Full manual text

©2016, Gamelyn Games, LLC all rights reserved.
Tiny Epic Galaxies:
Beyond the Black
By Scott Almes

Story:
Your galaxies have expanded to the extent of known space. You overlap with your rivals and fight tooth
and nail for fertile planets. Now it is time to extend the horizons. Now it is time to upgrade your ships to
the limits of today’s technology and go beyond the deep blackness of space into the truly unknown
universe…

Components:

20 Pilot Cards

20 Custom Ships (4 Types in 5 Player Colors)
NOTE: Some of these pieces won’t stand, but the finals
should… just prototype pieces at the moment.

5 Ship Hanger Cards

1 Exploration Board

27 Exploration Cards

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©2016, Gamelyn Games, LLC all rights reserved.
Setup
Setup is done as a normal game of Tiny Epic Galaxies with the following additions:
1. Shuffle the deck of planets and deal the same number of Pilots as planets in a single row. Place
the remaining deck within reach.
2. Give each player a Hanger card.
3. Give each player the 4 new ships in their color. These can be placed on the hanger card on top of
their shape.
4. Place the Exploration board where everyone can reach it
a. Shuffle and place the exploration cards next to the Exploration board.

Part 1: Custom Ships
In the game, you now have the ability to upgrade your normal rockets to more powerful ships by higher
a pilot. You must do this on your turn.

To do so, you must discard a certain amount of dice to gain a Pilot. Each Pilot is a specialist in a certain
type of ship, which makes them easier to hire if you have that ship type left. Some pilots are specialists in
multiple ships, but the more ships they are specialists in the weaker their ability is.

To hire a Pilot, activate a number of dice. If you have a ship that matches their specialty (which is
highlighted in gray) then you can discard two like dice that fits that ship. The ships and dice correspond
like so:

Colonizer
or

Harvester
or

Explorer

Capital

So, to get a Colonizer ship, you can spend two Economy dice or two Economy dice. If you don’t have the
dice that match their specialty, you may instead activate three like dice. When you do this, you can use
any ship type for this pilot.

When you hire a Pilot, you replace one of your existing ships with the new ship type. Then, take the old
rocket and place it on the symbol that matches the ship you are using for that Pilot. That will allow you to

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©2016, Gamelyn Games, LLC all rights reserved.
reference that Pilot’s ability with the ship during the game. That special ship now has the Pilot’s special
ability.

Note: to hire a Pilot you must have a regular rocket in the game to replace it with. If you haven’t advanced
your galaxy enough to have the rockets you need to replace another Pilot, than you cannot do so.

The dice that are activated to hire a pilot are still placed in the Activation bay, however their action is not
taken by you. They may still be followed by other players.

Each Pilot you hire is worth one point at the end of the game. In addition, Pilots also have Federation
symbols. These Federation symbols will count with your exploration cards to determine majority scoring.

Each pilot has exploration badges on the bottom of them. At the end of the game, players are given points
depending on having majorities in badge types.

You may replace a Pilot that you have already hired. If you do so, place the new Pilot on top of the old one
so the badges are still showing and move the ship to the new pilot. You will get the benefit of the badges,
but their ability is no longer active for that ship.

Part 2: Exploration
When you activate a move action, you now have the ability to send a ship exploring. To send a ship
exploring, you should:
1. Move the ship to the exploration card.
2. Draw an exploration card either:
a. From the face up discard into your possession or
b. From the top of the deck (If there are no face-up cards, then you must draw)

When you draw from the top of the deck you have the option of placing the card on top of the discard
stack, or keeping it for yourself. The discard is next to the exploration deck, and may at most have three
face-up cards. Cards in the discard are placed side-by-side so all are visible. You may discard and draw
again as many times as you like, provided that:
1. There are not already three discarded cards. If this is the case, you must take the drawn card.
2. Or, if you ever draw a Red card you MUST take it. Red cards have negative effects, and green cards
have positive ones.

After the effect is resolved, players place their exploration cards face up so their symbols can be seen by
all players.

You cannot use a move action to trigger an exploration action with the same ship that is already exploring.
It must go someplace else and then come back. (Note the culture symbol on the Exploration Card. This
means ships can collect culture there when the correct action is taken.)

Each exploration card has exploration badges on the bottom of them. At the end of the game, players are
given points depending on having majorities in badge types.

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©2016, Gamelyn Games, LLC all rights reserved.

End Game/Scoring:
The game is still played to 21 points. Likewise, if the exploration deck is empty then this is also the last
round.

In game point are gained by:
Planets
Galaxy Upgrades
Upgraded Ships (worth 1 point apiece)
Points gotten from exploration cards (Dwarf planets, Asteroid Fields, or Black Holes)

After the game ends, these pieces are then scored:
Exploration Badges
Secret Mission Bonus

Exploration majorities are paid for each of the four badges. The player with the majority of a certain type
of badge is awarded two points. Second place is worth one point. If there is a tie for first place, each
player collects one point and second place isn’t awarded. If first place is awarded to a single player and
there is a tie for second place, then both players get one point.

Note: Dwarf planets do not count as ‘Planets’ for secret missions.

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