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-Diplomacy-

At any time during his or her turn a player can propose a diplomatic alli-
ance to a player with a controlled hex adjacent to one of his or her own. The
potential allies cannot have ships in the same hex, or ships in a hex controlled
by the other.
If both players agree, each passes the other one of their ambassador tiles
with a Population Cube on it. Place the received ambassador on the Reputation
Track in an available space. Ambassadors may not be voluntarily retracted.
In addition to having a free Population Cube occupied, the ambassador
gives one VP. Additionally, whomever breaks the treaty (by moving ships into a
hex with their treaty partners ships or control) takes the Traitor Card from its
-Victory Points- current owner. The current possessor of the Traitor Card cannot make diplo-
-Setup-
matic alliances and earns -2 VP at game end.
Controlled Hexes: 1-4 VP each
Players Starting Outer Discovery Tiles: 0 or 2 VP each
GCDS GCDS -Colony Ships-
Techs Sectors
Reputation Tiles: 1-4 VP each
Colony Ships are the only way to get Population Cubes onto hexes. At any
2 12 5 Ambassador Tiles: 1 VP each
time during your turn on Action or Upkeep Phases, even during a pass, you may
Traitor Card: -2 VP
3 14 10 use face-up colony ships to move one Cube per ship from a Population Track to
Tech Progress: 0-5 VP per track
a like-colored planet in a hex you control. After use, turn the colony ship face-
4 16 14 Monoliths: 3 VP each
GCDS
down. They are refreshed with Influence actions and at turn end.
Species Bonuses: variable
5 18 16 During the Upkeep Phase colonists cannot go to hexes with enemy ships.

6 20 18
Military Technologies Grid Technologies Nano Technologies
GCDS
Neutron Bombs: Ships may
GCDS Gauss Shield: Nanorobots: On a Build action
destroy Populations Cubes
A Ship Part you may buy one more object
automatically

Starbase: You may Improved Hull: Fusion Drive:


build starbases A Ship Part A Ship Part
-Ship Designs-
Ship blueprints show the capabilities of ships and starbases. Plasma Cannon: Fusion Source: Advanced Robotics: Take
A Ship Part A Ship Part another Influence Disc
Source: Provides units of power to other parts

Drive: On a Move the ship may travel up to this many hexes Phase Shield: Positron Computer: Orbital: You may
A Ship Part A Ship Part Build orbitals
Initiative: Total to determine attack order. Higher is faster.
Advanced Mining: Advanced Economy: Advanced Labs: May
Weapons: Roll indicated die on an attack, with successes doing May place brown May place orange place pink Pop. Cubes
1, 2, or 4 hits; at base only a 6 hits, and one hit destroys a ship Pop. Cubes on star planets Pop. Cubes on star planets on star planets

