Texto completo do manual
SCENARIO BOOK
This expansion for On Mars is divided into chapters, each
of which is designed to change the game experience with a
different mode of play. The most fundamental difference is
that most of the chapters are cooperative, meaning that each
chapter has a particular goal, and if this goal is not achieved
by the group, you all lose the game. If you wish to follow the
story arc, you may wish to play the chapters in order, and
replay any chapter you fail before moving on; however, this is
not strictly necessary, and can be challenging because each
chapter supports a different player count. Thus, the gameplay
of each chapter functions independently, and you can play
them in any order you want, even skipping some altogether;
the story just won’t make as much sense.
Most of the chapters are designed in such a way that some
aspects of the competitive base game are not involved at all.
Thus, if you need to introduce the base-game rules to a new
player, this actually can ease the learning process; however,
we urge you to know all of the rules of the base game before
reading and teaching a chapter of this expansion. This is
because all of the rules of the base game that are not explicitly
overridden in the chapter are still in effect.
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2
Operations are finally running smoothly on the red planet. The colony is well-established, with
shelters for us frail humans, supplied with freshly reclaimed and condensed oxygen. Our dietary
needs are met completely planetside with greenhouses, which also help with the oxygen supply
(actually fresh this time). Raw materials come from mines, powered by our very own power
generators. It’s the human dream: Reach out and touch another planet, stick a flag in it, and call
it our own! Except that this is none of that simple sci-fi business of pulling up a moving truck
to a Class-M planet and moving in the next day. We had to build all that stuff with trip after trip
between the surface and orbit.
The UN (United Nations) finally managed to get the majority of not only humanity — that’s the
easy part — but humanity’s leaders behind a project when they created DOME (Department of
Operations and Mars Exploration). I just love acronyms. For once, just about every pocket of
humanity tried this new technique called cooperation. At least, they engaged in this once the
debate about terraforming versus sheltering got resolved. Really, it was no competition. Sure, at
first there were plenty of people with fiction-fueled fantasies of rendering the Martian surface
and atmosphere into a cute little Earth, but we just don’t have the science to make that happen
anytime soon — or even to make it start anytime soon.
Mars doesn’t have a sufficiently magnetic personality to generate any worthwhile atmosphere
it can keep safe from the blistering radiation coming from that yellow star at the heart of this
centrifuge we call the Solar System.
So once the notion of terraforming was vivisected and put into jars of formaldehyde for later
study, DOME had created a lens to focus earthlings on one goal, and DOME itself acted as a
cornea, protecting our unified vision from the dust and flotsam that inevitably comes up in a
society of so many billions of willful individuals and even more willful groups of individuals. To
err is human, but if you gather a group of humans you can really make your mark on history with
some memorable mistakes. As hard as mastering a mission to move onto Mars was, DOME’s real
success was in wiggling fresh toys in front of society’s catlike attention to keep our eyes on the
prize long enough for us to follow in the footsteps (well, OK, rover tracks) of our robotic pioneers.
The funny thing about science fiction is how prophetic it ends up seeming to be. So much real
scientific progress and discovery has the seeds of its inspiration in science fiction. And when
disaster inevitably comes calling, some Ray Bradbury or Octavia Butler has already told us a story
about a cataclysm rather like it. The nuances are where the surprise comes from. How many sci-fi
tales are built on Earth’s diverse cultures finally becoming unified because of a common threat, an
invader from outside? Or all the weird ways in which we make first contact, and how those initial
communications are established and deciphered? This is true especially in movies and television
where, conveniently, the aliens already speak the language in which the story was filmed, without
even bothering to have some gibberish with captions at the bottom.
It wasn’t quite that simple, but the message we received from the Aliens had enough content and
clear enough intent that our best linguists were able to figure it out in time to prepare, at least
a little bit anyway. I don’t know, maybe the Aliens really did consume our media, because I could
swear that elements of their message echoed themes of successful stories of millennia past.
Without question, the gist of the transmission was pretty clear:
[Humans] cannot be allowed to spread throughout the galaxy. This human
[virus/cancer] is malignant, and only propagates by destroying its
environment. Humans must remain on their own planet to preserve the rest of
life in the galaxy.
What a hammer to drop! We humans are some kind of infection to be quelled, or a malignant
growth to be trimmed? OK, maybe there’s some truth to that, but humans are not well known for
going down without a fight, and DOME and the rest of us have invested far too much, and have
worked way too hard, to get removed like some kind of skin tag.
CHAPTER 1: INVASION
3-5 PLAYERS (1 VS. 2-4) ; DIFFICULTY LEVEL: MODERATE
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3
ALIEN COMPONENTS
1 Alien board 5 Alien Tech tiles 5 Alien Mine Building tiles
5 Alien Shelter Building tiles
4 Level-1 Alien
Blueprint cards
4 Alien Advanced
Building markers
HUMAN COMPONENTS
20 Alien Troopers
4 Level-1 Defensive
Blueprint cards
1 Alien Scientist
2 Sabotage tokens
10 Shield tokens
5 Red Reusable
Action tokens
4 Sentry Bots
1 Defense Exosuit
10 Green Expendable
Action tokens
3 Tech tiles
10 R&D Corruption tokens
1 Alien Troop Tracker
Alien Mine
Alien Shelter
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4
CHAPTER SETUP
In this chapter, one player plays as the Alien
Commander overseeing the invasion. Thus,
you can play with up to 5 players. Either agree
who will be the Alien Commander, or randomly
select a player to act in that role. Set up per
the On Mars rules, with the following changes:
1. Skip Step 3 of the base game’s Player Setup: You will not track individuals’ OP.
2. Choose any color player OP marker and place it on the 0 on the OP track. This will be the humans’ Collective Scoring marker.
3. Place the Alien Troop Tracker on Space 20 of the score track.
4. Assign one Human player the task of being the scorekeeper. This player tracks all OP scored by the Human team, and constantly adjusts the Alien Troop Tracker to match the number of Alien Troopers left off the board (the Alien player wins if this hits 0).
5. At random, deal the Defensive Blueprint cards evenly to the Human players. If there are 3 Human players, place the 4th card face up to the left of the Blueprint card display. As if you had used the Obtain
Blueprint action to get these, also gain the item depicted in the lower-right corner of the card, and place an Advanced Building marker on the card.
a. The player with the Defense Exosuit
Blueprint also takes the Defense Exosuit and the Defense Exosuit Tech tile.
b. The player with the Sentry Bot
Blueprint also takes the 4 Sentry Bots and the Sentry Bot Tech tile.
c. The player with the Shield Blueprint
also takes the 10 Shield tokens and the Shield Tech tile.
d. The player with the Sabotage Blueprint
also takes the 2 Sabotage tokens.
