Full manual text

2
credits
Game design
Touko Tahkokallio
Development, graphic design and rule book
Sampo Sikiö >>> samposdesign.com
Game box cover and species illustrations
Ossi Hiekkala >>> archipictor.com
Publisher
© Lautapelit.fi 2011 >>> lautapelit.fi
Game rules and hexes use elements of images created
by ESA/Hubble and released with their kind permission.
eclipse typeface is based on Franchise by Derek Weathersbee.v2
Extra Special Thank You for your help
Antti Autio, Petri Savola, Atte Moilanen, Stefan Engblom
Thank You for playtests and advice
Antti Mentula, Jouni Heinänen, Olli-Pekka Vaija, Eero
Puurunen, Sally Londesborough, Otto Kataja, Tiina Merikoski, Albert Kaikkonen, Matleena Muhonen, Iina Valkeisenmäki, Teemu Salohalme, Susanna Louhesto, Johanna
Louhesto, Mikko Karvonen, Reko Nokkanen, Ilari Tahkokallio, Anttoni Huhtala, Arto Klami, Veli-Matti Jaakkola,
Tuomas Lehto, Jani Koistiola, Juha Linnanen, Antti Koskinen, Antti Tahvanainen, Mika Lemström, Jussi Kurki, Ossi
Lehtinen, Paul Laane, Aarne Ekström, Ilkka Salminen,
Valtteri Arvaja, Tero Särkijärvi, Atte Tamminen, Mikko
Saari, Ville Saari, Hannu Sinisalo, Sonja Tolvanen, Kalle
Malmioja, Aleksi Siirtola, Matias Viitasalo, Atro Kajaste,
Antti Muhonen, Timo Ollikainen, Kimmo Leivo, Aleksi Ahtiainen, Oskari Westerholm, Juuso Mattila, Heikki Hyhkö,
Olli Sandberg, Michael Xuereb, Chris Rudram, Deryk Sinotte, Gregor MacDougall, Dustin Boggs, Tony Vickery,
Josh Aitken, Juuso Takalainen, Bjarne Boström, Antti,
Stefan Wahoff, Sören Paukstadt, Ronny Vorbrodt, Alexis
D, Paul Grogan, Filip Murmak and everyone else who
played the game in conventions and game clubs. Also a
big Thank You to everyone on the BoardGameGeek for
your interest and support!
new dawn for the galaxy
The galaxy has been a peaceful place for many
years. After the ruthless Terran–Hegemony War
(30.027–33.364), much effort has been employed
by all major spacefaring species to prevent the
terrifying events from repeating themselves. The
Galactic Council was formed to enforce precious
peace and it has taken many courageous efforts
to prevent the escalation of malicious acts.
Nevertheless, tension and discord are growing
among the seven major species and in the Council itself. Old alliances are shattering and hasty
diplomatic treaties are made in secrecy. A confrontation of the superpowers seems inevitable –
only the outcome of the galactic conflict remains
to be seen. Which faction will emerge victorious
and lead the galaxy under its rule?
The shadows of the great civilizations are about
to eclipse the galaxy. Lead your people to victory!

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game components
player materials In 6 player colors (blue, red, green, yellow, black, white), one color for each player: 14 plastic spaceship miniatures (8 Interceptors, 4 Cruisers, 2 Dreadnoughts), 4 Starbase Tiles, 33 Population Cubes, 16 Influence Discs, 3 Ambassador Tiles
hexes 37 Sector hexes: 8 Inner hexes (numbered 101–108), 11 Middle hexes (#201–211), 18 Outer hexes (#301–318); 1 Galactic Center hex (#001), 6 Starting Sector hexes (#221–232)
boards 6 Player Boards (two-sided), 1 Supply Board
tiles 96 Technology Tiles (24 different), 154 Ship Part Tiles (17 different), 21 Discovery Tiles, 22 Colony Ship Tiles, 21 Ancient Ship Tiles, 1 Galactic Center Defense System Tile, 32 Reputation Tiles, 22 Orbital / Monolith Tiles, 2 Crowded Hex Tiles, 6 Summary Cards, 1 Traitor Card, 4 Info Cards
miscellaneous 18 6-sided dice (8 yellow, 6 orange, 4 red), 18 Storage marker octagons (6 each in orange, pink and brown), 12 purple Damage Cubes, 1 Starting Player Marker, 1 Round Marker, 2 cloth bags (for Technology Tiles and Reputation Tiles)
The punch sheets also contain some blank tiles (4 Ambassadors, 1 Technology, 1 Discovery, 1 Reputation and 9 round ones). These are not needed in the game.

interceptor
cruiser
dreadnought
starbase
population cube
ambassador tile
influence disc
sector hex
galactic center hex
starting sector hex
Player Board
Supply Board
technology tile
Ship part tile
discovery tile
colony Ship tile
ancient Ship tile
gcds tile
reputation tile
orbital / monolith tile
crowded hex tile
summary card
info card
traitor card
dice
storage marker
damage cube
round marker
start player marker

x8 in six player colors
x4
x2
x37
x1
x6
x6
x96
x154
x21
x22
x21
x1
x32
x22
x2
x6
x4
x1
x1
x4
x33
x16
x3
x8
x6
x4
x6
x6
x6
x12
x1
x1

idea of the game
A game of Eclipse places you in control of a vast interstellar civilization, competing for success with its rivals.
On each game round you expand your civilization by exploring and colonizing new areas, researching technologies and building spaceships to wage war with. The game ends after 9 rounds, and the player with most Victory Points wins. Victory Points are gained from controlling galactic sectors, fighting battles, forming diplomatic relations, researching technologies, making discoveries and controlling Monoliths.
There are many potential paths to victory, so you need to plan your strategy according to the strengths and weaknesses of your species while paying attention to the other civilizations' endeavors!

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[1] Ship Part Tiles [2] Round Marker [3] Supply Board [4] Research track [5] Discovery Tiles
[6] Ancient Ship Tiles [7] Orbital and Monolith Tiles [8] Damage Cubes [9] Traitor Card
[10] Galactic Center hex [11] Galactic Center Defense System Tile [12] Sector hex stacks
[13] Player Board [14] Player starting hex [15] Ships [16] Ambassador Tiles [17] Influence Discs
[18] Population Cubes [19] Colony Ships [20] Summary Card [21] Storage Markers [22] Storage Track
[23] Technology Track [24] Reputation Track [25] Interceptor
preparations
blue player’s play area

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5
game setup
Set the Ship Part Tiles [1] and the Round Marker [2] on the Supply Board [3]. Put the Technology Tiles in the bag and shuffle them. Draw random Technology Tiles (according to the number of players) from the bag and set them on their spots [4] on the Research Tracks. Set similar tiles on top of each other. Put the Reputation Tiles in another bag and shuffle them. Shuffle the Discovery Tiles [5] and set them face down on their spot on the Supply Board. Set the Ancient Ship Tiles [6], Orbital and Monolith [7] Tiles, Damage Cubes [8] and the Traitor Card [9] likewise on the Supply Board.

Set the Galactic Center [10] hex in the middle of the table. Place a Discovery Tile face down on the Galactic Center hex and the Galactic Center Defense System Tile [11] on top of it. Place the Sector hex tiles face down in three stacks, Inner (I), Middle (II) and Outer (III) sector hexes (according to the number of players) in separate stacks [12]. Give the Starting Player Marker to the player who has spent the least time on planet Terra, in the Sol system.

Beginning from the starting player and moving clockwise, each player chooses a starting hex and the accompanying Player Board [13]. He then places his Starting Sector hex [14] in one of the six starting spots in the Middle sector area (two hexes away from the Center hex; the illustration on left shows a three player setup). Place your hex in the starting spot closest to you. Put the rest of the starting hexes and boards back in the box – they are not used in the game.

Each player takes the following and puts them next to his board:
* all Ships, Ambassador Tiles, discs and cubes [15, 16, 17, 18] of one color
* 3 Colony Ship Tiles [19]
* a Summary Card, Action Phase overview side up [20]

Each player places on his Player Board:
* one Influence Disc on each circle of the Influence Track [17]
* one Population Cube on each square of the three Population Tracks (Money, Science and Materials) [18]; the rightmost square on each track (marked with a lighter background) is left empty.
* one Storage marker of each color [21] on his Storage Track [22]: Money marker at "2", Science marker at "3" and Materials at "3"

Each player then moves onto his starting hex:
* one Interceptor Ship miniature [25]
* one Population Cube on each of the Population Squares (not on the Advanced squares, marked with a star), taken from the corresponding Population Track [26]
* one Influence Disc on the Influence circle, taken from his Influence Track [27]

alien species
These rules apply for the Terran species and are written from their point of view. It is recommended that you play your first game using just them, and add the alien species in the next game. They mostly follow the same rules, but each has some slight differences, such as different starting Resources, number of Ships you may move with the Move action, etc. Please refer to pages 26–27 for the differences of each species.

If you decide to play with the alien species, players choose the species they play with. Beginning with the player on the right side of the starting player and moving counterclockwise, each player chooses a species and places the starting hex. Note that if you choose Terrans, you also effectively choose one alien species out of the game.

tech Tiles
2 players: 12
3 players: 14
4 players: 16
5 players: 18
6 players: 20

outer sectors
2 players: 5
3 players: 10
4 players: 14
5 players: 16
6 players: 18

preparations
starting layouTS
2 players
3 players
4 players
5 players
6 players

10
11
extra discs?
Note that you have three extra discs that are only used if you Research the Advanced Robotics or Quantum Grid Technologies.

