AndromedasEdge Rulebook SM
AndromedasEdge Rulebook SM
RULES OF PLAY
INTRODUCTION
You lead a desperate faction seeking to
build a new civilization on Andromeda’s
Edge. You begin with only a space station,
a few ships, and a handful of resources. By
carefully placing your ships, you will gather
50 Energy
resources, claim moons, acquire station 1 Scrapyard
Board 25 Credits
modules, and build planetary developments. 1 Event
Marker 25 Ice
You will battle opponents and compete
with others in science, industry, commerce, 1 Event
Board
25 Nanocarbon
civilization, and supremacy! 25 Titanium
Table of Contents
INTRODUCTION _ __ __ __ __ __ 2
COMPONENTS _ __ __ __ __ __ 3
GAME SETUP_ __ __ __ __ __ __ 4 15 Planet
Region Tiles 6 Alliance Base
Region Tiles
15
PLAYER SETUP _ __ __ __ __ __ 6
GAME OVERVIEW _ __ __ __ __ __ 8 4 Special Region Tiles
(not pictured)
REGIONS OF THE EDGE _ __ __ __ 8
LAUNCH TURN _ __ __ __ __ __ 9
ALLIANCE BASES_ __ __ __ __ __ 10 36 Leaders
(4 player colors)
RAIDERS _ __ __ __ __ __ __ __ 11
RETURN TO STATION TURN _ __ __ 12
12 Faction Ship
Upgrade Tiles
FREE ACTIONS_ __ __ __ __ __ __ 13
STARSHIPS _ __ __ __ __ __ __ 15
MODULES_ __ __ __ __ __ __ __ 16
DEVELOPMENTS _ __ __ __ __ __ 17
PROGRESS TRACKS _ __ __ __ __ 19
THE EVENT TRACK _ __ __ __ __ 20
BATTLE _ __ __ __ __ __ __ __ 21
12 Faction
Cards
2
COMPONENTS
1 Terminus
MArker
16 Raider
Standees
8 Stands
(not pictured)
10 Raider
Cards
24 Transports
(4 player colors)
6 Raider
Dice 4 Fighters
(4 player colors)
4 Science Vessels
(4 player colors)
20 Track Markers
(4 player colors)
4 Heavy Cruisers
(4 player colors)
4 VP(4 player
Markers
colors)
21 Discovery
Tokens
6 ORPHaned
Nebula Moons 8 Supremacy
Tokens
5 Development
Ability Cards
45 Planetary
Moons
5 mechaphage
TOKENS
50 Damage MARKERS
15 Development
Tiles (5 types)
80 Tactics
Cards
108 Modules
(4 types)
4 Player Aids
(not pictured)
4 Player Station Mats
(4 player colors)
1 1 Main Board
(not pictured)
20 Destiny
Cards
24 Player Dice
(4 player colors)
3
GAME SETUP
1 Main Board:
Place the main board in the center of the table.
2 Event Board:
Place the event board next to the main board and 8
place the event marker on the start space for your
player count.
count
Choose an event deck for this game. We recommend
Galactic Dawn for your first foray into the Edge.
Shuffle the chosen deck and place it face down on the
event board.
10
2 1
3 Scrapyard:
Place the Scrapyard board next to the main board.
4 Starting Regions:
Separate out the 15 planet tiles (not Alliance Base
tiles), shuffle them, and stack them face down at the
bottom of the main board. Then draw a number of
planets based on your player count: 4
2 players 4 planets
3 players 6 planets
4 players 8 planets
4 Game Setup
9
6
8
10
5
4 5
7
9 Progress Tracks::
7 Game Length: Decide whether you will play a short, Shuffle the discovery tokens and stack 5 tokens face down
medium, or long game and place the terminus marker on on each of the 2 marked spaces on the science track.
track
the appropriate space on the VP track.
Stack another 5 discovery tokens face down on the
observatory discoveries space at the top of the science
Short 50 VP track. Return the remaining tokens to the game box.
