Full manual text
2
Introduction
IntroductionIntroduction
Andromeda’s Edge: Escalation
There were warnings not to tamper with precursor technology, but for some,
the temptation was too great. Dark energy tore through the very fabric of space and time,
forming the Nethervoid. From this crack in space emerged the Void Drake, seeking to draw beings
from our dimension into one of eternal darkness. Across the galaxy, Unity commanders detected
an immense burst of tachyon radiation. Soon, their fleet would arrive to bring order to The Edge.
EscalationEscalation adds new dimensions to the gameplay of Andromeda’s Edge! Use the new ships to
introduce a 5th player or play solo against an AI opponent. A brand new event deck, factions, ship
upgrades, modules, moons, and tactics cards are ready to be discovered! This rulebook will first detail
the 5-player experience and new content, and then cover the solo mode, “The Struggle Against Unity.” “The Struggle Against Unity.”
Unity Conflict
Deck
18
Unity Upgrate
Tokens
5
Faction
Cards
3 Faction Ship
Upgrade Tiles
3
Neutral Ship
Upgrade Tiles
4
Player Aid
(not pictured)
1
Nethervoid
REGION Tile
1
Raider
Card
1
Raider
Standee
1
Probe
Card
1
Probe
Miniature
1
The Conn
Token
1
Fighter
(1 player/Unity color)
1
Science Vessel
(1 player/Unity color)
1
Heavy Cruiser
(1 player/Unity color)
1
VP Marker
(1 player/Unity color)
1
unity Player Aid
(not pictured)
1
ANCIENT
NEBULA Moons
6
Player Station
Mat
1
Unity Station
Mat
1
Transports
(1 player/Unity color)
6
Player Dice
(1 player/Unity color)
6
Track Markers
(1 player/Unity color)
5
Leaders
(1 player/Unity color)
9
Solo Replacement
Event Cards
6
Solo Replacement Development
Ability Cards
15
Modules
(4 types)
16
Unity Action
Cards
24
Unity Commanders
Cards
9
Event
Cards
10
Struggle Against Unity componentsExpansion components
Expansion Components
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3
Components
ComponentsComponents
Unity Conflict
Deck
18
Unity Upgrate
Tokens
5
Faction
Cards
3 Faction Ship
Upgrade Tiles
3
Neutral Ship
Upgrade Tiles
4
Player Aid
(not pictured)
1
Nethervoid
REGION Tile
1
Raider
Card
1
Raider
Standee
1
Probe
Card
1
Probe
Miniature
1
The Conn
Token
1
Fighter
(1 player/Unity color)
1
Science Vessel
(1 player/Unity color)
1
Heavy Cruiser
(1 player/Unity color)
1
VP Marker
(1 player/Unity color)
1
unity Player Aid
(not pictured)
1
ANCIENT
NEBULA Moons
6
Player Station
Mat
1
Unity Station
Mat
1
Transports
(1 player/Unity color)
6
Player Dice
(1 player/Unity color)
6
Track Markers
(1 player/Unity color)
5
Leaders
(1 player/Unity color)
9
Solo Replacement
Event Cards
6
Solo Replacement Development
Ability Cards
15
Modules
(4 types)
16
Unity Action
Cards
24
Unity Commanders
Cards
9
Event
Cards
10
Struggle Against Unity componentsExpansion components
The Struggle Against Unity solo Components
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45-Player Setup // New Factions // New Event Deck5-Player Setup // New Factions // New Event Deck
NEW FACTIONS ARRIVE AT
ANDROMEDA’S EDGE
As the battle for Andromeda rages on, new travelers seek the Edge!
The
Nebulon Cloudpeople, Darkstar Acolytes,Nebulon Cloudpeople, Darkstar Acolytes, and KrawlnKrawln are now
available to play. Will you skim the nebula for precious resources, command a ghostly presence and lurk among the Alliance Bases, or
infest the Edge planets with the power of your hivemind?
5-Player Setup
1 S When playing with 5 players, the
number of drawn planet tiles is 10 planets.
2 W
give all players time to maneuver as needed at the Edge.
Set the terminus marker to 60 or 70 points.
3 I
selection. Those factions are: Nebulon Cloudpeople, Darkstar Acolytes, and Krawln.
4 M
neutral ship upgrade tiles to the stacks formed in player setup.
5 E
new event deck, Shadows of the Void, and an associated C-Class raider, the Void Drake. In addition, this expansion adds relic scoring via new modules and ancient nebula
moons. For information and setup instructions on
each of these, see the sections that follow.
GAME AND PLAYER SETUP CHANGES FOR 5 PLAYERS
Follow the rules on page 4 of the Andromeda’s Edge main rulebook, with the following changes.