Hull: Absorbs damage (ship no longer blows up on one hit) Tachyon Source: Tachyon Drive: Monolith: You may
A Ship Part A Ship Part Build monoliths.
+x Computer: Gives bonus to attack roll (1 always misses)
Artifact Key: Each hex with an
+x Shield: Gives penalty to attack roll (6 always hits) Plasma Missile: Antimatter Cannon:
artifact gives 5 resources of
A Ship Part A Ship Part one type; no future benefit
A ship part must be powered to be placed.
Ship tiles may not be placed on other ship tiles. Gluon Computer: Quantum Grid: Take two Wormhole Generator: Half a
Ship parts are cumulative. A Ship Part more Influence Discs wormhole allows adjacency
A ship must have a drive; a starbase cannot have a drive.
1. Action Phase 2. Combat Phase
Starting with the First Player and then going clockwise around the tabe, players pass or -Battle Resolution-
spend an Influence Disc to take an action. First to pass becomes the new First Player. On pass- 1. Determine initiative for all ships (the total of each ships chevrons; like
ing, flip the Summary Card, showing that only reactions (rather than actions) are possible. ships act as a unit). Higher is better and earlier arrivals win ties.
Colony Ships may be used at any time during your turn, even after passing. Once all players Attack
2. Ships with missiles roll once for missile fire, in initiative order.
Ships
pass move immediately to the Combat Phase. 3. Ships with cannons roll for these weapons, in initiative order. Repeat this
step until one side is no longer in the hex. This battle is over.
EXPLORE ICON: Put a hex next to where you have a disc or ship 4. After all battles the champion may make a cannon attack (no missiles!)
From a hex with an unpinned ship or a hex under your control choose an open wormhole. against an opponents population. In this case, hits from a single weapon
Draw a hex from the appropriate stack and place it to complete the wormhole or discard it. Attack may be spread among multiple targets. Casualties go to a players Grave-
Hexes may have a Discovery Tile and may have one or more Ancient Ships. Population
yard. The Neutron Bomb tech allows any surviving ship to automatically
If a hex has no opposing ships it may be claimed with an Influence Disc (this claims a present destroy all enemy population. Orbitals and monoliths cannot be attacked.
Discovery Tile). Heal Ships 5. Remove all damage from ships.
6. In order of arrival in the hex, draw Reputation Tiles according to the total
INFLUENCE ICON: Move an Influence Disc and refresh Colony Ships
Discs may be moved from the Influence Track or from a controlled hex (returning Population Claim Points
battle results (to a max of 5), keeping one. Place this in an open slot on the
Cubes). and Territory Reputation Track or replace an earlier Reputation Tile.
Discs may be moved to the Influence Track, to an uncontrolled hex with only your ships, or to 7. If you have a ship in a hex that has no population, you may claim it with an
a uncontrolled hex sans ships adjacent to a hex controlled by you or with your ships alone. Influence Disc. It is not necessary for this ship to have been engaged in combat.
Also, sometime during your action turn one Colony Ship face-up for each Colony Ship icon.
Any hex with multiple players ships/ starbases will have a battle, resolved in descending hex order. In
case of three or more factions, the last two to the hex fight, and the winner then battles the next-
RESEARCH ICON: Pay Science (pink*) to gain a new technology earliest occupant. Ancient Ships, the GCDS, or the hex controller are always considered the first
Pay the Science cost to move a tech from the main Supply Board to your Player Board.
arrivers. Ships at enemy planets may bombard the planets, but this does not earn Reputation Tiles.
Previously-researched techs offer a discount to new techs on the same track: the available slot
Each ship blueprint shows the number of dice to be rolled of each color. Rolling a 6 is a success. On a
shows the current discount, although each tech does have a minimum cost (printed on the
success yellow dice do one hit, orange do two, and red do four. After rolling, the attacker assignes
tile in pink after the slash).
each die is assigned a target. Hulls are armor, absorbing damage. Computers add to attackers roll,
A tech cannot be purchased more than once by a player, and if the corresponding track is
targets shields subtract from the rollbut a natural 6 always hits and a natural 1 always misses.
filled, more technology of that type cannot be purchased.
To retreat, on step 2 or 3 do not fire but instead move the retreating ships to a wormhole that leads to a
UPGRADE ICON: Discard any and add a Ship Part Tile to a blueprint neighboring hex controlled by the retreating player with no enemy ships present. These ships may
Remove as many Ship Part Tiles as desired from blueprints, returning them to the Supply continue to take hits, and on their next turn survivors will escape, even if the battle ends first. If the
Board. For each upgrade icon you may then take one new Ship Part Tilefor which you last ships retreat, that player earns no Reputation Tiles for the battle.
have the tech prerequisiteand place it on any blueprint. Ancient Ships or the GCDS assign damage first to kill the largest ship possible, by Ship Tile spaces. If
Upgrades rules: ship parts are cumulative; ships must have a drive, starbases must not have that cannot happen they will then damage the largest ship possible.
a drive; energy consumption cannot exceed energy production; and tiles cannot be placed In the event of two adversaries without the ability to harm the other, the aggressor is destroyed.
on other tiles.
BUILD ICON: Pay Materials (brown*) to build where you have a disc 3. Upkeep Phase 4. Cleanup Phase
For each icon you may build a ship, starbase, orbital, or monolith (the last three after tech ad- Money: Subtract the expenditures Draw new Tech Tiles for the number of
vances). Pay the Materials cost (in the brown circle) to place the object in a controlled hex. (shown on the Influence Track) from players, as shown on the Supply Board.
Excepting movement, starbases are treated like ships in every way. Orbitals house population income (from the Population Track) Move Influence Discs from Action and
(from the orange or pink tracks), and controlled monoliths grant 3 VP. Each hex can have and storage. If this number is nega- Reaction Tracks back to Influence Tracks.
only one orbital and one monolith. tive, your civilization is in bankrupcy. Turn Colony Ships and Summary Cards
Trade resources* and cede control of face-up.
MOVE ICON: Move a ship according to its drive speed hexes until bankrupcy is avoided.
For each arrow icon you may move a ship through a number of wormholes not exceeding the Empty Graveyards back to the corre-
Next, increase the storage barrels sponding Population Tracks.
drive number. A ship may be moved more than once.
Ship may move unless pinned; ships are pinned when your ships no longer outnumber enemy
to account for excess Money, as well as Advance the Round Marker by one. If
ships. The GCDS pins all ships. Science and Material production (from there are no more spaces, game ends; total
laboring Population Cubes). Victory Points to determine the winner.
*At any time multiples of one resource may be traded for one of another. The exchange rate is on the player board and varies by race. Terrans trade at 2:1, for example.

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