Medium 60 VP Shuffle the supremacy tokens and place 1 face up on each
Long 70 VP of the 3 marked spaces on the supremacy track. Return the
remaining tokens to the game box.
8 Modules:: Shuffle each of the 4 module decks and place 10 general Supply: Create a supply area as follows:
them in the marked spaces at the top of the main board.
Shuffle the tactics cards deck and place it face down.
Reveal 3 modules from each deck to fill the spaces in the
columns below. Pile the development cards by type, with the matching
development tiles nearby.
Pile the damage markers and resources
resources.
Game Setup 5
PLAYER SETUP
1 Player Materials: Each player takes the following
materials in their chosen color:
1 station mat
1 player aid
6 transports
1 fighter
1 science vessel
1 heavy cruiser
9 leaders
6 dice
5 track markers
1 VP marker
2 Station Mat:
Station mats are double-sided for flexibility.
Note the orientation of the four colorful modules on
one side –players will need room to build out
from this side of their station.
Each player places their station in front of themselves
and places 3 transports in the Launch Bay area. They
place all other ships in a personal supply beside their
mat. They are available to build later.
3 Factions:
Shuffle the faction cards and deal 3 to each player.
Each player chooses 1 to keep. Return all unused
faction cards to the game box.
1
Each player gains the starting resources listed on the
back of their faction card, placing them in the storage
areas of their station, then places their faction card face
up in the faction area on their mat.
4 Ship Upgrades:
Each player takes their faction’s unique ship 5 Progress Tracks:
upgrade tile.
Each player places 1 track marker on the bottom space of
Separately shuffle the 4 neutral ship upgrade types each of the 5 progress tracks.
tracks
(transports, fighters, science vessels, and heavy cruisers)
Then each player advances 1 space on each of the progress
and deal 1 tile from each stack to each player. Return all
tracks marked in the top left of their faction card.
unused ship upgrades to the game box.
Each player places their 5 ship upgrade tiles in a
personal supply with their unbuilt ships. They are
available to acquire later.
6 Player Setup
LAUNCH BAY:
Your fleet, repaired
and ready to launch!
TACTICAL
OPERATIONS:
Snatch victory from
the jaws of defeat!
Over the course of the game, you will gain and spend resources of 6 different types.
RESOURCES Resources are scarce in Andromeda. Use these to start building your future!
STORE STORE
MAX 10 MAX 5
Player Setup 7
GAME OVERVIEW
Andromeda’s Edge consists of a series of turns (there are not The game end is triggered
traditional rounds in this galaxy...) Players take turns in clockwise when a player’s victory point
0
order, beginning1 with the2start player
3 and continuing
4 5 until the
6 7 marker8reaches the
9 terminus
10 on the11 VP track.
12. Each player
13 then14 15
game ends. On your turn, you either send out a ship or return all gets 1 more turn, including the active player. Once final scores are
your ships to your station. This simple decision leads to all the tallied, the player with the most VP wins.
99 of the universe.
wonders
ACTIVE PLAYER: The player who is taking a turn is the active player.
player When indicated, some decisions are made by the active
98 player, and many events throughout the game are carried out in turn order beginning with the active player. If game effects
occur simultaneously, when order is not indicated, such as those triggered by the end or beginning of a turn, the active
LEVEL 3 player
97
REGIONS
96 OF THE EDGE RESOURCE COST
to develop here
DEVELOPMENT that
PLANET 2
The board map is made up of regions of different types. can be built here
During the game, you will Launch ships to different
95 to gain resources and take actions. There are
regions 2
explorers
90 and scattered their outposts across the Edge.
Players can visit Alliance Bases to trade resources,
salvage precursor technology, build ships, and take other
important actions.. DIE NUMBER for
89 random nebula rolls
NebulA
Nebulae ACTION
available here MOON first player to
88Edge is bordered by mysterious, unexplored nebulae
The launch here can claim
86
LAUNCH STEPS
LAUNCHING
RETURN STEPS
1 Launch Ship
2 Activate Region
During a Launch turn, you send a ship from your station to a region, then activate that region
to take its specific action. The region to which the ship Launches is the active region for this 3 Raider Strike
turn (even if the ship you Launch moves to a different region during your turn).