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6
game concepts
Population Cubes Sua civilização
é representada pelos
pequenos Cubos de População de madeira na
cor do seu jogador. Quando sua civilização
se expande para um novo setor, ele pode
ser colonizado movendo os Cubos de População
do seu Tabuleiro de Jogador para
os quadrados no hexágono do setor. Quanto
mais cubos você mover para os hexágonos, mais Recursos
(Dinheiro, Ciência, Materiais) você produzirá. O quadrado
mais à esquerda visível em cada Trilha de População mostra quantas unidades você produzirá em cada rodada (na imagem acima, 12 Dinheiro, 21 Ciência, 15 Materiais).
Recursos Seus hexágonos produzem três tipos de Recursos: Dinheiro, Ciência e Materiais. Dinheiro é necessário para usar Influência: controlar
hexágonos e realizar ações exige que você pague Dinheiro no final da rodada.
Ciência é necessária para Pesquisa: pesquisar novas
Tecnologias exige que você pague Ciência.
Materiais são necessários para Construção: construir novas
Naves e Estruturas exige que você pague Materiais.
A quantidade de cada Recurso que você possui é marcada com um Marcador de Armazenamento na Trilha de Armazenamento. O tamanho do Armazenamento é ilimitado.
Discos de Influência A influência da sua civilização
é representada pelos Discos de Influência de madeira na cor do seu jogador. Discos de Influência são usados para marcar os hexágonos que sua civilização controla. Além disso,
realizar uma ação exige que você mova um Disco de Influência para o espaço de ação correspondente. O círculo mais à esquerda visível na Trilha de Influência mostra quanto Dinheiro você tem que pagar no final da rodada para manter sua civilização funcionando (na imagem acima,
2 Dinheiro). Assim, quanto mais
hexágonos você controla e mais ações você realiza, mais Dinheiro você precisa pagar.
Limitações de Componentes Há uma quantidade limitada de Naves,
Cubos de População, Discos de Influência, Peças de Tecnologia, Peças de Descoberta, Peças de Reputação e Peças de Embaixador. Se acabarem, acabaram. Peças de Componentes de Nave, Peças Orbitais/Monolito e Cubos de Dano são ilimitados, então no caso improvável de acabarem, use um substituto.
Tecnologia Pesquisar Tecnologias dá
vantagens à sua civilização. Algumas Tecnologias são necessárias para atualizar certas partes de suas Naves ou construir novas Naves e Estruturas, enquanto outras tornam sua civilização mais eficiente (por exemplo, aumentando sua produção ou dando mais Discos de Influência). As Tecnologias são divididas em três categorias: Militar, Grade e
Nano Tecnologias. Pesquisar uma Tecnologia em uma categoria
dá um desconto em pesquisas futuras dessa categoria. Tecnologias pesquisadas são colocadas no seu Tabuleiro de Jogador.
Naves Naves são usadas para lutar
contra outros jogadores e os Antigos não-jogadores, bem como para exploração ocasional. Existem quatro tipos de Naves:
• Interceptores; 8 disponíveis
para cada jogador
• Cruzadores; 4 disponíveis
• Dreadnoughts; 2 disponíveis
• Estações Estelares; 4 disponíveis
Naves maiores custam mais para construir, mas têm mais espaço para Componentes de Nave. Estações Estelares são imóveis.
Componentes de Nave Cada tipo de Nave tem sua
própria planta no seu Tabuleiro de Jogador. Os jogadores podem personalizar suas Naves durante o jogo: os Componentes de Nave (pré-impressos ou obtidos com a ação de Melhoria) na planta dão à Nave suas habilidades. Existem vários tipos diferentes de componentes:
• Canhões são usados em cada rodada de combate para atacar Naves inimigas.
Diferentes Canhões causam diferentes
quantidades de dano: cada estrela
é um ponto de dano.
• Mísseis são como Canhões, mas usados
apenas no início do combate.
• Casco absorve dano. A capacidade do Casco
de absorver dano é marcada com estrelas: cada símbolo de Casco
absorve um ponto de dano.
• Computadores fazem as armas acertarem
mais facilmente, e também dão mais Iniciativa.
• Escudos tornam sua Nave mais difícil
de acertar.
• Propulsores fazem as Naves se moverem mais
com um movimento, e também dão mais Iniciativa às Naves.
• Fontes de Energia produzem Energia para
outros Componentes de Nave.
Algumas plantas de Nave têm Componentes de Nave extras fora da grade de Componentes de Nave. Estes funcionam exatamente como os outros Componentes de Nave, exceto que não podem ser substituídos.
militar
grade
nano
interceptor
cruzador
Dreadnought estação estelar
nome
EXTRA
FONTE DE ENERGIA
bônus de iniciativa
requer uma tecnologia
consumo de energia
game concepts

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7
Structures
Structures are colossal objects built on your controlled hexes. Orbitals provide your population a place to live in: each Orbital can hold a single Population Cube. Monoliths give you points at the end of the game. Structures are permanent objects which stay on the hex until the end of the game.

Discovery Tiles
Some hexes contain a Discovery Tile which is awarded to you when you first take control of the hex by placing an Influence Disc there. Each Discovery tile is double sided: the face side has a benefit (extra Resources, new Technologies, Ancient Ship Parts..) and the back side has a 2 Victory Point value. When receiving a tile, you must immediately decide which side you use. The Discovery Tile benefits are:

3x +8 Money, 3x +5 Science, 3x +6 Materials: move your Storage marker and discard the tile.
3x Ancient Technology: you may take the cheapest Technology Tile you don't already have from the Supply Board and place it on your Player Board for free. Discard the Discovery Tile.
3x Ancient Cruiser: place one of your unused Cruisers in the hex and discard the tile.
6x Ancient Ship Part: you may place this part in any of your Ships (returning an existing part if needed); you may also keep the part next to your board and place it later with the Upgrade action; if you later want to replace an Ancient Ship Part, it is discarded.

Discovery Tiles kept as Victory Points are placed next to your Player Board back side up until the end of the game.

Reputation Tiles
You receive Reputation Tiles from combat. They are worth Victory Points at the end of the game.

Ambassador Tiles
You can use your Ambassadors to form Diplomatic relations with other players. They increase your production and are worth Victory Points at the end of the game.

Trade
At any time, you may convert 2 units of one Resource (Money, Science or Materials) to 1 unit of any other.

Crowded Hex Tile
In the occasion you cannot fit all Ship miniatures in a hex, you may place them somewhere else on the table and mark the hex with a Crowded Hex Tile.

Wormholes
Due to the galactic distances, star ships in Eclipse may move only using the wormhole network. Also, exploring the galaxy is possible only through a wormhole.

Hexes
The game board is built from hexagonal tiles ("hexes") during the game. Each hex represents a sector of star systems and may contain a number of colored Population Squares which represent star clusters with worlds producing Resources.

Each sector (Inner, Middle and Outer) has its own hex stack. In the beginning of the game, only the Center hex and players' start sectors are placed on the table. The rest are placed during the game. The Inner and Middle sectors are laid out in concentric circles around the Center hex. Outer sectors may branch freely outwards.

Inner sectors are numbered 101–108, Middle sectors 201–211, Outer sectors 301–318, Starting sectors 221–232 and the Galactic Center is 001.

Contents of a hex
[1] Influence circle
[2] Victory Point value
[3] Wormhole
[4] Artifact
[5] Population Square / Money
[6] Population Square / Advanced Money
[7] Population Square / Science
[8] Population Square / Advanced Science
[9] Population Square / Materials
[10] Hex number

Game board layout example at game end
ORBITAL MONOLITH
i Inner sectors
center
ii Middle sectors
iii Outer sectors
ii Start sectors
1
9
4
10
3
3
3
3
6
5
8
7
2
Tile back
Game concepts 2 1

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8
action phase
Starting from the player with the Starting Player Marker
and moving clockwise, each player may take one action or
pass. This continues around until all players have passed.
The first player to pass gets the Starting Player Marker for
the next round. When taking an action, move the rightmost
Influence Disc from your Influence Track to your Action
Track. You may choose an Action you have already taken.
The more actions you take, the more Upkeep you have to
pay at the end of the round, so remember to pass in time!
The possible actions are:
explore
influence
research
upgrade
build
move
reaction (upgrade, build or move)
Players who have passed may not take any other actions
than Reactions, which are weaker versions of Build, Up-
grade and Move actions (see Reactions on page 14). When
passing, flip your Summary Card so that the dark, game
round overview side is face up. This will help other players
to see who have already passed.
end of action phase After every player's Summary Card has
been flipped dark side up, the Action phase ends immedi-
ately. No more Reactions may be taken.
game round
The game round consists of these four phases:
action phase
Players take actions clockwise,
one action at a time
combat phase
Battles are resolved and
sectors conquered
upkeep phase
Civilization Upkeep costs are paid and
Resources produced
cleanup phase
Players move Influence Discs from the
action spaces back to their Influence Track
and new Technology Tiles are drawn
example! There is an example of a
full Action Phase on pages 16–17.
colony Ships At any time during your action,
you may activate one or more of your face up Colony Ships. For each activated Colony Ship, you may place one Population Cube to an empty Population Square in any hex where you have an Influence Disc. Each Popula-
tion Cube you place must come from the Population Track that corresponds to the color of the Population Square on the hex. Activated Colony Ships are flipped face down. Us-
ing Colony Ships is the only way to move Population Cubes
to the hexes and increase your production! In the example on the right, Blue activates two Colony Ships and flips them
face down. He moves two Population Cubes to the hex.
gray squares The gray planets rep-
resent worlds that are suitable for any production. The gray Population Squares may receive a Population Cube from any of the three Population Tracks. If you remove a cube from a gray Population Square, you may place it to any Population Track (ie. you don't have to remember which track it came from).
advanced squares Planets with a star
symbol represent harsher worlds that are difficult to colonize. You may only place cubes in the squares marked with a star if you have researched the related Advanced Technology.
orbitals Orbitals are artificial living envi-
ronments that players may build. An Or-
bital may only receive a Population Cube from the
Money or Science track.
action phase

