Manual in English

Excavation Earth: Second Wave — Rules Manual

Mighty Boards, 2Tomatoes Games, Board Game Rookie · Board game · 2021
1–4 · best 4 Solo 30–120 min Weight 3.5/5 Official PDF 4 pages
— rating Ludopedia
7.5 rating BGG
View game page

What is your question about Excavation Earth: Second Wave?

Ask before downloading the manual: the assistant was trained on this file and answers instantly, citing the exact page.

Ask questions about the game

Ask anything about Excavation Earth: Second Wave: rules, setup, components, complexity, price, or whether it fits your group.

New conversation 0/1200
Example questions

Write your question first. You will create your free account to see the answer — it takes 20 seconds.

Full rulebook

Browse the manual or download the original PDF
4 pages
Full manual text available to read Open text

This is a modular expansion, designed for experienced players. You can use these four expansion modules, in any combination, in your games of Excavation Earth.
Module 1:
Wild cards
Setup
When dealing players their starting hands, also give each player the wild card matching their chosen faction. This card is in addition to the usual number.
New rules
Wild cards are flexible because they match every colour (with one exception). They can be used like any other card. However, once a wild card has been used, it is set aside. When you take the Command action, you may retrieve an envoy to take your spent wild card back into your hand, instead of using a command ability.
Wild cards cannot be played to take the Survey action.
Solo MODE
Because you get a wild card and Zu does not, do this to compensate: Move one Excavate card from Zu’s Round 2 deck to its Round 1 deck. During the Preparation Phase of the second round, take four random cards (instead of three) from the previous round’s discard pile. This gives Zu one extra action in the first round.
Everyone has a favour they can call in when they are in dire straits. Everyone knows someone at one of the markets.
Everyone can squeeze one more action out of their busy schedule…
Components
• 6 “multi region” wild cards
• 1 “no region” wild card
Rulebook
SECOND WAVE

---

Module 2:
Influencers & Collectors
Components
For each of the two new factions…
• 1 faction board
• 3 explorer pawns
• 22 crew cubes
• 1 turn order marker
Solo MODE
These two new factions can be played against Zu without any adjustments to the rules.

The Guilds of Sheenu-Jai
The Collectors
When you fill an entire column of your gallery with samples, draw two action cards (instead of one) as a bonus.

The House of Tvntrm
The Influencers
When you take the Market action, you may add a second coloured buyer instead of the wild buyer. You may also add a wild buyer to a different market.

Two new factions send their best to join the scuffle over the hottest commodities that this planet has to offer. The House of Tvntrm are the movers and shakers of high society, diplomats and influencers with no peers. The Guilds of Sheenu-Jai are the collectors par excellence within the Union of Free Races.

4321 321
4321 321

Using your ability, you add two blue buyers to the selected market, along with one of your traders. Then you add a wild buyer to a different market, which ejects a red buyer from the front of that market’s queue.

House of Tvntrm Example:
1023
1021
1223
13275
5
5
5
48163615491837144715
55453
6
4
5
3
7
3
6
1
7
2
5
6
4
5
4

INFLUENCERS
When you take the Market action, you may add a second coloured buyer instead of the wild buyer. You may also add a wild buyer to a different market.
HOUSE OF TVNTRM
9
1023
1021
1223
13275
5
5
5
48163615491837144715
55453
6
4
5
3
7
3
6
1
7
2
5
6
4
5
4

COLLECTORS
When you fill an entire column of your gallery with samples, draw two action cards (instead of one) as a bonus.
Guilds of Sheenu-Jai
7
2 Faction Boards
6 Explorer Pawns
44 Crew Cubes
2 Turn Order Markers

---

Module 3:
Achievements
Components
• 22 achievement cards: 8x easy (green), 9x medium
(yellow), 5x hard (orange)
• 3 achievement tokens per faction
• 2 Achieve cards for Zu (solo mode only)
The captain of the mothership has challenged the explorers to a friendly wager. Will you be the one to win big on the
achievement boards that the whole galaxy is looking at?
New rules
At the end of your turn, you may complete one of the
available achievements, if you met its criteria on that turn.
Immediately earn credits as shown on the achievement.
Completing an achievement is not an action and does not
require you to spend or discard anything.
If the achievement is primary (coloured) side up, flip it to
its secondary (grey) side. Players will earn fewer credits
for completing this achievement from now on.
If the achievement indicates that it can only be done once
per player (
1/1/), place one of your achievement tokens
on it as a reminder that you cannot complete it again.
Achievements without this indication can be completed
multiple times by the same player.
The achievement tokens are not meant to be limited;