ALIEN SETUP (see illustration below)
I. Place the Alien board in front of you.
a. Cover each of the 4 dark red Extra Action spaces with a matching Reusable Action token, red side down, acting as an Extra Action Space Cover token.
b. Place the 5th Reusable Action token on the Reusable Action Supply space.
c. Place the Alien Scientist in the upper- right corner.
d. Place 4 of the Alien Troopers in the upper-left corner of the board; set the other 16 aside for now.
II. Lay out the Alien Blueprint cards in a private display, to the left of your board.
a. Stack the 10 R&D Corruption tokens on the left portion of the R&D Corruption card.
b. Place an Alien Advanced Building marker on each card.
III. Take 3 Crystals; set these near your board.
IV. Place 1 Alien Shelter tile in the middle rightmost hex of the main board; stack the others near your board, as shown below.
V. Place the 5 Alien Tech tiles, 10 Expendable Action tokens, and 5 Alien Mine hexes near your board as your reserve.
I
II
II.a
II.b
III
V
IV
I.a
I.b
I.c
I.d
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5
HUMAN PLAYER’S TURN
You use only Human components. Actions and effects that allow you to use other players’ components (such as using another player’s Tech tile)
do not allow you to use Alien components.
IMPORTANT RULE:
In addition, each time you use a Tech tile from a teammate (other player), the Alien Commander may advance an Alien Tech tile.
ORBITAL STATION ACTION CHANGES AND SCORING
OBTAIN BLUEPRINT
4-player game (3-Human game): The first Human player to Obtain a Blueprint must take the Defensive Blueprint card added to the left of the Blueprint card display, rather than one of the others. Do not replace this card from the deck; this brings the display down to the usual 6 Blueprint cards. Gain the item depicted in the lower-right corner of the card, and place an Advanced Building marker on the card.
If you obtain a normal Blueprint card, immediately lose its OP value. You can go negative, so always keep track of how far below 0 OP you are.
If you obtain a Defensive Blueprint card, do not lose any OP.
LEARN NEW TECHNOLOGY
Immediately score 1 OP when you learn a new technology.
RESEARCH AND DEVELOPMENT (R&D)
Immediately score 1 OP each time you move a Tech tile to the right. When you move a Tech tile to the final column, score an additional 3 OP (i.e., 1 + 3 = 4 OP total).
GAMEPLAY
Each round is still divided into two phases: Colonization and Shuttle. However, the Colonization phase flows differently. After each Human player’s
turn, the Alien Commander gets a turn. So, in a 5-player game (4-Human game), the turns of the Colonization phase would be as follows:
1. Human Player 1
2. Alien Commander
3. Human Player 2
4. Alien Commander
5. Human Player 3
6. Alien Commander
7. Human Player 4
8. Alien Commander
GOALS AND VICTORY/LOSS CONDITIONS
The Human players are a team, working together to succeed despite the Alien Commander’s meddling, and before all of the Alien Troopers are deployed. The end of the game is not triggered by the Remaining Missions marker reaching the end of its track.
HUMANS
The Human team wins immediately (don’t even finish the turn) if they collectively earn 100 OP.
ALIENS
The Alien Commander wins immediately (don’t even finish the turn) if all 20 Alien Troopers are deployed to the main board.
5
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6
COLONY MAIN ACTION CHANGES AND
SCORING
CONSTRUCT A BUILDING
You cannot construct a Building in a hex with an active (upright) Alien Trooper in it.
Sentry Bots and the Defense Exosuit get displaced by new Buildings just like Rovers and Bots do.
Any stunned (prone) Alien Troopers in the hex also get displaced by the new Building.
If you build a Shelter, immediately gain 3 OP, instead of scoring Colonists at the end of the game.
UPGRADE A BUILDING
You cannot upgrade a Building in a hex with an active (upright) Alien Trooper in it. If there is a
stunned Alien Trooper, you may upgrade the Building hex and the Alien player chooses where
the Trooper is displaced.
If the Building hex had a Shield token on it, return the Shield token to the player with the Shield
Defensive Blueprint card.
If the Blueprint card used to upgrade the Building is a Defensive Blueprint card with a Tech tile
on it, place the Tech tile in an empty space in the leftmost column of your Laboratory. If both
of these spaces already have a tile on them, you cannot use this Blueprint card to upgrade a
Building at this time.
Sentry Bots and the Defense Exosuit get displaced by the upgraded Building just like Rovers and
Bots do. Stunned (prone) Alien Troopers are displaced by an upgraded Building as well.
If you upgrade a Building using a normal Blueprint card, immediately gain double its OP value.
If you upgrade a Building using a Defensive Blueprint card, immediately gain 3 OP.
If anyone has the Scientist matching the Advanced Building, immediately gain 3 OP.
WELCOMING A SHIP AND SHUTTLE TRAVEL
If you welcome a Ship you immediately gain 3 OP. If you remove a Ship from a hangar,
immediately lose 3 OP.
HIRE A SCIENTIST OR TAKE AN EARTH CONTRACT
If you hire a Scientist, immediately gain 3 OP for each matching Advanced Building already on
the Martian surface.
If you take an Earth Contract card, immediately lose its negative OP value. When you complete a
Contract card, immediately gain back the negative OP value and add the positive OP value.
EXECUTIVE ACTIONS
If you choose to perform an Executive action, the Alien Commander takes an Expendable Action token and places it on the Expendable Action Supply space of the Alien board.
USE ADVANCED BUILDING
The new Blueprint cards’ actions are as follows:
SHIELD
Deploy 1 Shield token (+ Tech level); you cannot deploy more Shields than you have tokens. Each deployment does one of the following:
• Neutralize an R&D Corruption token that is on any Human player’s Tech tile. Return the
R&D Corruption token to the Alien Commander. Return the Shield token to your supply.
• Place the Shield token on any Human player’s Tech tile to protect it from R&D Corruption.
• Place the Shield token on any Human player’s Building hex to keep Alien Troopers from moving into it ever again.
Example:
PurplePurple uses his Sabotage
Advanced Building. The humans all agree
that the Alien Commander is planning
to construct a Building, and they want
to prevent this.
PurplePurple covers Construct
a Building on the Alien board with a Sabotage token. That should buy the colony a little time!
Example: BlueBlue has a +1 bonus from her
Shield Tech level, and thus takes 2 Shield tokens to deploy. The Alien Commander wisely blocked further development of this tech by placing an R&D Corruption token on it, so
BlueBlue first removes this, returning it
to the Alien Commander, and returning the Shield token to her own supply.
BlueBlue places
the 2nd Shield token on her Shield Tech tile to afford it some protection.
NEW HUMAN
TECHNOLOGIES
SENTRY MOVEMENT
Increases number of
activations the Sentry Bot
Advanced Building provides.
