 1 card in Hand
May
Discard

eNgiNeeriNg
+1 Engineering

+1 to One Stat needed durin

3 4

Bonus
Stat

Maximum Hand Size


Move

Bonus
Stat

Hand Size

Bridge Upgrade

a.i. Upgrade

Requires: 3 Level-1 Techs

Requires: 2 Level-2 Techs

Add 1 Captain Power


Repair 2 Damage cards in Discard

Add 1 Captain Power


Repair 2 Damage cards in Deck Add 1 Captain Full
Cargo Hold Capacity
Power
Add 1 Captain Power
Repair 2 Damage cards in Discard
Repair 2 Damage cards in Deck

TaCTiCal
lVl

+1 bonus to any Stat.


ce.
adaptation: Mastery Cards always grants a +1 bonus to any Stat.

lVl

SeCUriTY

NaVigaTioN

3Bonus 3
Stat

SCieNCe

diploMaCY

NaVigaTioN

2 4
3
Hand Size
Navigation 4
Technologies

eNgiNeeriNg

Level 1: Ship permanently gains +1 to its Navigation Stat.

SeCUriTY
TaCTiCal
lVl

+1 Tactical

You may now pay for Negative


Captain Powers with any Resource.

now either +2 to 1 Stat or 1 MV.

Requires: 3 Level-1 Techs

uM

uM

Diplomacy Technologies

planet you Control


Level 1: Ship permanently gains +1 to its Each
Diplomacy
Stat.at

Add 1 Captain Power


Repair 2 Damage cards in Discard

Add 1 Captain Power


Repair 2 Damage cards in Deck

SCieNCe

Game End gives you +1 VP.

diploMaCY

SCieNCe
lVl

Each planet you Control at


Game End gives you +1 VP. 2

+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

Level 1: Ship permanently gains +1 to its Engineering2 Stat.


Each planet you Control at
Game End gives you +1 VP.

lVl

3
3

lVl

When performing the Trade Action at Asteroid


Fields
2 Resources
Draw 1receive
card after
you play ainstead of 1.
Captain Power.

Discovery Target Numbers are


reduced by 1.

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

Receive +1 of any Good


for successful Encounters.

lVl

You many now perform


Upgrades anywhere.

lVl

2
2
2

+1 Navigation

lVl

May navigate center Galaxy


May add or subtract 1 from

lVl

Can choose Hex during TDD


but must pay 1 additional Re

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

+1 to One Stat needed durin


+1 max MV.

lVl

1 Free MV.
TDD distance +1 Galaxy Tile

3/4/2014 10:08:17 PM

+1 Engineering

+1 to One Stat needed during Open Space.


+1 max MV.

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.

***insert image of Resources and Random


Resource die.

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

Add 1 Captain Power


Full Cargo Hold Capacity

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

lVl Each Damage Card in Hand is


diploMaCY
Bridge Upgrade

Cargo Hold Upgrade


Bridge Upgrade
a.i. Upgrade
Requires: 1 Level-3 Tech
1 Captain Power Requires: 2 Level-2 Techs
Requires: 3 Level-1Add
Techs

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.

Protecting Your Assets


Players should always place Reward tiles face down in their Cargo
Hold and mix them up secretly if necessary. This may keep the other
players from potentially destroying or even stealing 1 of the tiles you
need most!

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.

Inflict 2 DC to Discard (x2): The targeted opponent immediately takes 2 DC


from the supply and adds them to his or her Discard Pile.

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.

2 Yellow Resources (x1) or 2 Blue Resources (x1) or 2 Red Resources


(x1): These tiles may be played at any time to gain 2 of the Resources
depicted on the tile.
Gain 2 Refined Trinium (x2): This tile may be played at any time to gain 2
Refined Trinium into the players TDD storage.
+2 Reward roll (x2) or +3 Reward roll (x1): This tile can be played at any
time before receiving any Rewards that grant a Reward table roll. The player
gains the indicated bonus to their next Reward table roll.

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

Artifact Shard Limitation

Hiding Your Shards

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

3 Resources & 1 Artifact Shard & 1 Reward Tile & 1 Refined


Trinium

10

3 Resources & 1 Artifact & 1 Refined Trinium

18

TRACK

19

h
Preparation
Tracks
42

+2 to any Stat until used, if you control all locations


and the discovery in your home Galaxy tile .

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

4.Free Tech award positions

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.

Scientific Enlightenment is blue. Any Location


that a player successfully Encounters by using
either the Science or Navigation Stat moves
them up 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.