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9
explore
A ação de explorar permite que sua civilização explore as regiões inexploradas da galáxia.
Choose one of the unexplored spaces next to a hex where you have a Ship or an Influence Disc and turn a hex tile from the corresponding stack (I, II or III) in it. If you Explore from a hex with only a Ship, it must not be "pinned" (see Move on page 14).
Show the hex tile and choose to either place or discard it. If you discard the tile, your turn ends immediately. Discards are placed face up. If you decide to place the tile, the following restrictions apply:
• the hex can be placed only to the spot that you explored
• the hex must be oriented so that at least one of the Wormholes on the hex connects with a Wormhole on one of the hexes where you have a disc or a Ship
In the diagram on the left, hexes marked with A and B would be legal placements.
Hexes in Inner and Middle sectors are laid in circles around the central hex; hexes in Outer sectors may branch outwards (see layout example on page 7).
If the hex contains a Discovery symbol, put a Discovery Tile on it face down.
If the hex contains Ancient symbols, put that many Ancient Ship tiles on it, on top of the Discovery Tile.
After placing the hex, you may take control of the hex by placing an Influence Disc from your Influence Track on the hex. If the hex contains a Discovery Tile, you may take it when placing the Influence Disc. All Discovery Tiles are double sided: the tile back has a 2 VP value, and the face side has a bonus (see page 7). Show the face side of the Discovery, and immediately decide which side to use. Tiles that are used as Victory Points are placed next to your Player Board with the side showing the Victory Point value face up.
Important! Ancient Ships must be destroyed (see Combat Phase, page 18) before the Influence Disc may be placed and the Discovery Tile taken. If there are Ships of several players competing for the same hex, the player who eventually gets to place the disc receives the tile.
The Center hex contains the Galactic Center Defense System, which must be destroyed (see Combat Phase, page 18) before an Influence Disc may be placed.
After placing the Influence Disc, you may activate your Colony Ships to place Population Cubes on the Population Squares on the hex.
If the hexes in a stack run out, shuffle the discarded hexes of that stack as a new stack. If there are no more hexes, the Explore action has no use.
important! Remember that you may use your Colony Ships at any time during your turn.
Wormhole Generator
If you have the Wormhole Generator Technology, you may place the hex so that there is only a half Wormhole connecting the placed hex and the hex you Explored from. In the diagram above, when using the Wormhole Generator, placements A, B, C and D would be legal, but E would not.
ancient symbol
ancient Ship
discovery symbol
discovery
tile back
c
A
d
E
b
action phase

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10
Influence
By selecting the Influence action, you may move up to two Influence Discs. These moves may be:
• from your Influence Track, or
• from a hex where you have an Influence Disc

• to a hex that does not contain an Influence Disc or an enemy Ship and is adjacent to a hex where you have a disc or a Ship, or
• to a hex where only you have a Ship, or
• back to your Influence Track.
The hex Influenced has to have a Wormhole connection to the hex where you have a disc or a Ship. In the example on the right, you could Influence hexes A, B and G.
After placing an Influence Disc, you may activate your Colony Ships to place Population Cubes on the Population Squares on the hex.
During the Influence action, you may turn two of your used Colony Ships face up, even if you choose to move no Influence Discs.
removing a disc from a hex If you remove an Influence Disc from a hex, you must also return all cubes from the hex to their respective Population Tracks on your board. If a cube is returned from a gray (wild) square, you may choose which Track it goes to. Similarly, if a cube is returned from an Orbital, you may return it to either the Money or Science Track.
important! Remember that you may use your Colony Ships at any time during your turn. ∑n∏
Wormhole Generator
If you have the Wormhole Generator Technology, you may Influence through a hex edge that has a Wormhole on just one side.
In the example below, Blue could Influence hexes A, B, C, D and G, but not E or F.
c
A
d
E
f
G
b
action phase
influence action lets your civilization conquer vacant hexes or withdraw from hexes.

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11
diplomacy
Players can form Diplomatic relations when their hexes
connect. Diplomacy rules are not used in the two and three
player games.
diplomatic relations If one of the hexes where you have
an Influence Disc gets connected through a Wormhole to
a hex where another player has a Disc, you and the other
player may agree on forming Diplomatic relations with each
other. Diplomatic relations can be formed at any time on any
of your turns. The connection may happen either by Explore
or Influence actions, or at the end of the Combat Phase (see
page 21). There must be a full Wormhole connection, so you
cannot use the Wormhole Generator Technology to connect
through a half Wormhole. You
may not form Diplomatic relations if
your Ship is in a hex with an oppos
ing player's Ship or Influence Disc, or
vice versa.
If you both agree, give the other
player one of your Ambassador
Tiles and place one of your Popula
tion Cubes on top of it. The cube may
come from any of the three Population tracks.
The Tile is placed on one of the free spaces
on the other player’s Reputation Track. The
other player also gives you an Ambassador
Tile and a Population Cube. Place them on
an empty space on your Reputation Track.
Ambassador Tiles on your Reputation Track
are worth 1 Victory Point at the end of the
game. Note that your Reputation Track also
holds your Reputation Tiles (see Combat on
page 18). If the board is full when taking an
Ambassador Tile, you may discard Reputa
tion Tiles, returning them to the Reputation
Tile bag.
You may not have more than one Ambassador Tile from
each player. You may rearrange the tiles on your Reputation
Track at any time, but you may not discard Ambassador
Tiles. Note that the Terrans have one space on the track
that may only hold an Ambassador Tile.
breaking diplomatic relations Your Diplomatic relations
stay in effect until the end of the game, unless you attack
one of the players you have Diplomatic relations with, or
they attack you. Moving your Ships to a hex where the oth-
er player has a disc or a Ship is also considered an attack.
Both players then return the Ambassador Tiles and cubes
to the owner. The cube goes back to a Population Track,
chosen freely by the owner.
Whenever you attack a player and thus break the Diplomat
ic relations, you receive the Traitor Card from its previous
holder. The player holding the Traitor Card may not form
new Diplomatic relations as long as he has the card. Who-
ever holds the Traitor Card at the end of the game receives
a –2 VP penalty.
diplomatic relations example
In the example below, Green and Red may form Dip
lomatic relations with each other. Blue and Red may
not, since Red's Interceptor is in a hex with Blue's
Influence Disc. Blue and Green
may not form Diplomatic rela
tions either, since their
Interceptors are in the
same hex.
May hold either an Ambassador
or a Reputation Tile
May hold only an Ambassador Tile
May hold only a Reputation Tile
action phase
ambassador Tile
diplomatic relations

increase your production
and grant Victory Points.

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12
research
By taking the Research action, you may choose one available Technology Tile from the Supply Board, pay its Science cost (move the Storage Marker backwards on the Storage Track) and put the tile on your Player Board on the track of its category (Military, Grid or Nano). For each Technology of that category you already have, you get a discount shown on the leftmost exposed space on the Technology Track.
However, note that for each Technology there is a minimum cost you have to pay regardless of the discount you have.
There are three special types of Technologies:
* Ship Part: gives the ability to Upgrade this Ship Part.
* Build: gives the ability to Build this Ship or Structure.
* Instant: gives a one-time effect when it is Researched.

Example: You already have Monolith and Orbital Technologies and you research Fusion Drive. Your Nano Technology discount is –2, but you still have to pay 3 Science, since it is the minimum cost for Fusion Drive.

**Milit**
Neutron Bombs: If you have the Neutron Bombs Technology, you may destroy all the Population Cubes from the hex after the combat without rolling any dice (see Combat Phase on page 18).
Starbase: You may Build Starbases.
Plasma Cannon: You may Upgrade Plasma Cannon Ship Parts.
Phase Shield: You may Upgrade Phase Shield Ship Parts.
Advanced Mining: You may place Population Cubes in the Advanced Materials squares with your Colony Ships.
Tachyon Source: You may Upgrade Tachyon Source Ship Parts.
Plasma Missile: You may Upgrade Plasma Missile Ship Parts.
Gluon Computer: You may Upgrade Gluon Computer Ship Parts.

**Grid Technologies**
Gauss Shield: You may Upgrade Gauss Shield Ship Parts.
Improved Hull: You may Upgrade Improved Hull Ship Parts.
Fusion Source: You may Upgrade Fusion Source Ship Parts.
Positron Computer: You may Upgrade Positron Computer Ship Parts.
Advanced Economy: You may place Population Cubes in the Advanced Money squares with your Colony Ships.
Tachyon Drive: You may Upgrade Tachyon Drive Ship Parts.
Antimatter Cannon: You may Upgrade Antimatter Cannon Ship Parts.
Quantum Grid: You receive two additional Influence Discs, placed immediately in the leftmost empty circles on your Influence Track.

**Nano Technologies**
Nanorobots: You may Build one additional Ship or Structure (excluding Reaction Builds).
Fusion Drive: You may Upgrade Fusion Drive Ship Parts.
Advanced Robotics: You receive one additional Influence Disc, placed immediately in the leftmost empty circle on your Influence Track.
Orbital: You may Build Orbitals.
Advanced Labs: You may place Population Cubes in the Advanced Science squares with your Colony Ships.
Monolith: You may Build Monoliths.
Artifact Key: You must immediately take 5 Resources for each Artifact on your hexes. The Resources can be either Money, Science or Materials, in groups of five.
Wormhole Generator: You may Explore, Influence and Move through a hex edge that has a Wormhole on just one side.