EXOSUIT MOVEMENT
Increases number of
activations the Defense Exosuit
Advanced Building provides.
SHIELD
Increases the number of
shields deployed when using
the Shields Advanced Building.
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7
SABOTAGE
Use an available Sabotage token to cover an available Action space on the
Alien board, blocking it from being used. The token stays there until the Alien
Commander resets their board.
SENTRY BOTS
Activate Sentry Bots up to 2 times (+ Tech level). Each activation does one of the
following:
• Place a Sentry Bot (that is not already on the Martian surface) on a Shelter hex.
If all Shelters already have wooden pieces on them, place the bot adjacent to one of them instead.
• Move a Sentry Bot 1 hex. Any Alien Troopers in the new hex get displaced.
• Stun all Alien Troopers (lay them down) adjacent to 1 Sentry Bot.
DEFENSE EXOSUIT
Activate the Defense Exosuit up to 2 times (+ Tech level). Each activation does one of the following:
• Place the Defense Exosuit on a Shelter hex. If all Shelters already have wooden
pieces on them, place it adjacent to one of them.
• Move the Defense Exosuit 1 hex. If there is a stunned Alien Trooper in the new hex, it is immediately returned to the Alien board. If there is an active (standing) Alien Trooper in the new hex, the Defense Exosuit can only enter the hex if it still has at least 1 activation remaining to return that Alien Trooper to the Alien board (see next option).
• Return 1 active Alien Trooper in the same hex as the Exosuit to the Alien board.
Remember to increase the Alien Troop Tracker whenever an Alien Trooper is removed from the main board, and decrease it any time Alien Troopers are added to the main board.
Both the Exosuit and Sentry Bots behave similarly to the standard Bots and Rovers. All four can
pass through occupied hexes but generally cannot end their movement in one, except for the
special cases mentioned above.
All Alien Troopers moved to the Alien board by a human player can be redeployed on the next
Alien Commander turn. Whenever an Alien Trooper is displaced, the Alien player decides where
to displace it per the base game rules.
END OF THE GAME
There is no endgame scoring. All scoring occurs during the game.
Example:
YellowYellow used her Sentry Bots
to stun a few Alien Troopers. Now BlueBlue
wants to get rid of as many of them
as possible, using 3 activations of his
Defense Exosuit Advanced Building (2
+ 1 for his Tech level).
BlueBlue uses the 1st
activation to move the Defense Exosuit 1 hex onto a stunned Alien Trooper, who returns home immediately (
BlueBlue
doesn’t have to spend any activation points to send it home because it is already stunned).
BlueBlue then uses his
2nd activation to move the Defense Exosuit to the active Alien Trooper’s hex. Finally, he uses his 3rd activation to return that Trooper back to the Alien board (if he did not have a 3rd activation, he could not have moved into this hex).
Example:
Yellow’sYellow’s Sentry Bot Tech
level grants a +1 bonus. YellowYellow uses
her Sentry Bot Advanced Building for 3 activations (2 + 1) of Sentry Bots.
YellowYellow moves the one adjacent to an
Alien Trooper into its hex to “bulldoze” it closer to the other Alien Troopers.
YellowYellow uses another activation to send
another Sentry Bot 1 hex into the fray, so it is adjacent to the “bulldozed” Alien Trooper and 2 others. For the last activation, all 3 Alien Troopers adjacent to the Sentry Bot are stunned.
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8
ALIEN COMMANDER’S TURN
You use only your own components; because you’re the only Alien player, you cannot use other
players’ components.
On your turn, you must choose one and only one of the following three options:
• Unlock an Action space
• Perform actions
• Reset your board
By far, the most common option you will choose is to perform actions.
UNLOCK AN ACTION SPACE
Spend 2 Crystals to permanently unlock an Extra Action space on
your board: Remove the Extra Action Space Cover token, flip it over
to permanently become a Reusable Action token, and stack it on the
Reusable Action Supply space on your board.
PERFORM ACTIONS
In any order you like, do the following:
• You must use at least one Action token.
• You may use your Alien Scientist.
USE ACTION TOKENS
Use 1 Expendable Action token and/or 1 Reusable Action token.
To use an Expendable Action token, it must be on the
Expendable Action Supply space of your board.
1. Spend 1 Crystal, as indicated on the board.
2. Place the Expendable Action token on any open Action space on your board. This can be one of the Action spaces initially available, or an Extra Action space that you’ve unlocked (they are red only to remind you to cover them in setup; they are not limited to being used by Reusable Action tokens).
3. Perform the action indicated by the covered Action space.
IMPORTANT:
If you have only Expendable Action tokens remaining, but do not have the Crystal to pay to play one, you must instead place the Expendable Action token on an Action space and pass your turn.
To use a Reusable Action token, it must be on the Reusable Action Supply space of your board.
1. Place the Reusable Action token on any exposed Action space on your board. This can be one of
the Action spaces initially available, or an Extra Action space that you’ve unlocked.
2. Perform the action indicated by the Action space.
Remember, you can use an Expendable and/or a Reusable Action token, but you must do at least one. If you do both and also choose to use your Alien Scientist (see Use Your Alien Scientist, page 10), you can perform these 3 actions in any order you like, as long as you complete each action before starting the next one.
An Extra Action Space Cover token
An Expendable Action token
A Reusable Action token
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9
ALIEN BOARD REWARD SYMBOLS
SHELTER:
This increases the maximum
size of your Shelter Complex.
REINFORCEMENT:
This increases the number of
Alien Troopers you add to your
board when you build Shelter
hexes.
DEPLOYMENT:
This increases the number of
Alien Troopers you can deploy
to the main board when you
take a Deploy action.
MOBILIZATION:
This increases the number
of hexes you can move Alien
Troopers. You can split the
movement between multiple
Alien Troopers.
MINING:
This increases the maximum
size of your Mining Complex.
ALIEN BOARD ACTIONS
Actions available from the beginning of the game (Action spaces):
ALIEN SHELTER:
Add a number of Alien Troopers to the Alien board equal to the new size of your Shelter Complex (modified by the current level of the Reinforcement technology).
ALIEN MINE:
Gain a number of Crystals equal to the new size of your Mine Complex.
1. CONSTRUCT A BUILDING:
This works the same way as the normal action, except that you can build in any empty hex, with no restriction of building 2 hexes away from an existing Building. Alien Buildings work similarly to their Human counterparts:
2. OBTAIN BLUEPRINT:
This works the same way as the normal action, except that you must choose an Alien Blueprint card. Move it from the private display on the left side of the Alien board to the right side of the Alien board. As usual, gain the item depicted in the lower-right corner of the card, and keep the Alien Advanced Building marker on it.
3. LEARN NEW TECHNOLOGY:
This works the in a similar way as the normal action. You may take any of the five Alien Tech tiles that are available and place it on the empty space in the leftmost column of your Laboratory. If it is occupied, you may not take this action. There is no resource cost.
