Nexus Ops Notes v1
Nexus Ops Notes v1
Nexus Ops Notes v1
Object: Explore spaces on an alien moon to gain allied troops and locate rubium mines
to use to purchase new units. Victory Points (VPs) are gained for winning battles and
completing secret missions. The first player to reach 12 VPs wins the game.
3. Explore: Flip Exploration tiles face up in any spaces that you have units.
If the tile shows a unit, place one of your matching units in that space.
If the tile shows a mine, place an appropriate mine marker in that space.
If the tile shows both, place them both in that space.
Remove the Exploration tile from the game.
4. Fight: Conduct one round of battle in each contested space where you have units.
You choose the order when conducting multiple battles.
A battle can end with the space still contested.
In a battle, units attack in the order of right to left on the reference chart. A battle is
over once each unit has attacked.
When both sides have the same unit type, their rolls are made simultaneously.
For each successful attack roll, your opponent chooses one of his units in the battle and
returns it to his supply. If that unit hasn’t attacked yet in the order of battle, its attack is
forfeited.
If the space has more than one opponent’s units, you choose which one will be the
defender during your battle.
If you eliminate all of the chosen opposing player’s units in that space, you win the
battle and that opponent loses. Neither player wins or loses if both have units remaining
at the end of the battle.
If you win the battle, you can play Mission and Secret Mission cards.
If you are attacked and you lose a battle, you draw one Energize card.
If both the attacker and defender destroy all of each other’s units, the attacker wins the
battle and the defender loses the battle.
5. Income: For each mine space you control (including mines in home base spaces),
you gain rubium equal to the mine’s value if you have at least one Human, Fungoid, or
Crystalline on it.
6. Draw: Draw one Secret Mission card. If you currently meet the requirements, you
may play it immediately.
Draw 2 Energize cards if you control the Monolith.
Cards: Until played, all cards are kept secret.
You may discard Energize or Secret Mission cards anytime during your turn to gain 1
rubium per card.
Energize Cards: One Energize card is drawn if you lose a battle on someone else’s
turn, and two are drawn if you control the Monolith at the end of your turn.
You can only play start-of-turn Energize cards during the Deploy phase.
Energize battle cards can be played by any player during a battle, even by players not in
the battle. The attacker plays cards first, then the defender, and then clockwise from the
defender, going around and around until all players pass.
Secret Mission and Mission Cards: These can only be played on your turn when you
accomplish the listed goal. When played, they remain face up in front of you.
For cards that involve winning a battle (i.e., those with VPs in red), only one such card
can be played for each battle you win.
Winning the Game: The game ends immediately when either of the following occurs:
• A player earns a total of 12 or more VPs from Mission and Secret Mission cards.
That player wins the game.
• A player is eliminated from the game by having no units on the board and not
enough rubium (or cards to discard for rubium) to purchase any more units. The
remaining player with the most VP wins the game. The first tiebreaker is the tied
player controlling the most spaces. The second tiebreaker is the tied player with the
most units on the board. If still tied, the game is a draw.
Optionally, try playing to 10 or 14 VPs.
Card FAQ:
Critical Objective – this new, second battle takes place in the same space between the
same combatants.
Frenzy – playing two of these cards in a battle provides no added benefit.
Outflank – this card does not have to be played at the start of a battle.