You may not choose a Technology that you already have.
The Technologies are kept on your Technology Tracks until the end of the game. They may not be discarded.

**Starting Technologies**
Terrans and some alien species have starting Technologies preprinted on their Technology Tracks. These are regarded in every way just like the Technology Tiles acquired through the Research action. They may not be covered with other Technology Tiles.

**Research Action**
cost type
category
Technology name
MINIMUM cost
action phase
research action lets your civilization develop new Technologies.

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13
Upgrade
When choosing a Upgrade action, you may modify your Ships’ blueprints by placing new Ship Parts there. Each of your Ships functions according to its blueprint described on your Player Board. If you upgrade the Ship's blueprint with new Ship Parts, all the Ships already built are considered to be instantly upgraded.
With the Upgrade action, return as many Ship Part Tiles to the Supply Board as you want. Then take up to two tiles from the Supply Board and place them on any of the squares on your Ship blueprints. When placing the tiles, you may place the tiles on top of any of the printed starting Ship Parts on your Ship blueprints, but not on top of other Ship Part tiles.
The following restrictions apply:
• Most Ship Parts (marked with the Technology symbol) require that you have researched the corresponding Technology (see Research on page 12) before they can be taken;
• The total Energy Consumption of the Ship’s parts may not be higher than its total Energy Production; and
• Interceptors, Cruisers and Dreadnoughts must have a Drive, Starbases are not allowed to have a Drive.
Taking and returning Ship Parts costs nothing.
All values from the Ship Parts are cumulative. For example, if the Ship has two Fusion Drives, they will give it Movement Value 4, Initiative 4 and Energy Consumption 4.

build
Build up to two Ships (Interceptors, Cruisers, Dreadnoughts and Starbases) or Structures (Orbitals and Monoliths). Pay their Material cost (move the Storage Marker backwards on the Storage Track) and place them in any of the hexes where you have an Influence Disc.
The following restrictions apply:
• The amount of Ships is limited to the miniatures and tiles you have, ie. 8 Interceptors, 4 Cruisers, 2 Dreadnoughts and 4 Starbases
• Each hex may only have one Monolith and Orbital
• Building Starbases, Orbitals and Monoliths require that you have the corresponding Technology (see Research on page 12)

building costs
Interceptor 3
Cruiser 5
Dreadnought 8
Starbase 3
Orbital 5
Monolith 10

upg
upgrade action lets your civilization modify their Ships.

bu∑
build action lets your civilization build new Ships and Structures.

requires a tech
name
symbol
initiative bonus
energy consumption

action phase
cannons + Missiles: For each colored square in your Ship, roll the corresponding colored die. The damage a hit inflicts is represented by the star symbols: each star is one point of damage.
Computers: Make hitting easier by adding bonuses to your die rolls: your combined Computer value is added to your die rolls to hit.
Shields: target’s combined Shield value is subtracted from your die roll to hit.
Hull: each Hull symbol absorbs one point of damage received.
drives: each hex pictured increases the Ship’s Movement Value by one.
energy sources: provide energy for other Ship Parts.

ships
structures

---

14
**Move**
A ação Mover permite que você mova suas Naves. Ao escolher a ação Mover, você pode fazer até três movimentos de Nave. Você pode usar os movimentos para mover a mesma Nave consecutivamente. A cada movimento, a Nave pode mover-se tantos hexes quanto seu Valor de Movimento permitir. O Valor de Movimento depende de seus Propulsores (cada hexágono ilustrado aumenta o Valor de Movimento da Nave em um; no caso de múltiplos Propulsores, os valores dos Propulsores são cumulativos; veja Melhoria na página 13). As Estações Espaciais não podem ter Propulsores e, portanto, não podem se mover.

Observe a restrição de Movimento! As Naves só podem se mover através de uma borda de hexágono que tenha um Buraco de Minhoca em ambos os lados. No exemplo à direita, o movimento A seria legal.

Você só pode se mover para hexágonos Explorados, não para o espaço vazio. Se suas Naves se moverem para um hexágono, ou saírem de um hexágono, contendo Naves de outros jogadores ou Naves Antigas, pelo menos uma Nave por cada Nave oponente deve permanecer (a Nave é considerada "fixada") e engajar-se em combate na Fase de Combate (veja páginas 18–21). As Naves que excedem o número de oponentes podem se mover. Se você posteriormente mover ou construir mais Naves para o hexágono, você pode mudar quais Naves estão fixadas. As Naves originais podem se mover, desde que uma Nave por cada Nave oponente permaneça fixada.

O Sistema de Defesa do Centro Galáctico ("GCDS") engaja todas as Naves no hexágono central. O hexágono não pode ser atravessado antes que o GCDS seja destruído.

**Reação**
Depois de passar, você só pode realizar uma ação de Reação quando for sua vez na ordem dos jogadores. Uma Reação é essencialmente uma versão enfraquecida de uma ação de Mover, Construir ou Melhorar. A Reação pode ser:

* **Melhorar**: você pode devolver quantas Peças de Nave quiser para o Tabuleiro de Suprimentos e, em seguida, pegar uma Peça de Nave.
* **Construir**: você pode construir uma Nave ou Estrutura.
* **Mover**: você pode mover apenas uma Nave uma vez.

Uma Reação é realizada colocando um Disco de Influência na Trilha de Reação em sua Carta de Resumo.

A Tecnologia de Nanorrobôs (veja Pesquisa na página 12) não lhe dá uma construção extra ao realizar uma Reação.

**Gerador de Buraco de Minhoca**
Se você tiver a Tecnologia de Gerador de Buraco de Minhoca, você pode mover suas Naves através de uma borda de hexágono que tenha um Buraco de Minhoca em apenas um lado. No exemplo abaixo, os movimentos A, B e C seriam legais.

**Exemplo de Movimento**
O Interceptor Vermelho tem um Valor de Movimento de 2 hexágonos (dois Propulsores Nucleares combinados) e o Cruzador tem um Valor de Movimento de 3. O Vermelho tem um total de três movimentos. Ele move o Interceptor duas vezes e o Cruzador uma vez.

Os Interceptores Verdes também têm um Valor de Movimento de 2, e o Verde tem três movimentos. Ao se mover, seu primeiro Interceptor é fixado pelo Interceptor Vermelho. O segundo pode se mover através do hexágono. Finalmente, o Verde decide não usar seu terceiro movimento.

**Fase de Ação**
A ação de mover permite que sua civilização mova suas Naves.
Reações podem ser realizadas depois que você tiver passado.

red
green
C
A
b

---

16
action phase example
Alastair (Terran), Ken (Planta), Iain (Mechanema) and Vernor (Progress) have already played a few rounds, taking control of sectors and developing their civilizations. Alastair is the starting player for this Action Phase.
Alastair decides to BUILD. He moves the rightmost disc from his Influence Track to the Build space on his Action Track [1]. Alastair then builds one Cruiser and one Orbital. The cost is 10 Materials, so he moves the Materials marker 10 spaces backwards on his Storage Track. Alastair was allowed to build the Orbital since he has researched the Orbital Technology. He places the Cruiser and the Orbital on his hexes [2]. Alastair’s turn is over, and it is Ken’s turn, as he sits clockwise next to Alastair.
Ken explores and moves a disc to the corresponding action space. He chooses an empty space he wishes to explore and then turns the top hex tile from the corresponding stack -- in this case, Middle Sectors (II). He decides whether to place the hex or discard it, and chooses to place [3]. He places the hex so that there is at least one full Wormhole connecting the new hex and one of his hexes. There is a Discovery symbol on the hex, so he also places a random Discovery Tile face down on it. Ken chooses to immediately place an Influence Disc on the hex, moving the rightmost disc from his Influence Track to the hex [4]. Placing the disc allows him to collect the Discovery Tile. He looks at the tile and decides to keep it as Victory Points, so he places the tile VP side up next to his boards. Ken also decides to colonize the Money and Science squares on the newly placed hex. He flips two Colony Ships face down and moves one cube from both Money and Science Population Tracks to the Population Squares on the hex [4]. Planta has a special ability which allows the player to explore two hexes with one action. Ken thus Explores another empty area [5], this time in Outer Sectors (III). The hex he turns from the stack isn’t to his liking, so he discards it, placing it face up next to the pile. When the Outer Sectors stack runs out, its discards will be shuffled into a new Outer Sectors stack.
It’s now Iain’s turn, and he decides to upgrade his Ships, moving a disc to the Upgrade action space. Mechanema’s special ability allows him to take three Ship Part Tiles instead of the regular two. He first returns an Electron Computer tile from the Interceptor blueprint on his Player Board [6] and then takes a Plasma Missile tile, a Positron Computer tile and an Ion Cannon tile. He places the Plasma Missile on his Interceptor [7] and the Positron Computer and Ion Cannon tiles on his Cruiser [8]. Iain is allowed to take Plasma Missile and Positron Computer tiles, since he has researched the related Technologies [9].
Vernor researches: he moves a disc to the Research action space and chooses Fusion Drive from the Supply Board. He already has four Nano Technologies, which would grant him a discount of 4, but the minimum price for Fusion Drive is 3. He pays the Science cost, moving the marker 3 spaces backwards, and places the Fusion Drive Technology Tile on his Player Board [10]. Progress’s special ability allows them to Research two Technologies with one action. Vernor decides to also research the Wormhole Generator. The discount is now 6, so the Science cost is 10. He pays the cost and places the Technology Tile on his Player Board [11].