SHADOWS OF THE VOID
Shadows of the Void includes 10 event cards that feature
effects that depend on the proximity of player ships.
Shadows of the Void is recommended for experienced
players looking for new dynamic challenges.
Shadows of the Void was designed to be used with the
Nethervoid, and the Void Drake raider as a set. If choosing this
event deck, use the tile and raider as part of your game as well.
Setup
W
specific spot on the board depicting the . The other
regions will be placed before and after the Nethervoid.
U
to the regular starting raiders, the Void Drake begins in playin play.
Put it on the Nethervoid.
U
other special region tiles added to the game.
New Factions New Event Deck
Check out more about these factions in the
Andromeda’s Edge Appendix. Only players with ships within range of the Nethervoid
will be effected by a Shadows of the Void event.
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5 New Region // Ancient Moons & Relic ModulesNew Region // Ancient Moons & Relic Modules
Ancient Moons & Relic Modules
New Region
The Nethervoid Action
When you Launch to the Nethervoid, roll battle
dice for the ship you launched
(eg. 3 dice if you
Launch with your heavy cruiser)
, and choose
1 of the rolled dice as your result. You are not
required to choose the highest result. This is not a
battle. Do not follow the steps of battle, however, energyenergy
may be diverted to weapons for more dice, and cards and
effects that allow adjustments to battle dice or
targetingtargeting may be used.
RELIC ICON
Ancient Moons
Relic ModulesBuried among the remnants of the precursor civilization are ancient relics. According to legend, the relics hold a mystical power that is amplified by the presence of other relics.
Choose whether to use only the 6 ancient nebula moons
(pink
back)
or both the ancient nebula moons and the orphaned nebula
moons
(teal back) from the base game. If using both sets:
S
place 2 in each nebula.
A p
moons may claim only 1 of them.
All of the relic modules and 3 of the ancient nebula moons have a
relic icon on them. At the end of the game, each player scores
VP based on the number of relic icons they have on any modules and moons on their station.
Number of Relics
12345
VP 22 55 99 1414 2020
The Shadow Warp
ability of the Void Drake
sends ships to the Nethervoid
during a Raider Strike -
for better or worse!
Gain the benefit matching the
number on the chosen rolled die:
1
Gain Gain
3 energy3 energy
2
Draw 2 Draw 2
tactics cardstactics cards
3
Gain Gain
2 credits2 credits
4
Advance 1 space Advance 1 space
on any progress on any progress
tracktrack
5
Gain a ship Gain a ship
upgradeupgrade
6
Gain an available Gain an available
module of your module of your
choicechoice
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6
Solo Mode - Unity
Seeking a safe place to make a new home, your faction made a desperate journey to the Edge of
Andromeda. Unfortunately, you were tracked by a Unity probe. Now Unity is sending starships
to the Edge to expand their tyrannical empire, and you stand in their way. Unless you can
establish a strong enough presence, it will all belong to Unity, and your faction will be dissolved.
The Struggle Against Unity can be played as a solo game in which a single player plays against Unity, or Unity may
be added to a 2 or 3-player game using these rules. Unless otherwise stated, all rules for the base game apply when
playing with Unity. Differences from the base game rules are described below.
THE STRUGGLE AGAINST UNITY
Andromeda’s Edge: Solo Mode
Setup
For solo, set up the game as if for a 2-player game. When adding
Unity to a 2 or 3-player game, set up the game as if there were 1
additional player. Other differences to setup are described below.
UNITY STATION AND COMMANDER:
Unity uses a special space station mat for their fleet
and a commander card instead of a player faction
card. Unity commanders have
3 levels of difficulty3 levels of difficulty.
Each commander depicts starting progress track bonuses and
a Command Wheel for gaining bonuses throughout the game.
In addition, level 2 and 3 commanders have a unique special ability. Select 1 commander to use in the game and place it at
the
top of the Unity stationtop of the Unity station. Return the rest of the commander
cards to the game box.
UNITY SETUP:
Choose a player color for Unity and set up Unity’s player pieces as follows:
(The default player color for Unity is white, but any color
not being used by players may be used.)
T
indicated spaces of the Unity station.
P
manner, but do not do not put any Unity leaders in a random
nebula. Instead, put those leaders on the leaders area of Unity’s station.
Put Unity’s final remaining leader on
the first space of the Command Wheel.
This leader is no longer considered a leader.
For the entire game, this piece will be
considered the command markercommand marker, and is not
subject to any leader rules, effects,
or scoring.