Unification of Worlds is yellow. Any Location


that a player successfully Encounters by using
either the Diplomacy or Engineering Stat moves
them up one space on this track.

Leading the Way


When tied for highest on a Preparation Track, the player currently
possessing the Achievement card is considered to be the leader. To wrest
the card from another player, a player must pass them on the 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

SAVANT OF ThE STARS

GALACTIC EMISSARy

highest on military Superiority

highest on Scientific Enlightenment

highest on unification of Worlds

3
25

TaCTiCal

Artifacts

SeCUriTY

SCieNCe

Cargo Hold

diploMaCY

Jolal
Tdd 3
STORAge

Hand Size

adaptation: Mastery Cards always grants a +1 bonus to any Stat.

SeCUriTY

2 RefineD TRiniuM
ReQuiReD

Bonus
Stat

SCieNCe

NaVigaTioN

2
Equipped
Artifact 3
eqUipped arTiFaCTS

uPgRADeD HOLD

2 RefineD TRiniuM
ReQuiReD

Captain Boards 0304 hard proof 2.indd 1

Ggopasian Resource Replicator: This Artifact permanently


grants the player +1 of any 1 Resource they currently have
in their Cargo Hold at the Start of Turn.

Caldayan Drones: This Artifact permanently allows a player


to ignore 1 DC per Turn. If a player takes no DC on a Turn,
including any ignored from this Artifact, then the player gains
1 Resource of their choice during the Upgrade Phase.

Mark I TDD Portal Drone: This Artifact must be activated


to be used and can be activated only once per game, during
Start of Turn. When activated, the player immediately gains
1 VP and can switch the locations of any 2 Discoveries
whether or not they are controlled. If either Discovery
is inhabited by a ship, the ship does not move with the
Discovery, but instead stays in its hex. In addition, the player
immediately gains +1 to each Preparation Track. After this
Artifact is used, place it face down in the equip slot.

Crystalline Data Shard: This Artifact grants a permanent +1


to Diplomacy and +1 to Navigation to a ships base Stats.
Cube of Quantum Displacement: This Artifact must be
activated to be used and can be activated only once per
game during the Refresh Phase. When activated, the player
immediately gains 1 VP and receives a full extra turn before
the next Start of Turn takes place. Furthermore, all Stats
on the ship are increased by +1 and the player receives
maximum MV for Free. This does not advance the Movement
Track. After this Artifact is used, place it face down in the
equip slot.
Empyrean Orb of the Nexus: This Artifact permanently
allows the player to spend Refined Trinium to boost Crew
Stats on a per-Encounter basis. For each Refined Trinium
spent from TDD storage, 1 Stat is increased by 1 during the
current Encounter. This can be done multiple times and to
different Stats. Once the Encounter is over, all Stats return to
their original values.
Ggopasian Multiverse Shifter: This Artifact permanently
reduces all TNs during Open Space Encounters by 1.

26

Tdd
Stored Artifact

STORAge

Antari Photonic Reorganizer: This Artifact permanently


grants +1 to Reward table rolls. In addition, the player may
Repair in any hex as if they were at a Planet they Control.

Crown of the Antari Republic: This Artifact permanently


reduces the Resource cost of the Recognition action at
Space Stations by 1. In addition, players also may perform
the Recognition action 1 additional time per Turn.

 irasian Celestial Engine Core: This Artifact permanently


N
reduces the cost of TDD by 1 Refined Trinium. This Artifact
also allows players to modify their TDD die roll by plus or
minus 1. This effect stacks with Navigation Tech Level-2.
(TDD may never be reduced to zero cost.)
Nirasian Phase Storage: This Artifact permanently allows
the player to store 2 Resources in each Cargo Space. This
applies only to Resources and not any other type of Good,
such as Reward tiles, Artifact Shards, or Artifacts.
Prism of the Precursors: This Artifact permanently allows the
player to Repair 1 DC currently in their Hand at Start of Turn. In
addition, if a player repairs DC this way, the player
immediately gets to draw 1 card from the Draw Pile into
their Hand.
Voturon Cloaking Device: This Artifact permanently reduces
all Tactical and Security TNs by 2. In addition, every time a
player succeeds at an Encounter, they gain 1
additional Good.
Voturon Energy Matrix: This Artifact grants a permanent +1
Tactical and +1 Engineering to a ships
base Stats.
Ybari 641 Computer Core: This Artifact grants a permanent
+1 to Science and +1 to Security to a
ships base Stats.

+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.