1
6
10
11
9
action phase
7
8
9
This example uses some alien species. Their special abilities are presented in more detail on pages 26–27.
2
2
5
4 II III
3

---

17
It is Alastair’s turn again. He explores in Outer Sectors and
turns a hex with two Ancient symbols. After placing the
hex, he places a random Discovery Tile face down on the
hex and two Ancient Ship Tiles on top of it [12]. An influence
disc may not be placed in the hex before the Ancient
Ships are destroyed.
Ken
explores again. This time he goes for the Outer Sectors
and decides to place the two hexes on the board [13]. He
flips his remaining two Colony Ships face down and places
a cube from the Money track and a cube from the Materials
track on the first hex. He is allowed to place a cube on the
the Advanced Mining square [14], since he has researched
the Advanced Mining Technology [15]. The remaining
Population Squares on the hexes remain empty, since he
has no more Colony Ships available. Ken now also has a direct
Wormhole connection from one of his hexes to one of
Alastair’s hexes [16]. He is thus able to propose Diplomatic
Relations to Alastair. Alastair agrees, so they both give each
other one of their Ambassador Tiles, along with one freely
chosen Population Cube. The tiles are placed on their Diplomacy
Tracks. Alastair’s track is already full of Reputation
Tiles, so he removes one of them [17] and puts it back to
the bag.
Iain passes, turning his Summary Card over, showing the
darker game overview side up [18]. Since he is the first player
to pass on this round, he gets the starting player marker
and will be the first to act in the Action Phase on the next
round.
Vernor chooses
move and sets out to attack his neighbor
Iain. He moves his two Interceptors to one of Iain's hexes
and containing three Interceptors [19]. Vernor’s Ships are
allowed to move through a half Wormhole, since he has the
Wormhole Generator Technology. Vernor and Iain had earlier
established Diplomatic Relations, now broken by Vernor’s
attack. Both return the Ambassador Tile to the owner.
The cube on the tile is placed on any of the owner’s Population
tracks. Vernor also takes the Traitor Card. No-one may
establish Diplomatic Relations with him as long as he holds
it. Also, if he retains the card until the end of the game, he
will be given a –2 Victory Point penalty.
It is Alastair's turn. He passes and flips his Summary Card
over.
Ken chooses
influence. He is allowed to move two Influence
Discs, and he decides to take back the discs from the
two "empty" hexes (the hexes without Population Squares
have little use besides their VP value). One disc [20] goes
to the uncontrolled hex with two Population Squares and
the other [21] back to his Influence Track. After this, he flips
two Colony Ships face up. He immediately uses the Ships
again, flipping them face down and placing two Population
Cubes to his hexes [22].
Iain, having passed, may only do a
reaction. He decides
that the three Interceptors in the hex are not enough
against Vernor’s attack, so he chooses
move (placing the Influence
Disc on the Action track on his Summary Card [23])
and moves one Cruiser to the contested hex [24]. Reaction
only allows one Move, so his turn is now over.
Vernor chooses
move and moves one more Interceptor and
one Cruiser to the contested hex [25]. The Cruiser moves
two hexes, allowed by its Fusion Drives.
Alastair doesn’t feel the need to React and passes. Ken also
passes, and so do Iain and Vernor. As all players' Summary
Cards are now dark side up, the Action Phase ends immediately
and Combat Phase begins. There is one battle to be
resolved, between Iain and Vernor. (See combat example
on pages 22–23.)
18
action phase
23
12
16
13
17
15III
19
21
24
25
25
20
22
14

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18
combat phase
In the Combat Phase, battles are resolved. A battle will take
place if a hex is occupied by more than one party (a party
being either a player, the Ancients or the GCDS). If there is
a battle in more than one hex, the battles are resolved in
descending numerical order of the hexes (printed on one
corner of each hex). The Center hex has the lowest number
and will thus always be resolved last.
If a hex contains more than two parties, battles are first
resolved among the players' Ships with the sole surviving
player then engaging the Ancients or the GCDS in battle.
If the hex contains more than two players' Ships, battles be-
tween players are resolved two players at a time, in reverse
order of entry into the hex.
Therefore, the two players who last entered the hex will
battle each other first and the surviving player will then
battle the player who entered before the two. The survivor
of that battle will fight the next player in reverse order of
entry and so forth. The last surviving player will battle the
Ancients, if any.
In the example on the right, the Red player is already in
the hex. Green moves there first, and then Blue. Green and
Blue will battle first, and Red will then battle the survivor.
If the hex already has an Influence Disc and is thus con-
trolled by a player, that player is always considered the de-
fender and will fight last regardless of the entry order, even
if his Ships actually moved there last.

main concept
Each Ship type (Interceptor, Cruiser...) of
each player are activated in Initiative order. The Ship type
with the highest Initiative goes first. All Initiative ties are
resolved in the defender’s favor. The defender is always
the player who has an Influence Disc on the hex. In the case
of a hex with no disc, or a hex with more than two players,
the defender is the player who moved there first.
In the example on the right, the Red Interceptor's Initiative
is 6: 2 for the Ship's default Initiative, +2 for the Computer
and +2 for the Drive. The Blue Dreadnought's Initiative is
3: 0 for the Ship's default Initiative +1 +1 +1 for the three
Drives.
You simultaneously roll dice for all your Ships of one type.
Which dice are rolled is determined by the number of Ships
and by the weapons they carry: for each die symbol in your
Ship’s blueprint, you are allowed to roll one die of the cor-
responding color. The dice of different colors allow you to
roll for all the weapons in your Ships of the same type si-
multaneously. After rolling, you choose which enemy Ship
you assign each die to (see combat example on pages 22–
23). Several dice may be assigned to the same target.
In the example on the right (using the ship blueprints
above), the Red player would roll three yellow dice, one for
the Ion Cannon on each of his Interceptors. Blue would roll
two yellow dice and two orange dice.

red blue
combat phase
1 2

---

hit
miss
hit
>6
19
hitting Rolling a 6 is always a hit and rolling an 1 is always a miss, regardless of any bonuses the Ships may have. For other die results, add the value of your Computers to the die roll and subtract the value of the target’s Shields. If you end up with a value equal or greater to 6, the die is a hit.
damage Different weapons do a different amount of damage when they hit. Ion Cannon (yellow die) inflicts 1 damage, Plasma Cannon and Plasma Missile (orange die) 2 damage and Antimatter Cannon (red die) 4 damage. The amount of damage a weapon inflicts is presented by star symbols on the weapon tile.
By default, one point of damage will destroy a Ship. Each Hull symbol on Ship Parts will absorb one point of damage. So, if a Ship has two Improved Hull parts, it will be destroyed by the fifth point of damage. Damage from one die (eg. Plasma or Antimatter Cannons) may not be split to several targets.
If a Ship sustains damage but is not destroyed, mark the damage by placing Damage Cubes next to the Ship.
ancient Ships Each Ancient Ship has:
2 x Ion Cannon
Electron Computer
Hull
Initiative 2
galactic center defense system The GCDS has:
4 x Ion Cannon
Electron Computer
7 x Hull
Initiative 0
fighting the ancients and the gcds One of the other players rolls the dice for the Ancients and the GCDS. If possible, the dice are assigned so that your Ship(s) are destroyed, the largest possible first. If no Ships can be destroyed, the dice should be assigned to inflict as much damage to your Ships as possible, the largest possible first.
In the example on the left, the Ancients rolled 5 and 6, which means two hits. The Interceptor is the only one that can be destroyed, so one of the dice is assigned to it. The other one is assigned to the largest possible one, in this case the Dreadnought.
combat phase
+3-1

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20
course of battle
Every battle begins with Ships firing their Missiles (if any) once and continues with repeated Engagement rounds until only one of the sides remains in the hex.

missiles
All Ship types of each player equipped with Missiles fire their Missiles in Initiative order. You roll two orange dice for each Plasma Missile Ship Part.

Engagement round
Each Ship type of each player is activated in Initiative order. Each of your Ship types may on its turn decide to either attack or retreat.
The Engagement round is repeated until one of the sides has been completely removed from the hex. Then the players return the destroyed Ships to their owners.

retreat
When you decide to retreat your Ships, move them to the edge of a neighboring hex to show that they are retreating. The hex to which you retreat must contain your Influence Disc and must not contain enemy Ships. The normal Wormhole movement rules must be followed (see the example on the right). If you have the Wormhole Generator Technology, you may retreat through a hex edge that has a Wormhole on just one side.
While the ships are on the edge of the hex, they are retreating and can still be shot at. The next time it is the retreating Ships' turn, all of them must move to the neighboring hex. They have now fully retreated and can no longer be shot at.

stalemate
If a battle ends in a situation where it's not possible for either player to destroy the other (this may only happen when none of the Ships in a battle are armed with a cannon), the attacker may retreat (following the requirements for the hex he is retreating to). If not, his Ships are destroyed.

attacking population
After all battles have been resolved, the remaining Ships may attack the population in the hex. Each Ship may attack once with all of its Cannons (Missiles may not be used), using the normal rules to hit. Population is considered not to have any shields. Each point of damage destroys one Population Cube of your choosing. If you have the Neutron Bombs Technology, you may destroy all the Population Cubes from the hex without rolling any dice.
Destroyed cubes are returned to the defeated player’s Graveyards of the corresponding color. The cubes are returned to their respective Population Tracks in Cleanup Phase (see page 24). If a cube is destroyed from a gray (wild) square, the owner may choose which Graveyard it goes to. Similarly, if a cube is returned from an Orbital, you may return it to either the Money or Science Track. Destroying Population Cubes does not grant Reputation Tiles (see next page).