4. RESEARCH AND DEVELOPMENT (R&D):
This works the same way as the normal action, except that you only advance a Tech tile once, rather than twice.
In addition, each time a Human player uses a Tech tile from a teammate, the
Alien Commander may advance one of theirs.
Example: You place a
Reusable Action token
on your Construct a
Building action. You
build an Alien Shelter
on the far side of
the human colony
from your other Alien
Shelter, and receive 1
Alien Trooper to add
to your board. Now the
Aliens have 2 separate
Shelter Complexes of
size 1. If the Complexes were size 2 or 3,
then you would receive 2 or 3 Troopers.
Example: You pay 1 Crystal to place an
Expendable Action token on your R&D
action. You advance your Reinforcement
technology 1 space to the right, and add 1
more Alien Trooper to your board.
Add 1 Alien Trooper
to your Alien board.
Gain 1 Crystal.
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10
Actions you must unlock before you can use them for the first time (Extra Action spaces):
7. STEAL CRYSTALS:
Steal up to 2 Crystals from the main board (from the Martian surface and/or
the Warehouse). Remember, Crystals cannot be used in the same turn they
were gained.
ALIEN INFECTION:
For each Human player, move 1 of
their Colonists from their Living
Quarters to their Working Area.
VIGILANT:
Move the shuttle 1 space in either
direction; however, you cannot
switch which path it is following.
In other words, you can speed
it up or delay it, but you cannot
switch its destination.
ABDUCTION:
Return a Human Scientist to its
Scientist card.
R&D CORRUPTION:
Place an R&D Corruption token on
a Tech tile on a Human player’s
board. This Tech tile cannot be
developed until a Human player
(any of them) uses a Shield token
to remove the R&D Corruption
token; however, the Tech tile can
still be used to improve the applicable action
as usual. If you target a tech that is shielded,
return the Shield token to the Human player
with the Shield Defensive Blueprint card, and
return the R&D Corruption token to your supply;
in this case, the Tech tile is not corrupted.
5. UPGRADE BUILDING:
This works in a similar way to the normal action, but the Blueprints can be applied to an Alien Mine or Alien Shelter. There is no resource cost. Alien Blueprint cards upgrade Buildings to work as follows:
6. ACTIVATE ADVANCED BUILDING:
You must choose an Alien Blueprint card that has not been flipped and doesn’t have a Scientist on it, and you must flip the card after you use it. You cannot activate that Building again until you Reset Your Board.
Example: You place a Reusable Action token
on your Activate Advanced Building action.
You see that BlueBlue plans to maximize her
ability to defend against you corrupting the humans’ R&D. So you place an R&D Corruption token on her Shield Tech tile. She cannot advance that technology until she undoes your meddling!
Example: You pay 1 Crystal to place an Expendable Action token on your Deploy Troopers in Empty Hexes Beside Your Buildings action. Your Deployment Tech level grants you +1. You get to deploy 2 Alien Troopers (1 + 1). You decide to spread them out, placing 1 beside each of 2 of your Buildings.
USE YOUR ALIEN SCIENTIST
You can only do this if your Alien Scientist is on your board.
Move the Alien Scientist from your board to the Action space of an Alien
Blueprint card that is not flipped to activate that Advanced Building.
Note: You cannot use your Alien Scientist again until you Reset Your Board.
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11
RESET YOUR BOARD
You can only choose this option if you have 2 or fewer Action spaces uncovered
on your board, or have 0 Action tokens remaining. Or to put it another way, you
cannot choose this option if you have 3 or more Action spaces uncovered and
either of the following is true:
• You have Expendable Action tokens remaining on your Expendable Action Supply space.
• You have Reusable Action tokens remaining on your Reusable Action Supply space.
To reset your board, do all of the following (in any order):
• Collect all of the Expendable Action tokens from your board, and return them to your reserve (beside your board). They are spent, and you cannot use them again until you regain them.
• Collect all of the Reusable Action tokens from your board, and stack them on your Reusable Action Supply space. They are available to use again on your next turn.
• Collect all of the Sabotage tokens from your board, and return them to the Human player with the Sabotage Defensive Blueprint card.
• Return the Alien Scientist to your board.
• If any of your Alien Blueprint cards are flipped, flip them face up again.
10. MOVE TROOPERS:
Move a number of Alien Troopers equal to 1 + your Mobilization Tech level. You can distribute the “movement points” however you like among your Alien Troopers on the main board. Alien Troopers cannot move into any Building hex with a Shield token on it, and cannot move into any Advanced Building. They can move through hexes with other wooden pieces, but cannot end their movement in hexes with other wooden pieces. You can also use movement points to revive stunned Alien Troopers: 1 movement point stands 1 Alien Trooper back up.
Example: You place a Reusable Action
token on your Move Troopers action.
Your Mobilization Tech grants you a
total of 3 movement points. You use
1 movement point to stand a stunned
trooper up, and then 1 movement point
to move that same trooper 1 hex. You
use the final 1 movement point to move
another trooper 1 hex.
Example: You only have 1 Action space
uncovered on the board, so you decide
to reset your Alien board. You have to
remove all Expendable Action tokens,
even the one you hadn’t used yet. You
return the Reusable Action tokens to
their supply space, and remove the
Sabotage token that was on the Activate
Advanced Building space. You also get
your Alien Scientist back.
8. DEPLOY TROOPERS IN EMPTY HEXES BESIDE YOUR BUILDINGS:
Place a number of Alien Troopers equal to 1 + your Deployment Tech level.
They must all come from your board and go into empty hexes adjacent to
your Buildings (the hexes cannot have other wooden pieces in them). You can
distribute the “deployment points” however you like around your Buildings.
9. DEPLOY TROOPERS IN YOUR BUILDINGS:
Place a number of Alien Troopers equal to 1 + your Deployment Tech level. They
must all come from your board and go onto your Buildings. You can distribute
the “deployment points” however you like among your Buildings. You cannot
deploy troopers onto hexes with an Advanced Building marker (the hexes also
cannot have any other wooden pieces in them).
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12
After the thrill of fending off the invaders had worn off, we became aware of what could only
be construed as a faint distress signal. Curiosity, fueled by confidence that we had eliminated
any dangers foreign to Mars (besides classic human incompetence), led us to the burial site of
a small satellite. It had fallen deep into the red sands and may have lain there for an eternity.
It was buried deeply — deep enough that its entry wound hadn’t caught the attention of myriad
astronomers, exoplanet aficionados, or even our best pattern recognition algorithms. You had
to be close enough to “hear” its faint whimpering.