P progress track markersprogress track markers on the bottom space of
each progress track, and then advance them according to the bonuses indicated on the commander card.
Corrupted Leaders:Corrupted Leaders: Choose an unused player color
and take 5 leaders of that color and put them on Unity’s leaders area of the Unity station. Unity may
use these leaders as if they were their own.
S (I, II, and III),
and place them on the appropriate spaces of the
Unity station. Turn the top card of each deck face up.
S
the Unity station.
S
beside the Unity station.
P
R
variants. The solo cards depict a Unity benefit
for building the development.
R
game with their solo variants (see Events, page 8).
Unity does not receive any tactics cards at the beginning of the
game, but Unity will collect tactics cards during the game.
If playing with destiny cards, Unity receives 2 cards. These are
kept secret from the players. At the end of the game, Unity scores
whichever destiny card results in the most points.
Solo Mode - UnitySolo Mode - Unity
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7
Turn Order and the Unity Conn
Multiplayer
When adding Unity to a 2 or 3-player game, determine
player order between the actual players in the usual manner.
Then give the last player the Conn. Unity will alwaysalways go after
the player with the Conn. Place victory point markers for each
player, including Unity, on the appropriate spaces of the
victory point track.
In a multiplayer game, Unity’s position in turn order will change
throughout the game. After an event is resolvedAfter an event is resolved, the player
holding the Conn passes it clockwise to the next player, and says, “You have the Conn.”
Choices:
Many of Unity’s choices are made following specific rules described here. However, when all else is equal, and Unity must make a choice, that choice is made by the player holding the Conn.
RESOURCES AND TACTICS CARDS:
Unity does not gain or use resources in the same manner as a player would. Unity does not gain any resources except tactics cards during the game, and maintains a “hand” of tactics cards.
Unity never plays tactics cardsUnity never plays tactics cards. Any time Unity would gain a
resource, discard the actual resource if necessary
(such as one
taken from another player)
, and instead, take the top card from
the tactics
card deck and put it in Unity’s hand face down. Unity
does not have a hand-size limit. Unity does not pay resource costs to perform actions. Whenever Unity must discard a resource or
give a player a resource, the resource is a random tactics card from
Unity’s hand.
MOONS:
When Unity gains a moon token, put it in Unity’s Moons &
Tokens area. When Unity gains a nebula moon as a result of
the Command Wheel, or by launching their science vessel,
they gain the leftmost nebula moon. If none remain,
they gain a moon from any planet.
SHIPS:
Unity begins with all of their ships, and they do not build ships.
UPGRADES:
When Unity would gain a ship upgrade, instead they gain a
Unity upgrade token. Draw and reveal the next Unity upgrade
token and put it face up beside the Unity station. Each upgrade
token provides a one-time bonus, or ongoing benefit.
DAMAGE AND REPAIR:
When a Unity ship becomes damaged, it is moved to the
Scrapyard. The Unity heavy cruiser has shields, so it can take
1 damage without being sent to the Scrapyard. If Unity must
damage a module, choose any undamaged module.
When Unity performs a repair action, it
always repairs a module. Which module
is repaired is not important. Only if all
modules are repaired will Unity repair
a damaged ship. If Unity performs a
repair action but has nothing to
repair, Unity gains 1 VP just
like a player would.
Solo
When playing a solo game, the human
player still takes the Conn to remind
them that Unity is always watching them.
The human player takes the first turn of the game, and play
continues as in a usual 2-player game. The human player’s
victory point marker is placed on the first space of the
victory point track, and Unity’s is placed on the second.
UNITY Differences
Unity will interfere with players’ plans by occupying regions,
battling ships, claiming moons, gaining modules, and building
developments. They will not do some of the things that players
do, and do some things differently.
Unity will always go after the player with the Conn.
Solo Mode - Unity // Unity DifferencesSolo Mode - Unity // Unity Differences
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8
MODULES:
Unity can gain modules, but does not activate them.
Whenever Unity gains a module, they gain the
cheapest module from the appropriate column.
If Unity would gain a module of unspecified type,
they choose the module of a type they have the fewest of.
Whenever Unity gains a module, they place it in the appropriate
module row of their station, and Unity advances 1 space of the
appropriate progress track. Place damage markers on it if needed.
LAUNCHING AND MOVING STARSHIPS:
Unity ships ignore some of the restrictions on
launching. Unlike a player’s ships, Unity ships
may always
Launch to an occupied spaceLaunch to an occupied space,
(like a fighter can with its Attack ability).
Unity ships may also Launch to regions that are already occupied by other Unity ships. No Unity ships
have VoyageVoyage. They cannotcannot Launch to nebulae, and
cannot move into nebulae.