orbitals and monoliths
Orbitals and Monoliths may not be attacked, nor are they ever removed from the hex. The population on the Orbital must be destroyed the same way as the other Population Cubes.

retreat example
The Green Interceptor decides to retreat from hex A. It may retreat to hex B (only his own disc) but not to C (only his own Ship), D (empty) or E (contains an enemy Ship). Red cannot retreat anywhere.

attacking population example
The Red Interceptors attack Blue's population once with their Ion Cannons, rolling three yellow dice. Two dice hit (6 is always a hit, and 3+3=6), but the third one misses. Red removes two of Blue's cubes, but since at least one of the cubes stays on the hex, so does the Influence Disc.

combat phase
b c
ed A
red

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21
Reputation Tiles After all battles in a hex have been resolved, each involved player draws Reputation Tiles from the bag as follows:
• 1 tile for taking part in one or more battles
• 1 tile for each opposing Interceptor, Starbase and Ancient Ship destroyed
• 2 tiles for each opposing Cruiser destroyed
• 3 tiles for each opposing Dreadnought destroyed
• 3 tiles for the Galactic Center Defense System destroyed
You may not draw more than five tiles. Choose one of the tiles and place it face down on your Reputation Track. Put the rest of the tiles back in the bag. If the track is full, you may return any of your Reputation Tiles (including the one you just drew or one from the track) in the bag. The tiles are drawn in the order the players entered the hex, so that the player who first entered the hex will draw all his tiles first.
Retreat Penalty If all of your remaining Ships retreat from the hex, you get no Reputation Tiles for taking part in the battle, but you still get tiles from destroyed enemy Ships.
Influencing Hexes At the end of the Combat Phase, if you have at least one Ship in a hex that has no population, remove the previous controller’s Influence Disc (returning it to his Influence Track). After this, you may place your own Influence Disc there. Also, if at the end of the Combat Phase your Ship is in a hex without an Influence Disc, you may place a disc there.
Repair Damage At the end of the Combat Phase, all the Damage Cubes are removed from the Ships.
Player Elimination In the unlikely event that you lose all of your Influence Discs and Ships from the game board, you may no longer place Influence Discs on hexes. You may continue to produce Resources each round (note that you will have some production even if you do not have any Population Cubes on the board) and take Research actions, which may still grant a few Victory Points. It is very unlikely that your score will be high, as just the hexes will often grant you over 10 Victory Points. You may also give up the game, counting your score and returning all your game components to the game box.

Reputation Tile Distribution
Reputation Tiles
Combat Phase
Battle
Starbase
Dreadnought
Interceptor
Cruiser
Ancient
GCDS
Max
x4
x9
x7
x12

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22
combat example
Iain and Vernor are engaged in battle. Iain is the defender.
The combat begins with the combat phase.

Iain will roll two orange dice for the Plasma Missiles in each Interceptor, hitting with a roll of 6.
Vernor will roll two orange dice for the Plasma Missiles in each Interceptor, hitting with a 6, and two orange dice for the Plasma Missiles in the Cruiser, hitting with a 6.
The Initiative order is:
• Vernor's Interceptors Initiative 4 (Ship default 2 + Fusion Drive 2 = 4)
• Iain’s Interceptors Initiative 3 (Ship default 2 + Nuclear Drive 1 = 3; defender first)
• Vernor’s Cruiser Initiative 3 (Ship default 1 + Fusion Drive 2 = 3)

[1]: Vernor rolls 6, 6, 5, 4, 3 and 2 for the Plasma Missiles in his Interceptors. He decides to assign the 6's to Iain’s two Interceptors. The rest of the rolls are misses. Iain’s Interceptors both receive two points of damage from the Plasma Missile and are destroyed. Vernor takes the Ships and puts them next to his Player Board.

[2]: Iain rolls 6 and 6 for the Plasma Missiles in his remaining Interceptor. He assigns one 6 to one of the Interceptors and the other 6 to the Cruiser. Vernor’s Interceptor receives two points of damage and is destroyed. Iain takes the Ship and puts it next to his Player Board. Vernor’s Cruiser receives two points of damage, which is not enough to destroy it. Vernor places two damage markers next to the Cruiser.

[3]: Vernor then rolls 3 and 2 for the Plasma Missiles in his Cruiser, which result in misses.
The battle continues with engagement rounds.

Iain now has one Interceptor and one Cruiser left. Vernor has two Interceptors and one Cruiser.
In the combat, Iain's Interceptor attacks with one yellow die that hits either type of Vernor’s Ships with a roll of 6. Iain’s Cruiser attacks with two yellow dice, hitting Vernor’s Interceptors (which have no shields) with a roll of 4 or higher, and Vernor’s Cruiser with a roll of 5 or higher (Gauss Shield substracts 1 from each die assigned to it).
Vernor will roll one yellow die for the Ion Cannon in each Interceptor, hitting either of Iain’s Ships with a roll of 6, and one orange die for the Plasma Cannon in the Cruiser, hitting either Ship with a roll of 6.

iain
vernor
1
2
3

---

23
The Initiative order is:
• Vernor's Interceptors
Initiative 4 (Ship default 2 + Fusion Drive 2 = 4)
• Iain's Interceptor
Initiative 3 (Ship default 2 + Nuclear Drive 1 = 3; defender first)
• Iain's Cruiser
Initiative 3 (Ship default 1 + Nuclear Drive 1 + Positron Computer 1 = 3; defender first)
• Vernor's Cruiser
Initiative 3 (Ship default 1 + Fusion Drive 2 = 3)

[4]: Vernor decides to retreat the Interceptors, moving them between the current hex and the hex he wants to retreat to.
[5]: Iain attacks with his Interceptor and rolls for the Ion Cannon: 3, a miss.
[6]: Iain attacks with his Cruiser and rolls for the Ion Cannons: 4 and 2. He assigns the 4 to one of the retreating Interceptors, destroying it. He places the destroyed Ship next to his Player Board. The roll of 2 is a miss.
[7]: Vernor attacks with his Cruiser and rolls for the Plasma Cannon: 6, which he assigns to one of the Interceptors. It is destroyed and Vernor puts it next to his Player Board.
The first Engagement round ends and next begins.
[8]: Vernor’s remaining Interceptor retreats, moving to the neighbouring hex. Iain attacks with his Cruiser and rolls for the Ion Cannons: 1 and 2, misses.
[9]: Vernor attacks with his Cruiser and rolls a 6. He assigns it to the Cruiser, which receives two points of damage and is destroyed. Vernor places the destroyed Ship next to his Player Board.
[10]: The battle ends, as Iain's final Ship is destroyed. As there are no more enemy Ships in the hex, Vernor may now attack Iain's Population Cubes. He rolls a 6 for the Ion Cannon in his Cruiser, destroying Iain's Money Population Cube. The cube goes to Iain's Graveyard. As this was Iain's last cube on the hex, he also has to remove his Influence Disc, returning it to his Influence Track. Vernor may now place his own Influence Disc in the hex and does so. He also removes the Damage Cubes from his Cruiser.
Players return the destroyed Ships to each other and draw Reputation Tiles. Iain draws a total of three tiles: one tile for the battle, and two tiles for the two destroyed Interceptors. He looks at them and keeps the highest one, returning the rest to the bag. Vernor then draws five tiles: one tile for the battle, two tiles for the two destroyed Interceptors and two tiles for the destroyed Cruiser. Note that he only draws five tiles, even though he destroyed three Interceptors, as the maximum amount you may draw is five. He looks at the tiles and keeps the highest one, returning the rest to the bag.
All battles have been resolved, so Combat Phase ends and Upkeep Phase begins.

4 combat phase
5
6
7
8
9
10

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24
upkeep phase
Colony Ships First, you may activate one or more of your remaining Colony Ships (see Colony Ships on page 8) and move Population Cubes to hexes. Contrary to the Action Phase, you may not move cubes to hexes containing enemy Ships.
Civilization Upkeep Collect your Income and pay your Civilization Upkeep cost. This is done by comparing your positive Money Income (the highest exposed number on your Money Population Track) with your Influence Cost for that turn (the highest exposed number on your Influence Track). Then adjust your Money Storage marker on the Storage Track by this net amount (upwards by any excess Income and downwards by any deficit).
bankruptcy? The Money Storage Marker may not move below zero; if that would happen, you must trade other Resources (Science and Materials) for Money, or give up control of some of your sectors by removing Influence Discs from the hexes and returning them on your Influence Track until the Influence Cost is small enough. All Population Cubes from these hexes are moved to their respective Population tracks on your Player Board. Cubes from gray (wild) squares may go on any track, and cubes from Orbitals may go to either the Money or Science track. Note that if you have to return Money cubes from the hex, they return to the Money Population track, reducing the Income as well.
In the unlikely event that you do not have enough Influence Discs to remove, your civilization has collapsed and your game ends here. Count your score and return all your game components to the game box.
In the example on the right, the Blue player's Income is 4 and Upkeep is –5. As the sum of these is 4–5 = –1, he must pay 1 Money from his Storage. If he doesn't have Money in the Storage, he must either trade other resources to Money or return one Influence Disc from his hexes to the Influence Track. Returning a disc would bring the Upkeep to –3, which would bring the sum to 4–3=1. He would then add 1 Money to his Storage.
science and materials production After paying the Civilization Upkeep cost, collect the Science and Materials Production and move the Storage Markers on the Storage Track accordingly. In the example on the right, Blue would collect 6 Science and 3 Materials.

cleanup phase
Draw new Technology Tiles (according to the number of players) from the bag and place them on their respective places on the Supply Board.
Each player moves all the Influence Discs from his Action Track back to his Influence Track and all cubes (if any) from the Graveyards to the respective Population Tracks. If a Population Track is full, the cube must be moved to another track.
Then each player flips all his Colony Ships face up and the Summary Card the Action overview side up. Move the Round Marker one step forward. A new round begins with the Action Phase.

