Anachrony: Exosuit Commander Pack

Albi Polska, Engames, Ghenos Games · Board game · 2017
1–4 · best 3 Solo 60–120 min Weight 3.7/5
9.2 rating Ludopedia
8.5 rating BGG
STEP BY STEP

1. Objective of the Game

In Anachrony: Pioneers of New Earth, each player controls a Path that seeks to expand its influence across the harsh Outback of New Earth. Players do this by upgrading their Exosuits, recruiting Workers, and undertaking risky Adventure missions. The game ends when an Endgame Condition card is drawn. The player(s) who have the highest total of Victory Points (VP) at that moment win. Victory points are earned through successful Adventures, permanent upgrades, and special Endgame Condition cards.

2. Preparation (Setup)

  1. Place the Main board and the Adventure board side by side.
  2. Shuffle the Adventure cards into two decks: the 5+ Power deck and the 10+ Power deck. Place each deck face down on the designated spot on the Adventure board.
  3. Place the Adventure die on its spot on the Adventure board.
  4. After all players have chosen a Path, give each player their corresponding Exosuit Upgrade board and place it next to their Player board.
  5. Draw five random Endgame Condition cards. Add the “Most Successful Adventures” card to the pool before drawing.
  6. Optionally, replace the hex‑shaped Exosuit markers with the detailed Exosuit miniatures for a more immersive feel.

3. Flow of the Game

The game proceeds in eras, each consisting of the following phases:

  1. Power Upgrade Phase – Players may power up their Exosuits or Guardians (if they have any) by placing Resources in the Power slots on their Upgrade board.
  2. Action Rounds – Players take turns performing Capital Actions (Construct, Recruit, Research, Trade with Nomads, Purify Water) and the special Adventure Action. Guardians can also take a Capital Action by paying 1 Water on their Guardian board.
  3. Clean‑Up Phase – Retrieve all Workers and Guardians from the board, freeing up hexes for the next era.

During the Adventure Action, players may also choose to draw from the 5+ or 10+ Power decks, pay the required Water cost, and attempt an Adventure card. The outcome of the Adventure determines whether the player gains rewards or suffers penalties.

4. Actions and How to Play

Power Upgrade

On your Exosuit Upgrade board, place a Resource in one of the Power slots. The Resource stays there and is considered spent. Each placed Resource permanently increases your Power value by the number shown on the slot.

  • For the Path of Salvation, this is a Free Action that costs 1 Water.
  • The Path of Dominance starts the game with a Power value of 2.

Sensor Upgrade

  1. Spend the indicated Resource or Water.
  2. Place one of your Breakthroughs on the Sensor slot (max 3 different shapes).
  3. Receive 2 Victory Points. (The Path of Harmony instead receives 2 Exosuit Power per Breakthrough.)

Adventure

  1. Count your current Exosuit Power (Upgrade board + other sources).
  2. Place a Path marker on the topmost free Power slot next to the Adventure space; its value is added to your total. If no slots are free, subtract 3.
  3. Choose a deck: pay 1 Water for the 5+ deck or 2 Water for the 10+ deck.
  4. Draw the top card plus one additional card for each Breakthrough on your Upgrade board. Choose one card to keep; return the rest to the bottom of the deck.
  5. Roll the Adventure die and add the result to your Power total.
  6. Compare your total Power to the card’s Power value. If equal or higher, resolve the Success side; otherwise resolve the Failure side. Successful cards stay next to your Player board.

All Adventure cards have a one‑time reward in the Success box; some grant permanent benefits or Free Actions that can be used once per Era.

Other Capital Actions

These actions are available on the Main board and follow the standard Anachrony rules (Construct, Recruit, Research, Trade with Nomads, Purify Water). Guardians can also perform a Capital Action by paying 1 Water on their Guardian board.

5. End of Game and Scoring

The game ends when an Endgame Condition card is drawn during the Action Rounds. The following scoring rules apply:

  • Each successful Adventure card grants the player the rewards listed in its Success box.
  • Permanent benefits from Adventure cards (marked purple) remain active for the rest of the game.
  • At the end of the game, the player(s) with the most successful Adventures receive an additional 3 VP.
  • Players also earn VP from other Endgame Condition cards drawn during setup (e.g., “Most Guardians” grants 3 VP to the player with the most enlisted Guardians).
  • Victory points are tallied from all sources; the highest total wins.

If a failure would require spending an asset the player does not have, they spend all they have of that asset and still receive any rewards listed after the missing asset.

6. Tips for Winning

  • Prioritize Power Upgrades early. A higher Power value increases your chances of succeeding on high‑Power Adventure cards, which often grant significant rewards.
  • Balance Breakthroughs and Sensor Upgrades. Breakthroughs not only boost Power but also grant permanent benefits and Free Actions, providing long‑term advantages.
  • Track the Adventure deck. Use the Adventure reference card to gauge the likelihood of drawing cards that match your current Power, and choose the deck (5+ or 10+) accordingly.
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