The Unity science vessel has a special Launch
ability. On a Launch, Unity immediately gains 1
moon from the leftmost nebula region.
PROGRESS TRACKS:
Unity advances on progress tracks in the same manner as
a player would, triggering the indicated effects, with the
following differences: Science: When Unity reaches a
discovery token stack, randomly draw
2 tokens from the stack and put both
in Unity’s Moon & Token area.
Industry: Unity gains Unity upgrade
tokens instead of ship upgrades.
Supremacy: When Unity reaches a
supremacy token, take the token and
put it in Unity’s Moon & Token area.
Commerce: Unity gains victory points
based on the vault bonus at the end of the game, however, this is solely based
on the number of tactics cards they
have, up to a limit of 15 cards scored.
Civilization: When Unity reaches the
tactics card hand size increase, Unity draws 3 tactics cards instead.
Developments:
When an action or phase allows Unity to develop, the development is built on the leftmostleftmost undeveloped
planet that is occupied by a Unity transport, if any. Unity
mustmust have sufficient leaders to build the
development, but does not paydoes not pay any resource costs. They must
discard the appropriate number of leadersleaders to develop.
If no transports are present or Unity does not have the
sufficient number of leaders, Unity does not develop.
If a development is built, Unity gains the appropriate development
card, advances on the indicated track, and scores VP for leaders in
the developed region and each adjacent region, up to a maximum of
10 leaders scored.
After building the development, Unity immediately receives the
following 1-time benefit, and then the development card is turned
face down.
EVENTS:
Event effects may be resolved differently for Unity. The
following event cards have a modification if used in a
Unity game. Unity does not gain the special effect as
printed on the cards, instead Unity gains the following:
Galactic Dawn:
Welcome to the Fleet:Welcome to the Fleet: Unity gains an industry module instead.
Fragmented Relic:Fragmented Relic: Unity gains a commerce module instead.
Energy Surge:Energy Surge: Unity gains a science module instead.
Cosmic Twilight:
Welcome to the Fleet:Welcome to the Fleet: Unity will
rebuild the collapsed development
on their next development action.
Energy Surge:Energy Surge: Unity ignores this.
Shadows of the Void:
Rising from the Shadows:Rising from the Shadows:
Unity gains any module instead.
Observatory: Unity gains 2 random discovery
tokens from the observatory discovery stack.
Factory: Unity performs 2 repair actions
Obelisk: Unity performs 2 repair actions
Spaceport: Unity gains any available module
City: Unity gains any available module
Unity DifferencesUnity Differences
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9
UNITY TURN SEQUENCE
Unity’s turn always occurs after the turn of the player who holds the Conn.
UNITY PROBE:
Each time you Launch a ship to a planet or Alliance Base
(but not a
nebula)
, move the Unity probe to the active region. The Unity probe does not
move on Unity’s turn or during a turn when you Return to Station.
Unity LAUNCH
Roll d6: The result determines which Unity
action card and which of the 3 sections of Unity’s
Launch Bay will be used this turn. If no ships
remain in the rolled section, Unity does not
Launch and instead Returns to Station.
Launch Ship: Take the next lettered ship from
the correct section of Unity’s Launch Bay, and
Launch it to the region indicated on the action
card. Some cards specifically name or describe a
region, and others indicate a Launch to a region
relative to the position of the Unity probe.
If there is no permissible region in the indicated
location, or no region matching the description,
instead Launch the Unity ship to the region
containing the Unity probe.
STEP11
STEP22 Resolve Region Action: Unity resolves the action
for the region in the following manner:
Planet, claim moon: If Unity launches to a planet,
take the next moon token available in that region and move it to Unity’s Moon & Token area. If no moons
remain, Unity gains a tactics card instead.
Alliance Base, No region action: Unity does not
perform the action depicted on the Alliance Base, instead, advance the command marker clockwise to
the next space on the Command Wheel. Unity gains
each indicated bonus
(es) in the space.
STEP33
UNITY LAUNCHUNITY LAUNCH
Resolve Action Resolve Action33
Roll D6 Roll D611
Recruit Recruit44
Launch Ship Launch Ship22
Discard Discard88
Battle Battle77
Raider Strike Raider Strike66
Special Action Special Action55
The Unity probe follows you
across the Edge!
Unity commander marker
(any leader piece)
1
2
3
Unity rolls a die, determines section
Launch next lettered ship
Resolve region action
1
2
3
This action card
resolves an
Alliance Base,
the Odessa Field
Unity Turn SequenceUnity Turn Sequence
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10
EXAMPLE
Unity will look to build a
development on the leftmost
undeveloped planet. In the case, Unity
would develop, using their transport,
building a city on the ice planet.