Trade At any time, you may convert 2 units of one Resource (Money, Science or Materials) to 1 unit of any other. Note that only Terrans have a 2:1 Trade rate. The rate depends on the species you play.

new tech Tiles
2 players: 4
3 players: 6
4 players: 7
5 players: 8
6 players: 9

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game end
The game ends after the 9th round. The player with the most Victory Points is the winner.
Victory Points are gained from:
• Reputation Tiles (1–4 VP per tile)
• Ambassador Tiles (1 VP per tile)
• Hexes with an Influence Disc (1–4 VP per hex)
• Discovery Tiles (2 VP per tile that was kept VP side up)
• Monoliths on own hexes (3 VP per Monolith)
• Progress on the Technology Tracks:
4 Technology Tiles on a track = 1 VP,
5 tiles = 2 VP, 6 tiles = 3 VP, 7 tiles = 5 VP
• Traitor Card (–2 VP!)
• Species bonuses
In case of a tie, the total amount of Resources (Money, Science and Materials) in each tied player’s Storage is the tie breaker.

two player game
The two player game is strategically slightly different from the multiplayer game. Players should also be advised that the Descendants and Planta benefit from their species-specific fast expansion capabilities and are thus stronger than other species in a two-player setting. It is recommended not to use these species in a two player game.

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26
alien species
Epsilon Eridani, the capital system of
the Empire in its heyday, was a sight
yet unrivalled: whole moons – some
records claim even planets – were
shaped to celebrate the might and
wisdom of the Forever Emperor.
Their wealth was beyond anything
ever documented. Yet, after surviv-
ing through what they call the Silent
Era, the Empire has been reduced to
rubble. The resources of the capital
system have been depleted and most
of their power disintegrated, yet the
Heirs have not given up hope. The
new dawn may rise in the uncharted
systems.
Never satisfied, never complete – the
Progress are ever striving further. The
Hydrans have long since embraced
technology as their main interest,
constantly evolving and augmenting
their society and even themselves
with new inventions. The speed of
their technological progress is unpar-
alleled among the Seven. Although
very difficult to access by the layman,
the universities and laboratories of
Beta Hydri are held in very high es-
teem by the scientists species-wide.
Even though they are by far the most
different species of the Seven, the
Planta have long been a steady Coun-
cil member. Being a moss-like species
with a distributed sentience, their
intentions are sometimes difficult to
decipher. After overgrowing most of
the planets and moons in the Cygnus
system, they seem to be content in
just expanding their lush growth in
new systems, fully co-operating with
the other species, who mostly regard
them as harmless companions. The
Planta are phenomenal navigators,
which makes them very respected in
interspecies trading vessels.
Excerpts from the Archive of History, Library of the Galactic Center

eridani empire
Trade rate 3 : 1
Starting Storage: 2
Starting Sector number 24
Draws two random Reputation
Tiles in the beginning of the game
Two Influence Discs less (leave two right
most Influence Track circles empty)
Different Ship blueprints
Initial Technologies: Gauss Shield, Fusion
Drive, Plasma Cannon
With the Move action may move
up to two Ships, or one Ship twice
During game setup, also place a Population
Cube in the Advanced Science Population
Square on the Starting System
1 extra VP for each controlled
hex at the end of the game
Reputation Track

hydran progress
Trade rate 3 : 1
Starting Storage: 2
Starting Sector number 22
Initial Technologies: Advanced Labs
Different Ship blueprints
With the Move action may move
up to two Ships, or one Ship twice
With the Research action may
buy two Technologies
Reputation Track

planta
Trade rate 3 : 1
Starting Storage: 2
Starting Sector number 26
Initial Technologies: Starbase
With the Move action may move
up to two Ships, or one Ship twice
With the Explore action may explore
two hexes, one after another
Population Cubes are automatically
destroyed by an enemy Ship at the
end of the Combat Phase
Four Colony Ships
Reputation Track

species1
difference from terrans
444

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27
species' abilities. The species' abilities are marked on the Player Boards with the symbols below.

The Descendants are rumoured to be directly related to the Ancients. While there is no concrete proof on this, the statistics show that the survival ratio in the Descendant-Ancient contact is significantly higher for the Descendants than the other Seven. Hailing from the Draco system, the Descendants are a somewhat elusive species. While they are a fully recognized member of the Galactic Council, their Ambassadors still often cause discomfort among the other species.

After a long and difficult process, the Mechanema have only recently been accepted as a full member of the Council. Although they have been proven sentient in every legal way defined by the other Seven, and the Auriga system has been assigned as their sovereignty by the Council, there are still occasional disputes on the matter. The birth of the species dates back in the early days of the Galactic Center, when the artificial intelligences of various species were allowed to integrate. The Mechanema are quite respected for their technological advancements – in fact, the basic Ship types now commonly used among the spacefaring races were originally designed by them.

The Hegemony originally hails from the Orion system, but their fleets are known to have actively patrolled the general volume since the early times. The tragedy that fell upon the Terran Federation Dreadnought "Juri Gagarin" and its accompanying fleet may well have been due to a grave misunderstanding in interspecies communication – plausible enough in a mutual First Contact. The long war that followed and their seemingly overwhelming military power gave the Hegemony their commonly used name. After the peace was established and the interspecies collaboration took its first steps with the creation of the original Galactic Center, the Hegemony has now been recognized as a benevolent species, and their past as a ruthlessly efficient war machine has been reduced to a historical side note.

**descendants of draco**
Trade rate 3 : 1
Starting Storage: 3
Starting Sector number 1
Initial Technologies: Positron Computer
Cheaper Building costs
Different Ship blueprints
With the Move action may move up to two Ships, or one Ship twice
May have Ships in hexes containing Ancients, but may not battle the Ancients; may place Influence Discs in those hexes; may not collect Discovery Tiles from hexes containing Ancients.
1 VP per Ancient Ship left on the game board at the end of the game
Reputation Track 228

**mechanema**
Trade rate 3 : 1
Starting Storage: 3
Starting Sector number 1
Initial Technologies: Neutron Bombs, Gauss Shield
With the Move action may move up to two Ships, or one Ship twice
Starts with a Cruiser instead of an Interceptor
With the Upgrade action, may take up to 3 Ship Part Tiles from the Supply Board
Reputation Track 230

**orion hegemony**
Trade rate 4 : 1
Starting Storage: 4
Starting Sector number 1
difference from terrans
With the Move action may move up to two Ships, or one Ship twice
With the Build action, may build up to three Ships or Structures
With the Explore action may turn 2 hexes and choose one, or discard both
Reputation Track 232

species1 333 335 243

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Terran Factions

Terran Directorate
The Directorate governs the Procyon sector with a strong hand. A seat in the Inner Circle is only given to the very best, carefully chosen (and rumouredly even genetically programmed) to continue the line of the Directors. While there may be power struggles behind the scenes, the Directorate is determined to lead the rather well-off civilization toward a great future.

Terran Federation
Terran Federation consists of numerous state systems with relatively similar ideals and histories. The Altair system is considered to be the most important of them, and it houses the Federal Parliament. The state systems enjoy quite a lot of freedom in their government, but in time of need they work efficiently together to protect the Federation.

Although the species is still known as the Terrans, its different factions have long since left their home system and now call new, distant systems their home. After the wormhole drive technology was discovered, the six main factions set out to colonize the nearby systems, leaving the ruined and dying home planet behind. The Terrans have proven to be a surprisingly adaptable and versatile species. After surviving the near-disastrous First Contact and the subsequent war with the species they named the Hegemony, they have made rather steady development and are now more or less unanimously regarded as a reliable member of the Galactic Council. The main drawback of the Terran society, and probably the reason prohibiting them to rise to true greatness, is their inherent need to squabble and form miniature factions amongst themselves.

Terran Union
After the long diaspora, the Terran Union settled in the Eta Cassiopeiae system. Despite occasional internal struggles, the Union has stood tall during hard times, often through strong diplomatic efforts and by staying carefully neutral. This may soon change, however, as the home system will not be able to provide for the whole civilization.

Terran Republic
After having set their home in the Sirius system and doing their part in the Hegemony war, the people of the Terran Republic have built a democratically ruled society, enjoying a relatively stable and prosperous life.

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Unlike the other Terran factions, the Conglomerate was originally fully backed by corporations eager to invest in the deep space colonies. This is still reflected in the society all the way from the Board, the highest governmental body of the Conglomerate, to the most mundane details of life in the Tau Ceti system. The Conglomerate is a financial powerhouse and one of the key players in the Galactic Center business.