4 Battle
STEP 1
First Launch You may not Launch to a region where you already have 1
or more ships. You may Launch to an occupied region with
If you have no ships on the board when you Launch, it is opposing ships. Doing so may result in battle..
considered a first Launch. During a first Launch:
You may Launch to any unoccupied region. A region is
considered to be occupied if it contains a raider or at least 1
ship belonging to a player. In addition, all additional Launch
requirements must be met; see below right.
EXAMPLE
Purple’s subsequent Launch is into a region within range.
Development Office:
Pay the resource and leader
costs to build a development
on an undeveloped planet
where you have a transport.
NO RAIDERS IN ACTIVE REGION: If there is not a raider in When a raider card says it starts in a random nebula,
the active region, check to see if there are any raiders within roll a die and place the new raider in the nebula
range of the active region, using the range value on each matching the number.
raider’s card. If any raiders are in range, the active player
When a new raider would be placed in a region occupied
must choose 1 of them to perform a Raider Strike and move
by a raider, instead place it in a random nebula that
into the active region. (If an S-Class raider is chosen, all within
is not occupied by a raider. S-Class raiders are the
range will move into the region).
exception, they may be placed in a region already
occupied by S-Class raiders.
All raiders have the Voyage ability, so they can always
perform a Raider Strike into nebulae.
If the raider of the indicated class is already on the
board, instead place 2 S-Class raiders in the region
indicated on their card. If there are fewer than 2 left in
STEP 4 the supply, place as many as possible.
Battle A raider that has been returned to its card might return
to the board later in the game. If an event is resolved
that depicts the raider’s class, it is placed on the board
After the raiders have had a chance to strike, if 2 or more again, following the same rules as above.
opposing players and/or raiders have ships in the active region,
a battle must be resolved. Battle can only occur in the active Range Weapons
region. The steps of battle resolution are covered on pg. 21.
Targeting
Shields
Starting region
Class
Battle can occur even if the active player no longer has Battle
any ships in the active region. reward
During a Return to Station turn, you return all your ships one-by-one from the board and 2 Return All Ships
Scrapyard to your station. The ships you return from the board and the Repair Barge area of
the Scrapyard may be used to activate modules on your station.
3 Discard Energy
STEP 1
During this step, you may activate any number of modules Ships in the top area of the Scrapyard can’t be used to
on your station, in any order, to gain their printed benefit. To activate modules. However, ships that have been moved to
activate a module, either take 1 ship from anywhere on the the Repair Barge area at the bottom of the Scrapyard board
board (or the Repair Barge area of the Scrapyard) and place it on can be used to activate modules. This includes ships moved to
the module, or take 1 energy from your storage area and place it the Repair Barge during the current turn.
on the module. Science Modules: Unlike other modules, science modules
In addition, you must follow these rules: can’t be activated individually when you Return to Station.
Instead, you can activate them by activating your Primary
You may not activate a module that already has a ship or Reactor module (see below left). This must be done with a ship.
energy on it.
Moon Inputs: If a module has a moon slot on the input side
You may only activate a module using energy if you have of an action, you may only activate it once you have slotted a
already activated a module in the same row using a ship. moon into it.
Core Modules
Damage ICON
Primary Reactor: Gain 2 energy and add a damage marker when gained
activate any number of your other
science modules. Damage marker
module is currently damaged
Shipwright: Either pay the resource cost Title Pink = game end
to build 1 new ship in your Launch Bay or
perform a repair action.
bonus VP
for slotting
a moon
Treasury: Gain 1 credit.
Action
when activated
STEP 2 STEP 3
RETURN ALL SHIPS Discard ENERGY
After you have finished activating modules, return all your ships After ships are returned to the Launch Bay, return all energy you
from modules
modules, the Scrapyard
Scrapyard, and the board to the Launch Bay spent to activate modules to the supply.
on your station. Remove all damage markers from any ships
with shields. If you have played any tactics cards with sustain abilities, these
are also discarded at this time.