Recruit Leaders and Collect Free Resources:
Move any Unity leaders in regions occupied by
Unity ships to the Unity station. If there is a bonus
resource in any region occupied by a Unity ship,
return the bonus resource to the supply, and
Unity gains a tactics card instead.
Special Actions: Follow any special icons
depicted on the top left of the Unity card.
Develop: Unity builds a development,
if possible.
Event: Advance the event marker on
the event board.
Repair: Unity performs 1 repair.
STEP44
STEP55
Unity RETURN TO STATION
Develop: Unity builds a development, if possible.STEP11
UNITY ReturnUNITY Return
Scrapyard Scrapyard33
Develop Develop11
Return Return44
Command Command22
Raider Strike: Check for a raider in range.
Battle: If any opponents are in the active region,
a battle occurs.
Discard: Take the used Unity action card and
put it into a discard pile, and reveal a replacement from the top of the deck. If a deck runs out,
reshuffle the cards to make a new one.
STEP66
STEP77
STEP88
Command: For each ship Unity has remaining
on regions of Andromeda, and each ship
they have in the Repair Barge, advance the
command marker 1 space clockwise on the
Command Wheel. For each advancement, Unity
gains the indicated bonus
(es). If a Unity ship is
repaired and moved to the Repair Barge during
this phase, advance the command marker one
more time for the newly repaired ship.
STEP22
Scrapyard: For each Unity ship in the
Scrapyard, but not in the Repair Barge,
Unity gains 2VP.
Return: Return Unity ships to the
appropriate sections of the Unity
Launch Bay. As you do so, rearrange the
transports so they are on the lowest
numbered transport spaces. Remove
damage from Unity’s heavy cruiser, if any.
STEP33
STEP44
EXAMPLE
Unity has 2 transports, 1 on the boardboard and 1 in
the Repair BargeRepair Barge giving Unity 2 advancements of
their command marker. Unity gains 1 civilization
module, then gains 1 industry module and
performs 1 repair.
Unity Turn SequenceUnity Turn Sequence
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11
UNITY DIFFERENCES IN BATTLE
Escalation: All Unity ships within range
will join battles except for transports on
undeveloped planets. Transports on undeveloped
planets will not move. Note that Unity’s heavy
cruiser has infinite range, so it will join every
battle from anywhere in Andromeda.
Diplomacy: Unity uses a special deck of
Unity conflict cards. These cards are not
tactics cards and are never mixed with
Unity’s collection of tactics cards. When
it is Unity’s turn to play a card during
Diplomacy, draw and resolve a card from
Unity’s conflict deck.
STEP11
STEP22
Unity in Battle
Unity’s Final Turn
Unity In battleUnity In battle
Escalation Escalation
Roll Dice Roll Dice
Diplomacy Diplomacy
Outcome Outcome
Battle Preparations Battle Preparations
Damage Ships Damage Ships
33
66
11
44
22
55
On their final turn, Unity will always Return to Station, unless all of their ships
are in the Unity Launch Bay, in which case they will take a Launch turn.
No Tactical Operations:
During Outcome, Unity does not gain a bonus from
Tactical Operations when
they lose a battle.
Unity’s heavy cruiser will go
to any lengths to destroy
your forces!
Unity Turn SequenceUnity Turn Sequence
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Unity SCORING
SAME AS PLAYER IF INCLUDED IN THIS GAME ONLY FOR UNITY
At the end of the game, Unity scores VP for the following:
TRACKS: positions on each of the 5 progress tracks.
DEVELOPMENTS: score based on track progress: I, II, or III
QUASARS/VORTEXES: score bonus points for adjacent
developments.
DAMAGE: -2 VP per damaged module.
MOON TOKENS: 2 VP each
DISCOVERY AND SUPREMACY TOKENS: 3 VP each
VAULT: Unity gains 0, 1, or 2 VP for each tactics card
up to 15 cards, as determined by their position on
the Commerce track.
RELICS: score 2/5/9/14/20 VP for 1/2/3/4/5 relics
LEADERS: on Station. 1 VP per leader.
DESTINY: scores the better of the 2 starting destiny cards.
Once totals have been determined, if you have a higher score than
Unity, you assert control of the Edge, and drive out Unity. If your
score is lower, it means that Unity now controls the Edge. You are
thanked for your developmental assistance, but your services are
no longer required.
relic (game end scoring) Launch Unity ship here
Nethervoid Unity Launch to leftmost undeveloped planet
Unity nebula moon
location of probe
null (used as a moon input)
spend nothing to gain output
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