Once we had dug it up, and could see the satellite with our own eyes, our first thought was to
check the Missing Satellites poster at the colony post office; or at least to do the computer
equivalent. The mystery started to mount when we couldn’t find any record of satellite paths
over this quadrangle — at least not any that had gone AWOL. The database experts even did
some lateral thinking, and tried searching for wayward satellite launches from either planet,
thinking maybe this thing had never established a proper orbit. Maybe it was my high-school
biology talking, but I suggested that sometimes you just have to dissect to learn. Or perhaps I’d
read too many mysteries that hinged on autopsies…
First, note any distinguishing marks on the patient. No identifying marks, other than a faded
and discolored logo: SCOOP XI. It wasn’t even clear at all how old this thing was or what origin
it had. Was it recent enough to have been from one of the private space travel companies? Or
was it ancient enough to be from one of the old national space agencies?
Time to make the first incision. It was… surprisingly empty. No black box (it’s never easy). All
of the internal systems had been corroded to near dust over time. The only thing inside that
appeared intact was a small capsule. We were determined to get to the bottom of this mystery,
so we detached the capsule from the emaciated supports that were barely holding onto it. With
so many eyes on this object, I’m not sure how it took so long for our collective consciousness
to put these facts together: a standard ISO 7010 biohazard logo, and a breach in the capsule.
Glances darted about, but we quickly agreed that negligible atmosphere, our suits, and the
incredible amount of time that clearly had passed were sufficient for us to dismiss any concerns
about this. So, we instructed the rover we’d brought with us to collect and store the salvage for
further analysis.
Back at the lab, forensics of the residue showed that all of the ablated contents inside the
satellite had been made of organic plastics and polymers. In fact, the erosive pattern suggested
that this ablation had occurred quickly, emanating from the capsule breach. Too late, we realized
that our attitude about quarantine of potential hazardous biological materials had been far too
cavalier, and that there could still be risk. We broke through the shell of shame that enveloped
us in an instant, and hastily ordered emergency decontamination of the facility. We were left
to hope that whatever this was couldn’t have survived on Mars, and that its interment still left
it susceptible to the brutally brisk Martian winters, so it would pose no further hazard to us.
It really requires human hubris to start an epidemic on a new planet.
A number of Colonists are now suffering a devastating form of hyper-coagulation, and the
doctors say this is a previously unknown disease. Anticoagulation meds have been administered,
but the symptoms persist in every last patient. Preliminary analysis of blood samples hasn’t
identified a pathogen, but the tight coagulation of the erythrocytes (red blood cells; sorry, I
get carried away) suggests a culprit that is virus sized… or even smaller. Some subviral agent,
maybe? A prion?
No matter, we are currently scouring the patients’ medical histories, background information,
and even personal logs to find the source of this syndrome. As the patient count rises at an
alarming rate, we need to figure out what this is. Could it actually be whatever was in that
biohazard capsule? If we don’t find a pathogen, and more importantly a cure soon, DOME’s
return on investment in this colony is going to be a big goose egg.
CHAPTER 2: OUTBREAK
2-4 PLAYERS (COOPERATIVE) ; DIFFICULTY LEVEL: HARD
1 Time Track overlay
1 Time Tracker token
1 Microbiologist
Scientist card
2 Level-1 Blueprint cards
2 Level-3 Blueprint cards
1 Microbiologist Scientist
10 Discovery tiles
4 LSS Reward tiles
16 Infection cards
1 Medicine Tech tile
7 Hospital Building tiles
15 Medicine Resource tokens
4 Vaccine tokens
6 Chapter-2 Mission cards
1 Double-sided 12/14 card
COMPONENTS
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13
CHAPTER SETUP
Unlike Chapter 1, everyone is on the same
team this time. Set up per the On Mars rules
with the following changes:
1. Leave the following base-game components in the box (use the equivalents from the Chapter 2 component list during setup, except as noted in the subsequent steps below):
• Discovery tiles
• Players’ Progress cubes and OP markers
• Scientist and Earth Contracts board
• Scientist cards
• Scientists
• Contract cards
• LSS Reward tiles
• Mission cards
• Private Goal cards 13 and 15
2. When you set up the Warehouse in Step 2 of the base game’s Setup, do not place any Crystals in the Warehouse. Instead, place 2 Medicine Resource tokens in the Crystal spaces, leaving the 3rd Crystal space empty.
3. When you set up the Blueprint display in Step 4 of the base game’s Setup:
a. After you shuffle the Level-1 deck, add the 2 new Level-1 Blueprint cards to the top of the deck (in either order).
b. After you shuffle the Level-3 deck, add the 2 new Level-3 Blueprint cards to the top of the Level-3 portion of the deck (in either order).
c. Each row of the display will be 7 cards throughout Chapter 2, rather than 6 cards.
d. After you reveal the 7 cards of the display, place the Medicine Tech tile on the Disease Control Clinic Blueprint card.
4. When you are supposed to set up the Scientist display in Step 5 of the base game’s Setup, instead set the Microbiologist Scientist card and Scientist beside the Building display. Note that the cost for this Scientist (2 Medicine) is on the card itself.
5. When you set up the Building display in Step 9 of the base game’s Setup, also stack the Hospital hexes face down beside the Building display.
6. When you set up the Mission cards in Step 11 of the base game’s Setup, use the Mission cards specific to this Chapter:
a. Place a random red Mission card face up on the Mission A space on the main board.
b. Place a random blue Mission card face up on the Mission B space on the main board.
c. Place the double-sided 12
/14 card
on the Mission C space on the main board, 14 side up. For a harder game, use the 12 side, instead. This will track the number of infected Colonists.
7. Skip Step 3 of the base game’s Player Setup altogether: You will not track OP at all.
8. Skip Step 13 of the base game’s Player Setup: You will not use Progress cubes.
9. Place the Time Track overlay covering the spaces of the Progress area in the lower- right corner of the main board, with the 12-space side face up.
10. Place the Time Tracker token, hourglass side up, on the space of the Time Track overlay based on your player count (2-player game: 12, 3-player game: 10, 4-player game: 8).
11. Shuffle the deck of Infection cards, and place this deck face down near the top of the main board.
2
3
4
5
6a 6b
6c
9
10
11
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14
GAMEPLAY
Ignore all OP scoring in this chapter: Do not track OP at all.
COLONIZATION PHASE
Except in Round 1, at the beginning of each player’s turn, reveal a card from the Infection deck.
• If the card depicts two location options, choose any one Colonist (belonging to any player, but standing
and not vaccinated) in one of those locations, and lay that Colonist down (Colonists that are lying down are
infected, and do nothing but spread disease). If there are none in those areas to lay down, select a Colonist
in any player’s Living Quarters. If none are available in any Living Quarters either, nothing happens.
• If the card shows the No Infection icon ,
no Colonists become infected; keep this
card visible. If both No Infection cards are now visible, reshuffle all of the Infection cards (revealed and remaining in the deck) to form the deck anew.