You may not choose to leave ships behind on the board or in the
Scrapyard, unless a game effect says otherwise.
ON ANY TURN ON YOUR TURN
Recruit LeaderS
At any time on your turn, you may recruit
SUSTAIN any number of leaders of your color from any
May be played at the indicated time on region or regions where you have ships. Place
your turn. Keep this card in play until each of them in the leaders area of your station.
you Return to Station. (sustain cards are
discarded with energy in the final step of
Return to Station). ABANDON A Moon Token
At any time on your turn, you may discard a
moon you’ve claimed to gain the resources
Diplomacy and/or VP printed on it. If you discard a moon
May only be played during the with a repair icon on it, you may repair 1
Diplomacy step of a battle you are damaged ship or module.
participating in. You may only play 1 You may discard a moon as part of paying a
Diplomacy card per battle. resource cost. Place each moon you discard in a face up pile next to
the board (separate from the face down moons that have not yet
been placed).
Battle
May be played at the indicated time
during battle. The majority may only be
Collect BONUS RESOURCES
played if you have ships in the battle. Event cards or other effects may place bonus
You may play any number of battle resources on certain regions on the board.
cards during a single battle. At any time on your turn, you may gain any
number of bonus resources from any region or
regions where you have ships.
Ship SPECS A C
A Resource Cost: The cost to build 1 ship of this type.
B B 1 4
B Range Value: The maximum distance (in number of regions)
from your other ships that you may place this ship when you
Launch it from your station. It is also the distance this ship D
can move to join a battle.
battle
Battleship
C Weapons Value: The number of dice this ship rolls in battle
battle.
E +1
D Shield Icons: Shields prevent a ship from being sent to the
Scrapyard as a result of losing a battle or other game effects.
E Abilities: Special abilities this ship has.
Base ship on station Upgraded ship
Starships 15
MODULES Slotting Moons into Modules
Some modules have moon token slots where you can slot moons
The remnants of the precursor civilization are littered across the you have claimed.
Edge. You may acquire this technology in the form of modules
you can add to your station. Each module you gain enhances your Moon Input: If a moon slot is on the cost side (left of arrow)
capabilities when you Return to Station.
Station of an action, then the slotted moon’s resources become the
cost to activate the module. A module with an empty input
Station modules come in 4 types, corresponding to 4 of the 5 slot can’t be activated until a moon is slotted there. A moon
progress tracks (science, industry, commerce, and civilization). with a repair icon can’t be slotted as an input.
Whenever you gain a new module, place it in the row of the
matching type on your station mat. Then, advance 1 space on Moon Output: If a moon slot is not on the cost side of an
the corresponding progress track. Modules on your station may action, then you gain the slotted moon’s resources whenever
be rearranged at any time. you activate the module.
16 Modules
DEVELOPMENTS
The many planets of the Edge are fertile ground for bustling metropolises, humming factories, and
monoliths to your supremacy – but you will have to get to them before other factions do.
There are 5 types of developments you can build, each corresponding to 1 of the progress tracks.
Each planet can only have 1 development of a specific type (indicated on the left of the planet’s
tile). Once someone has built a development on a planet, no one may build another there.
2
Claim a development tile of the appropriate type and
slot it on top of your transport on the planet.
Populating Developments
When you build a development, you must
Claim a development card of the appropriate type and use a transport to Populate it. This transport
3 place it face up near your station and gain the benefits permanently becomes part of the development.
listed below in Development Card Benefits.
Benefits It can’t return to your station or your supply,
and you can’t build it again later.
When you build a development, you can build it on any You must always have at least 1 ship, which
planet where you have a transport (not just the active means you cannot use your last ship to create a
region, if there is one).
development, leaving you with no ships.
Developments 17
Development Abilities Developments on the BOARD
Each development card you gain gives you access to a once-per- Building a development on a planet does not prevent other
game free action.
action If you build multiple developments of the same players from launching their ships to that planet or activating
type, you may claim multiple copies of the same card, and use it. Developments do not count as occupying planets (only ships
each of them once. do). This is important for determining where you can place ships
during subsequent Launch turns.
turns
Spaceport (Commerce)
Flip this card and spend any 2
resources to gain any 3 resources.
