Game Objective
In the Classic Expansion Pack, players take control of different Paths to influence the fate of humanity. Through the Doomsday module, players conduct Experiments to either mitigate the damage of the incoming Impact to save Earth or seal the planet's fate to overcome rivals. Additionally, the Pioneers of New Earth module allows players to venture into the Outback using upgraded Exosuits to complete Adventures and recover lost relics. Finally, the Guardians of the Council module introduces powerful, worker-independent Guardians to assist in the struggle for survival.
Setup
Doomsday Module
- Place the Impact tile between the fifth and sixth Timeline Tile.
- Place one random face-up Level 1 Experiment card below the first Timeline tile, and one face-down Level 1 Experiment card below every other Timeline tile.
- Place the Doomsday board next to the Main board. Place the Trajectory dice in their slots and the Save Earth and Seal Fate tracker tokens on their starting positions.
- Shuffle Level 2 Experiment cards into a face-down stack next to the Doomsday board.
- Add the "Most Completed Experiments" card to the Endgame Condition card pool.
Pioneers of New Earth Module
- Place the Adventure board next to the Main board.
- Shuffle Adventure cards into two separate decks (5+ Power and 10+ Power) and place them on the Adventure board.
- Place the Adventure die on the Adventure board.
- Give each player their corresponding Exosuit Upgrade boards.
- Add the "Most Successful Adventures" card to the Endgame Condition card pool.
Guardians of the Council Module
- Place the Guardian board next to the Main board.
- Place a Guardian Exosuit marker (or miniature) on each of the 6 hex spots on the board.
- Add the "Most Guardians" card to the Endgame Condition card pool.
- In 2-player games, cover the right World Council hex space with a Hex Unavailable tile.
Game Flow
Preparation Phase Changes
When flipping the Superproject for the next Era's Timeline tile, also flip the face-down Level 1 Experiment card below it. Then, place a face-up Level 2 Experiment card from the stack below each Timeline tile that currently has no Experiment card.
Power Up Phase Changes
Players may choose to power up their Guardians instead of their regular Exosuits. The cost is the same as powering up a regular Exosuit. The maximum number of Exosuits powered up remains 6, but owning Guardians may allow the total number of Exosuits used in an Era to exceed 6 under certain circumstances (e.g., using the Uranium Cores Superproject).
Action Rounds Changes
Guardians operate differently: they do not require Workers and are always treated as if a Genius was placed in them. They can use Main board Action spaces or be placed on the specific hex space from which they were enlisted to take a Capital Action (Construct, Recruit, or Research) by paying 1 Water.
Clean Up Phase Changes
- Retrieve Workers: Retrieve Path markers from Free Action slots and Power slots next to the Adventure Action space.
- Retrieve Guardians: Retrieve Guardians from the Main board and from the Guardian board spaces marked with the player's Path marker.
- Check for Impact: Roll the two Trajectory dice and count the total (+) and (-) symbols from the dice and the current positions of the Save Earth and Seal Fate trackers.
- More (+): Move the Impact tile 1 space to the right (Impact occurs one Era later).
- More (-): Move the Impact tile 1 space to the left (Impact occurs one Era earlier), unless it would move behind the current Era tile.
- Equal: No movement.
- Special Case: If the Seal Fate tracker is on the bottommost spot, do not roll; place the Impact tile after the current Timeline tile and resolve the Impact immediately.
- Special Case: If the Save Earth tracker is on the topmost spot, the Impact is completely mitigated, and the game ends immediately.
Actions and How to Play
Experiment Action
Available to any Worker in a Hex Pool. A player may claim an Experiment card if it is in Focus, the condition is met, and the cost is paid.
- Remove the card and place it next to the Player board.
- Path of Harmony/Dominance: May move the Save Earth tracker one step up.
- Path of Salvation/Progress: May move the Seal Fate tracker one step down.
- Receive the VP indicated on the card, plus additional VPs based on the tracker's new position on the Doomsday track.
Adventure Action
Available to any Worker in a Hex Pool.
- Calculate total Exosuit Power (from Exosuit Upgrade board and other sources).
- Place a Path marker on the topmost free Power slot next to the Adventure space to add/subtract the value. If no slots are free, subtract 3 from total Power.
- Choose a deck: 5+ Power deck (costs 1 Water) or 10+ Power deck (costs 2 Water).
- Draw the top card plus additional cards equal to the number of Breakthroughs on the Exosuit Upgrade board. Choose one and return the rest.
- Roll the Adventure die and add the value to total Power.
- If total Power is equal to or higher than the card's value, resolve the Success box; otherwise, resolve the Failure box.
Power Upgrade Action
Place a Resource on a slot at the bottom of the Exosuit Upgrade board to permanently increase Power.
- Path of Dominance: Only an Engineer can take this action.
- Path of Harmony/Progress: Any Worker can take this action.
- Path of Salvation: This is a Free Action costing 1 Water.
Sensor Upgrade Action
Spend the indicated Resource or Water to place a Breakthrough on the Exosuit Upgrade board (max 1 of each of the 3 shapes).
- Reward: Receive 2 VPs. (The Path of Harmony instead receives 2 permanent Exosuit Power for each Breakthrough).
- Benefit: Draw one additional Adventure card per Breakthrough when taking the Adventure Action.
- Worker specifics: Only a Scientist for Harmony, Dominance, and Progress; any Worker for Salvation.
World Council Action (Enlisting Guardians)
After taking a Capital Action (if applicable), a player may enlist a Guardian by paying its cost (at least one Worker and other assets). Place a Path marker on an empty slot on the Guardian board and take the Guardian into the personal supply.
End Game and Scoring
The game ends when the Impact is resolved or when the Save Earth tracker reaches the topmost spot of the Doomsday track (in which case the Impact is never resolved and there is no Evacuation).
Additional Scoring:
- Most Completed Experiments: The player(s) with the most completed Experiments receive 3 VPs.
- Most Successful Adventures: The player(s) with the most successful Adventures receive 3 VPs.
- Most Guardians: The player(s) with the most enlisted Guardians (most Path markers on the Guardian board) receive 3 VPs.
Tips for Winning
- Optimize Power: Use the Sensor Upgrade to increase the number of Adventure cards you can draw, increasing your chances of picking a card that matches your Power value.
- Strategic Experiments: Use Experiments not just for VPs, but to manipulate the Impact tile's position on the Timeline to buy more time or force an early end.
- Guardian Utility: Enlist Guardians to perform Capital Actions without using Workers, effectively bypassing worker limitations.