Now you can perform a quick quarantine if you like, rearranging the Colonists in your Living Quarters (including the 4 initial slots) to try to separate the healthy from the infected. This is the only time you can do this; you cannot rearrange your Colonists on another player’s turn!
MEDICINE
At any time during your turn, and as often as you like, you can spend Medicine. Each Medicine Resource token stands any 1 Colonist back up (it doesn’t have to be yours); return spent tokens to the supply. Keep Medicine tokens next to your player board. The usual Resource storage limit applies to Medicine: 1 + the number of Shelters you have built.
ORBITAL STATION AND COLONY MAIN ACTIONS
Infected Colonists still count toward the cost of a
action, and are still infected even if they
get sent back to their Working Areas due to the Action space being full.
Example: It is Purple’sPurple’s turn, and he wants
to upgrade a Mine that is currently
occupied by Yellow’s Yellow’s infected Colonist.
This sends Yellow’sYellow’s infected Colonist
back to Yellow’sYellow’s Living Quarters. At
the end of Purple’sPurple’s turn, all infected
Colonists infect those sharing spaces with them, so unfortunately this Colonist spread the infection to their roommate before
YellowYellow had a chance to rearrange
them. The Colonists on the other Living Quarters are unaffected.
Example: GreenGreen draws this card from
the Infection deck. A Colonist in a Mine or a Living Quarter area falls ill. She discusses it with the others, and ultimately decides to lay down one of
Blue’sBlue’s Colonists in a Mine.
Example: YellowYellow drew a No Infection card
on her turn. Now, on Purple’sPurple’s turn, he
draws the other No Infection card. Again, luckily no further Colonists are infected; however, this time all of the Infection cards get shuffled to create a new deck. You have no idea what the next draw will throw at you!
GOALS AND VICTORY/LOSS CONDITIONS
In a limited number of rounds, collectively achieve the goals on both Mission cards, and keep the
outbreak from infecting 12/14 Colonists.
The group loses if any of the following are true:
• 12/14 Colonists, or all currently active Colonists, are infected at the end of any player’s turn.
• The Time Tracker token decreases from 1 (needs to move to 0) on the Time Track overlay.
The group wins immediately if all of the following are true:
• You have collectively achieved both goals on the Mission cards.
• Fewer than 12/14 Colonists are infected.
CHAPTER 2 MISSION CARDS
Develop the Medicine Tech
tile to the end of your Lab.
Have 2 Vaccines.
Have 5 Medicine.
Upgrade 3 Hospital
Advanced Buildings.
Build 5 Hospital
Building tiles.
Have all 4 Hospital
Blueprints, built or not.
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15
CONSTRUCT A BUILDING: HOSPITALS
If you are building the first Hospital hex of the game, you must
place it adjacent to one of your Shelter hexes. If you are building
any subsequent Hospital hex, follow the normal rules. The Hospital
hexes cost 1 Mineral to build.
Hospitals produce Medicine.
COLONY STATUS UPDATE
When adding Blueprint cards to the display in Step 2, remember that throughout Chapter 2 each
row of the Blueprint display has 7 cards, rather than 6.
Refill the leftmost column of the Warehouse until there are 2 Medicine (rather than 3 Crystals).
END OF YOUR TURN
At the end of your turn, all Colonists sharing a Working Area, Action space, Living Quarters, or
the 4 initial slots for Colonists, with an infected Colonist also become infected, and lie down.
Infected Colonists do not infect Colonists in different areas.
SHUTTLE PHASE
At the beginning of the Shuttle phase, decrease the Time Tracker token by 1.
EXECUTIVE ACTION: USE ADVANCED BUILDING
Note that all the new Advanced Buildings provide 1 Medicine when obtained. The new Blueprint
card actions are as follows:
DISEASE
CONTROL CLINIC:
Advance the Medicine Tech tile 1 space. The only way to develop this Tech tile is through this Building or another player using the Tech. When you upgrade this Building, place the Medicine Tech tile in an empty space in
the leftmost column in your Laboratory. If both of these spaces already have a tile on them, you cannot take this action.
MICROBIOLOGY
LAB:
Pay 2 Crystals to produce
1 Medicine, taken from
the general supply. This
cost is in addition to the
usual cost to perform an
Executive Action.
PHARMACY:
Produce 1 Medicine taken
from the general supply.
VACCINATION
CENTER:
Produce 1 Vaccine.
Administer it to any
Colonist (it doesn’t have
to be yours). Whether
infected or not, stand the
Colonist atop the Vaccine
token for the rest of the
game. This Colonist is
now safe from all future
infections. You are limited to the 4 Vaccine
tokens provided, you cannot create more once
they are all used.
Example: GreenGreen upgrades a Hospital to a
Disease Control Clinic Advanced Building.
She places the Medicine Tech tile that
came with the Blueprint in the empty
space of her leftmost Laboratory column.
If both spaces had been full, she wouldn’t
have been able to take this action! The
next time she uses this Building, the Tech
tile will advance one step.
Example:
YellowYellow uses her Vaccination
Center to produce 1 Vaccine token. She
uses it to help Blue’sBlue’s ill miner recover.
She stands the Colonist up on top of the token to show that this Colonist is immune to further infections.
---
16
COMPONENTS
CHAPTER SETUP
Although Aliens are on the scene again, all players are on the same team. Set up per the On
Mars rules with the following changes:
1. Return the following base-game components to the box (use the equivalents from the component list above during setup, except as noted in the subsequent steps below):
• Discovery tiles
• Players’ Progress cubes
• LSS Reward tiles
• Private Goal cards 13 and 15
• Mission card 4
2. Skip Step 3 of the base game’s Player Setup altogether: You will not track OP at all.
3. Skip Step 13 of the base game’s Player Setup: You will not use Progress cubes.
4. Place the Time Track overlay covering the spaces of the Progress area in the lower-right corner of the main board, with the 12-space side face up.
5. Place the Time Tracker token, Alien side up, on the space of the Time Track overlay according to you player count: 2-player game: 6; 3-player game: 7; 4-player game: 8.
GOALS AND VICTORY/LOSS CONDITIONS
Work together to find the Alien saboteur.
The group loses if any of the following are true:
• Concurrently, 5 Building hexes have Blackout tokens with Colonists lying atop them.
• Nobody has any Colonists available to assign to a Blackout token when this is required.
• The game ends by the usual end game conditions before you win.
The group wins if all of the following are true:
• You have caught the alien: You have moved the Time Tracker token from 1 (needs to move
to 0) on the Time Track overlay. This requires you to achieve a certain number of goals
according to the player count:
• 2-player game: 6 Mission and/or Private Goal cards.