if you run out, use any proxy available.
Solo MODE
When you play against Zu, you race for achievements the
same way as you would in a multiplayer game. Do not use
any achievements marked with
1.
At the start of each round, add the two Achieve cards to
Zu’s deck and shuffle them in.
When an Achieve card is revealed, Zu flips an achievement
of your choice and earns the credits shown on either the
secondary side (easy mode) or primary side (hard mode).
If they are all already flipped, Zu earns five credits instead.
After that, Zu immediately takes another action.
Setup
Before players choose their factions, separate the
achievements into sets by difficulty, shuffle each set
separately, then draw random achievements and place
them with their primary sides (coloured) face up:

two easy, two medium, and one hard.
• If you draw an achievement that has the same icon as
one of the achievements drawn earlier, discard it and
draw another one instead.
• If you draw an achievement that has an icon marking
it as not compatible with the current player count,
discard it and draw another one instead.
When players choose their factions, they also take the set
of three achievement tokens that match their faction.
End your turn with explorers
in 3 different markets and
no other players' explorers
present.
1/1/
1
4
Take the Survey action 3x
in the same round.
(rounds 1–2 only)
2
1
End your turn with envoys in
all 3 command centres and
at least 2 more envoys than
any other player.
1/1/
2
1
End your turn with explorers
in 3 different markets and
no other players' explorers
present.
1/1/
1
4
Take the Survey action 3x
in the same round.
(rounds 1–2 only)
2
1
End your turn with envoys in
all 3 command centres and
at least 2 more envoys than
any other player.
1/1/
2
1

---

Module 4:
Observation Barge
Setup
After you set up the main board, place the observation
barge tile nearby in the play area.
New rules
Change to Survey Action
When you take the Survey action, take a buyer of the
colour matching the card you played from the supply and
add it to the back of the queue on the observation barge.
The queue on the observation barge can hold up to five
buyers. When a sixth buyer is added, the buyer at the
front of the queue is ejected and returned to the supply.
These buyers affect popularity levels as usual.
Round 3 Only: When you survey, you may place one of
your available crew cubes onto the observation barge.
You may reassign a security guard if needed.

Finding new artefacts is the most exciting part of an excavation, so it’s no surprise that some galactic VIPs want to be there,
to be the first to see. Gaining entrance to the elite’s observation barge is a huge opportunity, because you could make
some friends in high places…

Change to Sell Action
When you take the Sell action, after you move all
participating buyers to the mothership, move all buyers of
the matching colour (if any) from the observation barge to
the mothership. Do not earn any credits for these buyers.
Change to Preparation Phase
When the surveyor forecast is resolved, each player may
move some or all of their crew cubes from the surveyor
forecast to the observation barge instead of retrieving
them. Any crew cube not moved this way returns to its
owner’s supply as usual.
Change to Game End
When the game ends, score crew majorities on the
observation barge based on rank: The player with the
most crew present earns 15 credits, the player with the
second-most crew present earns 10 credits, and the
player with the third-most crew present earns 5 credits.
In the case of a tie between players, add together the
credits for the tied places, and divide those credits as
evenly as possible (rounding down) between the tied
players. The next player is bumped down accordingly.
If you have no crew present on the observation barge,
you cannot earn credits for it, no matter your rank.
Solo MODE
Zu always adds its crew cubes to the observation barge
when possible, both in the Preparation Phase and when
taking the Survey action during the third round.
Components
• 1 observation barge tile
105153

---

Why ask BoardGamesBot

Instead of flipping through the whole manual
  • Accurate answers Based exactly on this manual, with the source page.
  • Save time Find the rule in seconds, without flipping 4 pages.
  • Anytime Settle rules mid-game, straight from your phone.
  • 100% free Create your free account and start using it now.

How it works

Three steps to the answer
  1. 1 Ask your question Type your question about this game's rules.
  2. 2 Create your free account Takes 20 seconds — it only saves your history.
  3. 3 Get the answer The AI finds the exact rule and cites the manual page.

Manual published by the publisher · for rules reference only. More about the game on BoardGameGeek and Ludopedia .