2 2 1 2
Obelisk (Supremacy) 2 for the purple and green leaders on the Odessa Field.
Flip this card to gain 4 energy. The
7 whenpurple player scores 7 total VP
building this development.
18 Developments
97
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
PROGRESS TRACKS 99 96
LEVEL 3 LEVEL 3 28
2
6 7The 5 progress
8 tracks
9 provide
98 10various rewards
11 during
95 12 the game
13 14 15 16 17 18 19 20 29 21 2
2
and are a significant source of VP at the end of the game. You
Supremacy Track LEVEL 3
LEVEL 2
If you reach a supremacy space
LEVEL 2 and the
0 1 3 42 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
LEVEL2
Each progress track has 3 levels LEVEL 2 LEVEL 2
depicting
99 a development. 94 At the end of91 Commerce Track LEVEL 2
32
the game, each of your developments1 2
6 Unspent resources at the Edge are
scores VP based on3 the highest level LEVEL
LEVEL you 3 LEVEL 3
LEVEL2
LEVEL 1
LEVEL 3
LEVEL 1 LEVEL 12
LEVEL
1 space
95 (see Event Track,
90 pg. 20) .
97
87 When you reach a tactics card limit 2
35 7
2 space, the number of tactics cards you can
keep LEVEL
at the end
2 of your turn is increased.
93 88 85 hand size.
95
Science Track
2 1 6
LEVEL 2 7
2
92 87 2 37
94When you reach a discovery token
84 LEVEL 3
LEVEL 2
84 79 76
Progress Tracks
43
19
THE EVENT TRACK
Throughout the game, certain actions like buying modules or advancing on progress tracks will advance
the marker on the event track.
track When the marker reaches the end of the track, a new planet is revealed
immediately and an event card must be resolved at the end of the current turn.
During setup, an event deck was chosen:
3 Place the event marker on your station to remind you to 2 place new Raider: Find the raider card of the indicated
letter class and place it face up near the board. Then
resolve an event card at the end of your turn.
place its standee in the region listed on its raider card.
3 Special Effect: Resolve the special effect as instructed.
2
1
4 Reset Event Track: Return the event marker to the
starting space on the track and discard the event card
face up next to the event board.
During an event, no actions may be taken and no cards Call of the Obelisk
may be played, unless specifically stated (exceptions can ?
This card will score the
be granted by tactics cards). 1 supremacy track
Escalation
2 Diplomacy
During the final step of a Launch turn, if the active region is occupied by 2 or more players or by
1 or more players and the raiders, a battle must be resolved. Battle can occur even if the active 3 Battle Preparations
player does not have any ships in the active region.
Everyone with ships in the active region must participate in the battle (including raiders - have 4 Roll Dice
someone roll the raider dice!). Players who have ships within range of the battle may also choose
to participate by moving their ships into the battle during the Escalation step (see below). 5 Outcome
A battle can only happen during a Launch turn, and then only in the active region. If a player’s
or raider’s ships share a region with opposing ships at any other time or in any non-active 6 Damage Ships
region, no battle is resolved. If during a battle, only 1 faction (or no factions) remain, battle ends.
STEP 1 STEP 3
STEP 2
Energy: Each player adds +1 die per
energy they spend. 1
diplomacy Dice Limit: No participant may
roll more than 6 total dice.
max 6
Targeting Value: Each
Diplomacy can sometimes end conflicts participant’s targeting value
immediately, or change the rules of battle! is the number of ships they
Beginning with the active player and proceeding
in turn order, each participating player may play
have in the active region,
plus any targeting bonuses, #
to a maximum of 5.
1 (and only 1) diplomacy tactics card from their
hand and immediately resolve its effects. Each
player only gets 1 chance to play a diplomacy card.
Battle 21
STEP 4 STEP 5
22 Battle
STEP 6
Battle 23
battle example
The yellow player launches a transport to a yellow commerce planet
and claims a moon. The Saucerian Abductor has range 2, and moves into
the active region during Raider Strike. Battle must be resolved because
the active region is occupied by 2 or more opponents and/or raiders.