• 3-player game: 7 Mission and/or Private Goal cards.
• 4-player game: 8 Mission and/or Private Goal cards.
Unlike in the base game, each player is allowed to complete all 3 of their Private Goals.
CHAPTER 3: BLACKOUT
2-4 PLAYERS (COOPERATIVE) ; DIFFICULTY LEVEL: MODERATE
I’m writing this on battery power, so I’m going to keep it brief. (There is no need to roll your eyes.) Power is not getting to us from our generators, and it appears to be due to some strong electromagnetic fields. This is very suspicious on a planet well known for its weak, induced magnetosphere. Right now, our prime suspects are solar activity — which would be very easy to check if our equipment had power — or something more nefarious. I hate to think that we still have invaders lurking about, performing acts of vandalism and guerrilla warfare on our colony, but from what our engineers can tell so far with their battery-powered resources, this seems like the most plausible scenario. This is especially so because it has cut off all of our power, yet my compass isn’t going nuts. So, I guess it’s a bug hunt!
10 Discovery tiles
10 Blackout tokens
COMPONENTS NEEDED FROM CHAPTER 2
• 1 Time Tracker overlay
• 1 Time Tracker token
• 4 LSS Reward tiles
6 Vandalism cards
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17
GAMEPLAY
COLONIZATION PHASE
At the end of each player’s turn, reveal a card from the Vandalism deck . It will either depict a
type of Building, or it will depict an alien.
ALIEN
If the revealed Vandalism card depicts an alien (see right), you startled the vandal
before any damage could be done: Reshuffle all 6 of the Vandalism cards to form a
new deck. There is no other effect.
BUILDING
If the revealed Vandalism card depicts a Building, then the aliens vandalize that
type of Building. (Advanced Building hexes are immune to vandalism and blackout.) In the base
game, there are two states for each Building:
• Normal (just the Building tile, perhaps with a meeple on it)
• Advanced (with an Advanced Building token on it)
In this chapter, there are four possible states for each Building:
• Normal (just the Building tile, perhaps with a meeple on it)
• Vandalized (with a Blackout token)
• Blackout (with a Colonist lying on the Blackout token)
• Advanced (with an Advanced Building token on it)
The revealed Vandalism card indicates the type of Building the aliens will try to put in blackout; however, as depicted on the card, this is a 2-step process for any Building: First they have to vandalize the Building, then they can cause a blackout. Because the goal is blackout, use the following procedure to apply the aliens’ destruction:
1. If there is a Building hex of this type that is merely vandalized, the aliens finish the job to cause a blackout: Place a Colonist from any player’s Living Quarters (it doesn’t have to be yours) so it is lying down on the Blackout token (Note : If it is a Mine hex, you must use
the Colonist already on it, instead). This renders this Building hex inoperative: It no longer counts as part of a complex, it cannot produce, and it cannot be upgraded. If 5 Building hexes are now in blackout, you lose the game.
2. Otherwise, if there are any Building hexes of this type that are normal (neither vandalized, blackout, nor advanced), the aliens vandalize a Building: place a Blackout token on a Building hex of the type shown on the Vandalism card (your choice). This causes no immediate effect, and anyone can remove this Blackout token by upgrading this Building hex.
3. Otherwise, all of the Building hexes of that type are in blackout or advanced. The aliens will
work to cause a blackout in a Shelter hex, instead:
a. If there is a Shelter hex that is merely vandalized, the aliens finish the job to cause a blackout, just as in Step 1 above.
b. Otherwise, the aliens find the player with the fewest Shelter hexes in blackout (if tied, they choose the player earliest in turn order) who still has any normal Shelter hexes, and the aliens vandalize a Shelter hex belonging to this player, just as in Step 2 above.
c. Otherwise, all of the Shelter hexes are in blackout or advanced. The Vandalism card
simply has no effect. We got lucky this time; next time the aliens will plan better!
REPAIRING BLACKOUT AND VANDALISM
Each time you complete a Mission card or Private Goal card, the Time Tracker token decreases by 1 on the Time Track overlay, and you can also do one of the following to any Building hex:
• Remove a Colonist lying atop a Blackout token and return the Colonist to the matching Working Area. (Note : If it is a Mine hex, the Colonist stands up on it, instead.)
• Remove a Blackout token that has no Colonist lying atop it; return it to the supply.
Completing a goal is the only way to move the Time Tracker in this Chapter, it does NOT move at the end of every round. Players are not allowed to complete more than one private goal per turn.
Example: You draw the Generator
Vandalism card. It’s the first time this
has come up, so you place a Blackout
token on any normal Generator hex to
mark it as vandalized.
Remember: When a Building is vandalized,
it can be repaired by either upgrading it
to an Advanced Building, or completing a
Mission or Private Goal card.
When a Building is in blackout, the only
way to remove the Colonist and return
it to a vandalized state is to complete a
Mission or Private Goal card.
Example: It’s several turns later and
you’ve since drawn the alien card and
had to shuffle the Vandalism deck.
Then, you draw a Generator Vandalism
card again. Because there is already
a vandalized Generator hex, you must
select any Colonist in play to lay atop
the Blackout token on the Generator hex.
This Generator is now in blackout.
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18
CHAPTER 4: MONOLITH
1 PLAYER ; DIFFICULTY LEVEL: CONFIGURABLE
Of course it was the aliens! Yeah, sorry, I know we’re all technically aliens here, but under traditional Earth playground rules, we stuck a flag here
first, and I grew up consuming too much sci-fi; so, I can’t help it, I’m going to continue calling them aliens. I mean, we’re less than a generation
away from having natural born Martian citizens. So, this is our home now, and we’re going to defend it. With that established, let’s move on.
Yes, it was the aliens, and yes it was deliberate sabotage. And my guerrilla comparison was pretty close before, because they’re still at it, disrupting
our operations at every opportunity. That first little stunt of theirs was but one of many, it seems. We lost communication with a pilotless rover,
so a small team of us took another rover to follow its tracks to its last known location.
When we got there, we didn’t need to check the odometer to know that this is where we lost comms. The rover’s happy tracks took a 100° sudden
and sharp “turn”, and instantly transitioned to something that looked like a beast had dug its claws into the Martian soil while trying to hold on
in a windstorm.
The engineers are still scratching their heads, trying to come up with plausible hypotheses of ways the aliens could have done this, but all the
mechanics care about is uncrumpling the frame, replacing a snapped axle, reattaching a few tires, and replacing the smashed portions of the body.
I tried to convince them to add some good old-fashioned World-War-II detailing while they were at it — something to visually menace the alien
guerrillas. Maybe alien-looking gorillas? Nah, they probably wouldn’t get it anyway.