Caldayan Star Drive: This Artifact must be activated to be


used and can be activated only once per game during the
Movement Phase. When activated, the player immediately
gains 1 VP and may travel to any hex in the Galaxy that is
currently revealed. Doing this also grants +4 to any 1 Stat for
this turn only. After this Artifact is used, place it face down in
the equip slot.

Each planet you Control at


Game End gives you +1 VP.

Captain Boards 0304 hard proof 2.indd 1

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

organic Ship: Level-1 Techs only cost 1 Resource.


TaCTiCal

Each Damage
now either +2

lVl

(Must have all Level-1 techs)

Maximum
Move

You may now


Captain Power

lVl

arBoreTUM
prograM

AMBASSADOR

lVl

eNgiNeeriNg

eqUipped arTiFaCTS

Artifacts are extremely powerful Upgrades that can be equipped on your


ship or stored in your Cargo Hold. When a player receives an Artifact,
either from combining 3 Artifact Shards, or directly from a Reward, they
must decide whether to equip it or store it. Equipped Artifacts may never be voluntarily removed
unless specifically stated otherwise. Stored Artifacts remain in the Cargo Hold and cannot be later
equipped, though you can choose to jettison them like any other Good in youruPgRADeD
Cargo HOLD
Hold.
If a player chooses to equip an Artifact, there must be an available slot on the Captain board for
it to be placed face up. Equipped Artifacts are permanently located in the slot in which they are
placed (even if they are one-use 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.

Add strengths and


weaknesses text

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

Open Space Card

Cerebral Engineering

Effect 1: Matriarch Evans Open Space card allows her to cancel an Open Space
Encounter card.

Tech Requirement: Level-2 Science, Level-2 Engineering, and Level-1 Navigation.


Resource Requirement: 2 Blue Resources, and 1 Yellow Resource
This unique Technology allows Matriarch Evans to reverse engineer Artifacts that she
possesses. Reverse engineering Artifacts destroys them, but Matriarch Evans receives 2
VP and gains 1 Tech of her choice. This can be done once per Turn using her equipped
or stored Artifacts. Even if an Artifact has a one-time use and has been flipped over, it
can still be reverse engineered.

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.

If any player takes a DC from this, Matriarch Evans gains 1 VP.

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

Add strengths and


weaknesses text

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

Open Space Card

Arboretum Program

Effect 1: Ambassador Jolals Open Space card allows him to cancel an Open Space
Encounter card.

Tech Requirement: All Techs Level 1


Resource Requirement: 2 Red Resources, 2 Blue Resources, and 2 Yellow Resources
This unique Technology allows Ambassador Jolal to gain 1 VP for every Planet he
Controls at Game End.

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

When equipping an Artifact, gain 1 Tech (must be legal)


Whenever The Commander equips an Artifact, he may immediately gain 1 Tech of his
choice as long as it is legal. This does not count against the maximum allowed Tech
Upgrades during the Upgrade Phase.

Echoes of the Past


Has the ability to equip 3 Artifacts (cant store Artifacts)
The Commander has the ability to equip 3 Artifacts. This strength comes with one
drawback: The Commander is not allowed to store Artifacts in his Cargo Hold.

Special Tech

Open Space Card

The Archivist Directive

Effect 1: The Commanders Open Space card allows him to cancel an Open Space
Encounter card.

Tech Requirement: Level-3 Tactical and Level-1 Diplomacy


Resource Requirement: 2 Red Resources, 1 Blue Resource, and 1 Yellow Resource.
This unique Technology allows The Commander to gain 1 VP for every equipped Artifact
and level on the Unification of Worlds Track.

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

Four Dimensional Mapping

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

Star Racer Vinh

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.

Add strengths and


weaknesses text

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

Open Space Card

Infinity Beacon

Effect 1: Star Racer Vinhs Open Space card allows her to cancel an Open Space
Encounter card.

Tech Requirement: Engineering Level-3 and Navigation Level-2


Resource Requirement: 1 Yellow Resource
This unique Technology allows Star Racer Vinh to gain 1 VP every time she uses TDD.

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.

If a player is not at a Discovery, they must move 3 hexes or use Trans-Dimensional


Drive. Any player choosing not to move 3 hexes or TDD must take 2 DC to Discard.

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

Design & Layout


Chris Doughman
Keith Lowe

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

END GAME SCORING


COLONIZER

ARTIFACT
ShARd
1

most planets Controlled

MOST

TIEd

TOKENS
Control Token

VOTURON CLOAKING dEVICE

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

Starting Player Token

Discovery Tile

Game Round Track


Token
Movement Track
Token

dESTROy
1 REWARd
TILE

Attack Tile

City of the Stars


Token

City of
the Stars

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