Active region
Reroll
Targeting:
The blue player has 2 ships in the battle, so their targeting
value is 2. They reroll any results of 1. The yellow player has
3 ships, leading to a targeting value of 3. They reroll any
results of 1 or 2. After rerolls, these are the final results.
5 Outcome
Comparing each opponent’s single highest die, yellow and
blue are tied, but the raider is defeated. Comparing the
second highest die, the blue player has a higher value.
2 Diplomacy The blue player wins the battle.
The yellow player chooses to not play Winning player:
a diplomacy card, and passes. The blue The blue player advances 1 space on the
player plays “Hailing Frequencies” and Supremacy track. The blue player also
gains 1VP for each opponents’ ship in the gains the reward for defeating the raider.
active region. They gain 4VP. The card
also allows any player to end the battle.
Neither player chooses to do so. 6 DAMAGE
Defeated raider, player:
The Saucerian Abductor takes damage and is
3 BATTLE PREPARATIONS returned to its card. The yellow player’s ships
become damaged. They send their
The yellow player will already be rolling 6 weapons dice in
2 transports to the Scrapyard, and they
this battle, 1 for each transport, 3 for their heavy cruiser,
put a damage token on their heavy cruiser
and 1 more for their adjacent Obelisk. They take no actions
shield icon. The heavy cruiser remains
during Battle Preparations.
in the active region. The yellow player
The blue player needs more firepower, so performs the Tactical Operations action on
they spend 2 energy to gain 2 additional their station. In this case, they may choose
weapons dice for a total of 5. to draw 1 tactics card, or gain 1 credit
because of their slotted moon.
24 Battle
9999
LEVEL 3 LEVEL 3 LEVEL 3 LEVEL 3
97
96
GAME END
9898 2
LEVEL 3 LEVEL 3 LEVELLEVEL
3 3 LEVEL 3 LEVEL 3
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
96
99
9797
95
Scoring example 2 2 7
95
94 The game ends, LEVELLEVEL
3 3
and theLEVELyellow LEVEL
3 3
player has LEVEL 2
62 VP.2 LEVEL LEVEL
3 3 7 LEVELLEVEL
3 3
98
92 The yellow player scoresLEVEL2LEVEL2 9 VP for science, 2 2
2 2
20 VP for 2 industry,
LEVEL 3
The active player finishes their current turn, 91and each player takes
LEVELLEVEL 2 LEVELLEVEL
2 2
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
9393 10 VP for supremacy, 12 VP for commerce, and 8 VP for civilization.
1 more turn, including the player who 95 triggered the 97 end of the 2 1 1 7 6 6LEVEL 1
91 Their score is now 121. Since they passed the 0 space on the score
LEVELLEVEL
2 LEVEL
2 1 LEVEL 1 LEVEL 1 LEVEL 1
90 98 2 2
89
Developments
LEVEL2 LEVEL 2 LEVEL 2
9191 LEVEL 3
Final Scoring
93
89 95 LEVEL
LEVEL 2LEVEL
1 1 LEVELLEVEL
1 1 LEVEL LEVEL
1 1
1
LEVELLEVEL
1 1 6 LEVEL
LEVEL 1 1 2
88 97
92
9090 The yellow player has built 1 factory2
88 94 and 2 spaceports. Their factory is levelLEVEL 3 LEVEL 2
Progress Tracks:
LEVEL 3
Developments:
LEVEL 2
88
8686
97
93 DamageD Modules
Development Level
LEVEL 1 LEVEL 1 LEVEL 1 LEVEL 1
LEVEL 2
84
LEVEL 1 83 LEVEL 90 2 LEVEL 3
87
8585
92 The yellow player has 4 damaged LEVEL 3 modules LEVEL 3 2 3
LEVEL
85 90
damaged module on their station.