Now another group is reporting that a Colonist missed check-in after an extremely mundane and routine simple task. It wasn’t that long ago when
the only foul play anyone might suspect was human carelessness or Martian weather. I can’t believe that aliens — freaking aliens! — are the go-to
answer now. Turn-of-the-century tabloids would be having a field day.
Despite their opposition, Earth is still barking orders at us: Upgrade this! Research that! We can only hope they’re going to do something about
what is becoming a military situation, but the simple fact of physics is that it’s a lot faster to send us commands at the speed of light than to
send us troops. Even at that, orders take 3 to 22 minutes to reach us, depending on where Earth and Mars are relative to each other on the solar
merry-go-round. Troops could take hundreds of sols (that’s Martian days, which are only two-thirds of an hour longer than Earth days) to get
here, and that’s not even counting the time it would take the powers-that-be to come to a decision and commit to it first. So, I guess we’re going
to need to knuckle down and see what we can accomplish with this red marble, even though the other kids who showed up uninvited are shooting
with steelies.
COMPONENTS
COMPONENTS NEEDED FROM CHAPTER 2
12 Upgrade Goal cards
6 Scientist Goal cards
12 Earth Contract Goal cards
4 Discovery Goal cards
8 Tech Goal cards
16 Sabotage cards
• 1 Time Track overlay (Alien side up)
• 1 Time Tracker marker
---
19
CHAPTER SETUP
Why is it that when there are things to be done, no one else seems to be around? It’s just you,
bucko, spinning plates to keep the homeworld happy.
This chapter is solitaire: Achieve the goals you set for yourself. Do not use the Solo Game Rules
from On Mars. Set up per the standard On Mars rules with the following exceptions:
1. When you set up the Warehouse in Step 2 of the base game’s Setup, set it up for a 2-player game.
2. During Step 12 of the base game Setup, when setting up the Mission tracker cubes, place them on the number equal to half of the 2-Player goal numbers, rounded up.
3. Place the Time Track overlay below the main board, with the 15-space side face up.
4. Place the Time Tracker token, hourglass side up, on space 0 of the Time Track overlay.
5. Use the Progress cubes from an unused player color as a supply of Sabotage cubes.
6. Shuffle the Sabotage deck, then lay out the first 2 cards of it face up to form a continuous Sabotage row. If both cards have the same letter at the bottom, place a Sabotage cube on the leftmost space at the bottom of the leftmost card.
7. Separate the Chapter-4 Goal cards into their 5 decks.
8. Take a random card from each of 2 of the Chapter-4 Goal decks; then choose a card from each of the other 3 Chapter-4 Goal decks (you can make this chapter harder by making more of the selections random; easier, by making fewer random). Lay out these cards face up in front of you.
GOALS AND VICTORY/LOSS CONDITIONS
In 15 rounds, achieve at least 4 of the 5 goals. The end of the game is not triggered by the
Remaining Missions marker reaching the end of its track.
• You lose if the Time Tracker token increases from 14 to 15 on the Time Track overlay, and you have not completed 4 goals.
• You win if you have completed at least 4 of the 5 goals.
Each of the 5 Goal decks contains a different type of goal:
Deck 1: Use a specific Blueprint card to upgrade a Building to Level 3.
Deck 2: Fulfill a specific Earth Contract card.
Deck 3: Develop a specific technology to the maximum.
Deck 4: Score at least 9 OP with a specific Scientist.
Deck 5: Acquire at least the indicated quantity of Discovery and/or Research tiles.
GAMEPLAY
SABOTAGE PHASE
In this chapter, after the Colonization phase and before the Shuttle phase, there is a Sabotage
phase. This phase proceeds as follows:
1. Increase the Time Tracker token by 1.
2. If the Time Tracker token advanced to a space with an alien icon, resolve each Sabotage
card with 2 cubes on it (resolve the cards left to right) as follows:
a. Apply the effects described on the card.
b. Discard the card, and return the cubes to the supply.
3. Add another card from the Sabotage deck to the right end of Sabotage row. If there are any other cards in the Sabotage row with the same letter at the bottom as this new card, add 1 Sabotage cube to the leftmost empty space on a card of the matching letter in Sabotage row.
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20
ENDGAME
Regardless of whether you won, add the following to your endgame score, marked on the OP
scoring track:
Score OP for how many of your 5 Goal cards you achieved:
• Achieved 0: -50 OP
• Achieved 1: -25 OP
• Achieved 2: -15 OP
• Achieved 3: 0 OP
• Achieved 4: 25 OP
• Achieved 5: 50 OP
Each Mission card you achieve is worth 10 OP. Check your score against the following list to see how you did:
• ≥ 150 OP: Star Child
• ≥ 125 OP: Planet Tamer
• ≥ 100 OP: Pioneer
• ≥ 75 OP: Explorer
• ≥ 50 OP: Passenger
• ≤ 49 OP: Lost in Space
PROMO CARD
FOR BASE GAME:
BEACON
This Blueprint
upgrades a Building
within a Complex of at
least size 3. It earns/
loses you 5 OP at
the end of the game
depending on whether
it is built or not.
• When obtained: Gain 1 Battery
• Upgrades a Generator
• Matching Scientist — R&D Engineer
Advanced Building Action: Perform one of the following actions:
• Upgrade 1 Building following the usual rules. May use Tech.
• Construct any Building following the usual rules. Tech required if creating or increasing the size of a Complex.
Note: This action cannot be boosted by sending Colonists to your Working Area.
CREDITS
GAME DESIGN: VITAL LACERDA
GAME ART: IAN O’TOOLE
GRAPHIC DESIGN & 3D ILLUSTRATIONS: IAN O’TOOLE
RULEBOOK & STORIES: NATHAN MORSE
LAYOUT & 3D ILLUSTRATIONS: JOÃO TERESO, ALEX COLBY
PROOFREADING: NATHAN MORSE, ORI AVTALION
PROJECT MANAGERS: RANDAL LLOYD, RICK SOUED
For support, email us at:
customer-service@eagle-gryphon.com
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©2021 FRED Distribution Inc.
801 Commerce Drive, Building #5.
Leitchfield, KY 42754
All Rights Reserved.
www.eagle-gryphon.com
The Author wishes to warmly thank for playtesting, comments, and suggestions:
Asier Villanueva (A7VM), Bruna Cristina Borges, Chris Seibert, Dan Vargas, Davis
Everson-Rose, Flávio M. Oota, Janusz Franas, Joe ‘Rambleshanks’ Harrison, Jorge
Garcia, Julián “The Alien” Pombo, Luís Henrique Godeguez, Luiz Barreto, Mathias
Bjerregaard, Mathias Lang, Micha Flores, Miranda Robinson, Robert Addorisio, Rodrigo
Mendonça Lima, Scott Campbell, Scott Hill, Shelley Danielle, Sylvia Rubio, Thomas
Berggren, and William Aukes.
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