There are no reliable documents regarding the seclusion of the Ancients. Most theories are based on the relics found in the systems believed to have been colonized by them. Some of the discoveries possess qualities previously unknown in the Galactic Library, but there is no solid theory on who or what the Ancients were, nor where they disappeared. Interestingly enough, folk tales of several different species allude to a similar, old evil. Recent messages from various sectors report of multiple contacts with something described as "Ships unlike any known design, with an unsettling feeling of Something hovering outside your field of vision" (Interceptor "Delirium of Disorder", Lambda Serpentis system, 43.393)

Established at the end of the Terran–Hegemony War (30.027–33.364), the awkwardly named Galactic Center has since become the contact hub of known spacefaring species. Evolved around the diplomatic Ships that negotiated the peace (Terran Interceptor "Shelter from the Storm" and Hegemony Dreadnought "Viewpoint Adjustment"), the conglomerate of Ships and habitats is now the home for billions of entities, housing both the Galactic Council and the Library of the Galactic Center. The Council has representatives from the major species known colloquially as the Seven. While the Galactic Center acknowledges all the lesser spacefaring species as equals, only the Seven have a formal position in the Council. The minor species do occasionally play their part in the Council power struggles. Even in times of fledgling peace, when alliances shatter and hasty diplomatic treaties are made, the Galactic Center is considered a demilitarized zone and protected by heavy defenses.

The Alliance was a major force in the Terran-Hegemony War, after the already dissolving faction united against the common enemy. After the decisive victory in the Battle of Delta Pavonis (33.142) and driving the Hegemony fleet out of the sector, the Alliance made Delta Pavonis their home system. They have come a long way since then, but the old treaties are still in effect and the Alliance holds strong.

terran conglomerate ancients galactic center terran alliance species

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30
frequently asked questions
Q: Where can I get more Resources?
A: Place Influence Discs on sector hexes and use Colony Ships to move your Population Cubes on the Population Squares. Research the Advanced Technologies to be able to use the Advanced Population Squares. Build Orbitals to get more Population Squares. Collect Discovery Tiles.

Q: What do I need Money for?
A: You need Money to pay for the Upkeep of your civilization. The more actions you take and more sectors you control, the more you have to pay each round.

Q: That's all?
A: Yes. Well, you can also trade Money for other Resources, and vice versa.

Q: I don't have enough Influence Discs to do everything I want to. What now?
A: You can use the Influence action to return up to two discs from the sector hexes to your Influence Track. You can also research Advanced Robotics and Quantum Grid Technologies, which give you more discs. Finally, you often can deliberately bankrupt your civilization, by using more discs than you can pay for in the Upkeep Phase, and thus be required to return some of the discs from the sectors to your Influence Track.

Q: The best Technologies are terribly expensive. How can I ever afford them?
A: Having Technologies of the same category increases the discount you get when buying more. If you buy the Technologies in increasing price order, you get the maximum benefit of the discounts.

Q: What is the benefit of being the first player?
A: You get the first pick on the researching Technologies and exploring empty areas. You also often get to be the first player in a contested hex, giving you the edge on Initiative ties.

Q: What happens if I cannot return a Population cube to a track because it is full? This might occur if I return cubes from gray squares to different tracks than where they originally came from.
A: The track may be filled completely, so that no number is visible. This means that you do not have any production of that Resource. If a track is full and you still need to return cubes to it, the cubes must go to any other track(s).

Q: What happens if the extra Influence Discs acquired through the Advanced Robotics and Quantum Grid Technologies do not fit on the Influence Track?
A: Stack the extra discs on top of the disc on the rightmost space of the Influence Track. You may use these extra discs normally.

Q: Using the Influence action, I can move an Influence Disc from a hex to its neighbor through a Wormhole connection. May I move the Disc that created this connection in the first place?
A: No. If you move the disc, there is no longer a connection.

Q: During Upkeep Phase, when may I remove Influence Discs from my hexes?
A: Only when you do not have enough Money (produced in this Upkeep, plus your Storage) to pay for the Upkeep. Then you may remove Discs until the Upkeep cost is low enough. Note that if you remove a disc from a hex, the Population cubes are immediately returned to your Production tracks, which may also reduce your Money production.

Q: Is it ever possible to voluntarily remove population cubes from the board without giving up the control of the entire hex?
A: No. It can be done with the Influence action, though, by first removing the disc and the cubes from the hex and then returning the disc back to the hex.

Q: My precious ships keep getting blown to pieces. How can I win more battles?
A: You have an advantage if you get to shoot first, cannot be hit or can take some beating. Buy better Drives and Computers to increase your Initiative, and Missiles to attack before the close range combat. Buy Shields to render the opponent's Computers useless. Buy Hull parts to withstand more hits. Collect Discovery Tiles to get unique, powerful Ship Parts.

Q: Aren't Interceptors too small to be of any use?
A: Not really. For example, try upgrading them with a better energy source and they can pack quite a punch. They often work best when specialized somehow.

Q: Are the Shields of any use if my opponents don't have Computers?
A: No. Then again, if they don't have Computers, they most likely won't hit you anyway. Use that to your advantage.

Q: If I have the Gluon Computer Technology, can I take Positron Computer Ship Parts?
A: No. Each Ship Part (apart from the default ones, ie. Ion Cannon, Nuclear Drive, Nuclear Source, Hull and Electron Computer) requires its own Technology.

Q: If all of my ships try to retreat but are all destroyed while doing so, do I get the Reputation Tile for taking part in a battle?
A: No. Your ships are considered to have retreated as soon as you decide to retreat them.

the Shields of any use if my opponents don t have Computers A No Then again if they don t have Computers they most likely won t hit you anyway Use that to your advantage Q If I have the Gluon Computer Technology can I take Positron Computer Ship Parts A No Each Ship Part apart from the default ones ie Ion Cannon Nuclear Drive Nuclear Source Hull and Electron Computer requires its own Technology Q If all of my ships try to retreat but are all destroyed while doing so do I get the Reputation Tile for taking part in a battle A No Your ships are considered to have retreated as soon as you decide to retreat them

Q: If the Ancient Ships are destroyed from a Descendants controlled hex but the Descendants still control the hex, can they take the Discovery Tile?
A: The Discovery Tiles can only be taken when placing an Influence Disc. So you'll first have to remove the disc with the Influence action and then place it again.

Q: Do I have to use the Descendants' or Planta's Explore ability? If not, when may I choose whether to use it or not?
A: You don't have to draw two hexes with the Descendants, or Explore two times with Planta. You can decide after seeing the first hex.

FAQ

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military Technologies Neutron Bombs You may destroy all the Population Cubes from the hex without rolling any dice.
Phase Shield You may Upgrade phase shield Ship Parts.
Starbase You may Build Starbases.
Advanced Mining You may place Population Cubes in the advanced Materials squares with your Colony Ships.
Tachyon Source You may Upgrade tachyon source Ship Parts.
Plasma Cannon You may Upgrade Plasma Cannon Ship Parts.
Plasma Missile You may Upgrade Plasma missile Ship Parts.
Gluon Computer You may Upgrade gluon computer Ship Parts.
Gauss Shield You may Upgrade gauss shield Ship Parts.
Positron Computer You may Upgrade positron computer Ship Parts.
Improved Hull You may Upgrade improved hull Ship Parts.
Advanced Economy You may place Population Cubes in the advanced Money squares with your Colony Ships.
Antimatter Cannon You may Upgrade antimatter cannon Ship Parts.
Fusion Source You may Upgrade fusion source Ship Parts.
Tachyon Drive You may Upgrade tachyon drive Ship Parts.
Quantum Grid You receive two additional Influence Discs, placed immediately on your Influence Track.
Nanorobots You may Build one additional Ship or Structure.
Orbital You may Build Orbitals.
Fusion Drive You may Upgrade fusion drive Ship Parts.
Advanced Labs You may place Population Cubes in the advanced Science squares with your Colony Ships.
Artifact Key You must take 5 Resources of one type for each Artifact on your hexes.
Advanced Robotics You receive one additional Influence Disc, placed immediately on your Influence Track.
Monolith You may Build Monoliths.
Wormhole Generator You may Explore, Influence and Move through a hex edge that has a Wormhole on just one side.
grid Technologies nano Technologies

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preparations
Players
Tiles 12 1 16 18 20
Outer Sector hex stack
Players
Tiles 5 1 14 16 18

game end scoring
Reputation Tiles
1–4 VP per tile
Ambassador Tiles
1 VP per tile
Hexes controlled
1–4 VP per hex
Discovery Tiles
2 VP per tile
Monoliths on controlled hexes
3 VP per Monolith
Progress on Technology Track
4 tiles on a track = 1 VP
5 tiles = 2 VP
6 tiles = 3 VP
7 tiles = 5 VP
Traitor Card
–2 VP
Species bonuses

action phase
∑xp Explore
∏n∫ Influence
r∑s Research
upg Upgrade
bu∏ Build – build Ships or Structures in hexes where you have a disc, pay Materials
mov Move
At any time during action, you may use Colony Ships
Turn Summary Card dark side up when passing
After passing, you may only do Reactions (mov, bu∏ or upg — weaker actions)

combat phase
Roll
Score of 6 or more is a hit; a roll of 6 is always a hit, roll of 1 is always a miss
If a hex contains more than two sides, battles resolved in reversed entry order
GCDS, Ancients and player controlling the hex always battle last
Draw Reputation Tiles (max 5) once per hex, keep one, placed on track
1 Tile for taking part in a battle (not if your last Ships retreated)
1 Tile for each opposing Interceptor, Starbase & Ancient destroyed
2 Tiles for each opposing Cruiser destroyed
3 Tiles for each opposing Dreadnought destroyed
3 Tiles for the Galactic Center Defense destroyed

upkeep phase
Maintain
Pay Upkeep and receive Production

cleanup phase
Return Influence Discs from Action Track to Influence Track
Draw new Technology Tiles from bag
Players
Tiles 4 6 7 8 9
+3-1

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