81 (No VP94loss for LEVEL 2
76 90
7878
80
6 Leaders:
Each player scores 176VP per 75 leader
74
83 left
73 72 85 71 70 The yellow
69 68 67player 66 ended 65 the 64game 63 62 61 60 59 58 57 56
on their station. 7777 89 with 2 undamaged civilization game
79
75 74 7382 72 71 70 69 end 68 scoring
67 66modules. 65 The 64 Land 63 Ministry
62 61 60 59 58 57 56 5
7 Other: Faction abilities may score
7676
additional
88 VP.
84
rewards them 10 VP; 4 VP + 2VP for
78
81 each of their 3 developments. The
Resolving Ties 7575
77
7474 7373
87
7272 7183
71 7070 6969Cognition
6868 6767Collective awards
6666 6565 6464 them
6363 662VP;
62 361VP
61 +1 VP for
6060
3 tactics cards. Their score increases by 16 to 163.
5959each
5858of their
5757 5656
80
If there is a tie, the tied player with the most modules wins. 82
86
If there is still a tie, the tied player with76the most resources wins.
If there is still a tie, victory is shared at the Edge.
79
81
Leaders
75 74 73
85 72 71 70 69 68 67 66 65 64 63 62 61 60 59 58 57 56
Until next time! 78 They have 2 leaders on their station,
80 earning them 2 VP. Their final score is 165.
84
77
83
79 Game End 25
OPTIONAL RULES Quasars
No ships can reach them,
but the incredible glow they
Special Regions emit casts good fortune on
nearby planets.
Placing Raiders A player with ships on more than 1 Vortex gains the benefit
from each Vortex they occupy.
When using either the Quasars or the Vortexes, raiders that start
on a random nebula space will now be placed on these special
regions. When rolling a die to place the raiders note the die
numbers on the Quasars or Vortexes in play.
26 Optional Rules
2v2 Mode Collaboration
Teammates may collaborate in the following ways:
Setup Opponents: Teammates are not considered opponents.
Players form teams of 2. Each player sits next to their teammate. However, they are considered “other players.”
Each player chooses and controls their own faction, as in a normal
4-player game. Hidden Information: Teammates may share hidden
information with each other, including tactics cards, event
To choose a start player, each player rolls their 6 dice as normal, cards, and face down tokens.
but each team combines their rolls and compares their new team
roll with the roll of the opposing team. The leftmost player on Transfer a Resource/Token: Once per turn, as a free
the winning team is the start player. Player order then proceeds action, the active player may transfer any 1 of the following
clockwise. to or from their teammate:
1 resource (including 1 tactics card)
Battle 1 claimed but unslotted moon
1 supremacy token
When checking if a battle occurs, if the active region only
1 discovery token
contains ships belonging to the same team, no battle is resolved.
When 2 teammates participate in a battle together, they combine Both teammates must be in agreement on any transfer.
forces. Each teammate independently counts their dice (up
to 6 maximum), determines their targeting value, and spends Transfer Module: The first time the active player acquires
resources. After everyone is finished rolling, each team combines a module on their turn, they may have their teammate gain
their rolls (up to a total of 12 dice per team) and compares it to it instead. Their teammate advances on the progress track
the other team and the raiders. corresponding to the row the module is placed in on their
station. (instead of the active player).
When 2 teammates win a battle they both participated in, they
both advance 1 space on the supremacy track, and they both
gain the raider reward (if there is one). If 2 teammates reach
a supremacy token space at the same time, the active player
Final Scoring
decides which of them takes it. If they reach an event space at the At the end of the game, each team creates a single team score
same time, the event marker advances 2 spaces. by summing the scores of the 2 teammates. The team with the
highest score wins.
any resource (including tactics cards) 1 advance 1 space on the victory point track
gain a science module by paying board cost flip development card face up
1
advance the event marker gain 1 VP when you slot a moon here
die result of 1
pay the appropriate cost to build 1 ship nebula/special regions: numbers represent where
randomly rolled raiders may be placed
perform 1 repair
leader
if no repairs, may gain 1 VP
seen on Quasars/Vortexes:
ships may not enter this region 1
gain 1 VP per development adjacent at game end