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AndromedasEdge Rulebook SM

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0% found this document useful (0 votes)
76 views28 pages

AndromedasEdge Rulebook SM

Uploaded by

Cristian
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ANDROMEDA’S EDGE

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

DAMAGE & REPAIR _ __ __ __ __ 23


20 Event
Cards
GAME END_ __ __ __ __ __ __ __ 25
OPTIONAL RULES_ __ __ __ __ __ 26
16 Neutral Ship
Upgrade Tiles

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

Shuffle the planets you drew together with the 6


6 Alliance Base tiles.
tiles These are your starting tiles.
Starting Raiders:
Lay them out face up on the board, one at a time, Choose an S-Class raider card for this game. We
beginning in the top left and proceeding left to right, recommend the Vorticon Strikers for your first foes. Build
top to bottom. the matching S-Class standees. Place the card face up
next to the board along with the standees for the S-Class
raider near the main board.
5 Moon tokens: Roll 2 dice and place 1 S-Class raider standee on nebulae
matching the numbers rolled (they may be in the same
Shuffle the 6 orphaned nebula moons and place
nebula).
1 face up on each nebula.
Select 1 A-Class, 1 B-Class, 1 C-Class, and 1 D-Class raider
Separately shuffle each of the 5 colors of planetary
for this game, using any method you choose. Build the
moon tokens.
tokens On each planet, stack 3 moons of the
A, B, C, and D raider standees. Place the raider cards face
matching color face down, then flip the stack face up
down next to the board with the standees nearby.
so the top moon is visible. Place the remaining moons
face down near the main board, in stacks of 3. Return all unused raider cards and standees to the game
box. They will not be used during game.

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!

Starting resources from back

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

ENERGY TITANIUM ICE NANOCARBON CREDITS TACTICS CARDS


Use: station Use: factories, Use: cities, Use: observatories, Use: wild for 5 types, used in
modules, industry modules, civilization science modules titanium, ice, a variety of ways
weapons, jumps building ships modules nanocarbon

6 Leaders: 7 Start Player:


Each player places 1 leader on each Alliance Base Choose a start player by simulating a battle: each player
on the board. rolls their 6 dice, and the player with the highest single
die is the start player. If there is a tie, the tied players
Each player rolls a die and places 2 leaders on the nebula
compare their next highest die, and so on until there
matching the die rolled (more than 1 player can have
is a winner.
leaders in the same nebula).
The start player places their VP marker on the 1 space of
Each player places their remaining 1 leader in the
the VP track. Going clockwise, each other player places
leaders area of their station.
their marker on the next empty space on the track.

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

determines the order in which they occur.

97

LEVEL 3 LEVEL 3 LEV

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

3 main types of regions, described below. Optionally,


special regions (see p26) may be added as well.
LEVEL 2
94 MOONS players
can claim
Planets LEADER COST to
LEVEL2
2
LEV
develop here
The
93Edge is filled with an abundance of planets. Planets
have moon tokens you can claim to gain resources, and 1
LEVEL 2
you can build developments on planets to advance on
the progress tracks and earn special rewards. New planets
LEADERS players
can recruit Alliance Base
2
to92
explore will be revealed as key events trigger in
Andromeda’s Edge.
ACTION
91 available here
Alliance Bases
A frontier Alliance arrived before the latest wave of LEVEL 1 LEVEL 1 LEVEL 1 LEV

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

where raiders lurk. Ships may only enter a nebula region


if they have Voyage. However, those brave enough to do
so87can earn powerful rewards. VOYAGE required
LEADERS green to enter nebula
player can recruit

86

8 Game Overview // Regions of the Edge


TAKING YOUR TURN
On your turn, you must either launch a ship onto the board or bring back all your ships
in a return TO STATION . You can also use any number of free actions during your turn.
Launch and Return to Station turns, as well as free actions, are covered in detail over
the following sections. At the end of your turn, discard any resources in excess of your limits.

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

Launch Ship Subsequent Launches


If you have 1 or more ships on the board when you Launch, it is
First, choose a ship in your Launch Bay and place it in a region considered a subsequent Launch. During this type of Launch:
of your choice on the board. The rules for selecting a region
differ depending on whether you are making a first Launch or a You must Launch to a region that is within range of at least
subsequent Launch. 1 of your other ships on the board, using the launching ship’s
range value.

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.

Additional Launch Requirements


You must follow these rules when making any Launch:

You may only Launch to an Alliance Base if you are able to


EXAMPLE activate it and do so.
Green’s first Launch is into an unoccupied region. Only ships with Voyage may Launch to a nebula.

Taking Your Turn // Launching 9


Alliance Base Actions STEP 2

Monolith of Ancients: Activate Region


Spend any 2 resources to
draw 3 tactics cards. Once you have launched to a region, you must activate it. What
happens when you activate a region depends on its type
type:

Activating a Planet:: Claim the top moon token from the


stack and place it on your station. If the active planet has
no unclaimed moons left, instead gain the resource printed
Trade Hub: where the moons were stacked.
Spend any 2 resources to
gain 2 credits. Activating a Nebula: Claim the moon token (if there is one)
and place it on your station. Then secretly look at the top 2
cards of the event deck. Choose 1 to return to the top of the
deck and 1 to place on the bottom.

Activating an Alliance Base: Perform the Alliance Base’s


action. A brief description of each is listed at left.
Maximus Field:
Advance the event marker
1 space, then buy 1 or 2 Claiming Moons
science or industry modules One of the primary ways to gain resources is to claim
from the main board. moons that orbit planets and drift through the nebulae.
Whenever you claim a moon, place it in the claimed
moons area of your station mat.
You can have no more than 4 moons in your claimed
Odessa Field: moons area. You can use the free action Abandon
Advance the event marker Moon on your turn to discard a moon and gain the
1 space, then buy 1 or 2 depicted benefits, or you can slot a moon token
commerce or civilization elsewhere on your station during any player’s turn
modules from the main board. to free up space.
If you gain a moon on any other player’s turn, you may discard
a moon in your claimed moons area to make room for the new
moon, but you do not gain depicted benefit.
Shipyard:
Either pay the resource cost
to build 1 new ship, placing
it in your Launch Bay or
perform 1 repair action.

Development Office:
Pay the resource and leader
costs to build a development
on an undeveloped planet
where you have a transport.

10 Taking Your Turn // Launching


STEP 3
Raiders
raider strike Over the course of the game, menacing raiders will emerge
from the nebulae to threaten your operations and prey on
your starships. Each class of raider has a raider card that
After you activate a region, check for Raider Strike: determines its values and abilities.
A RAIDER IS ALREADY IN ACTIVE REGION: If there is already Only 1 class of raider can occupy a region at a time. A raider
a raider in the active region, a Raider Strike does not occur, can never be placed or moved into any region where a raider
and no further raiders may enter the region. (An exception is of another class is present.
S-Class raiders, see below).

S-Class RAIDERS: If there is an S-Class raider already in


the active region, check to see if there other S-Class raiders
placing new raiders
within range of the active region that may perform a Raider Raiders of different classes are placed on the board when
Strike. Unlike other raiders, multiple S-Class raiders can event cards are resolved. Each raider’s card indicates which
occupy a region together with Swarm. region it is placed in.

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

EXAMPLE Special effects


A battle between the green and blue players, and the raider.

Battle can occur even if the active player no longer has Battle
any ships in the active region. reward

Taking Your Turn // Launching 11


RETURN STEPS

RETURN TO STATION 1 Activate Modules

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

If you have no ships left in your Launch Bay at the start of


your turn, you must Return to Station.

STEP 1

activate modules You may not activate modules with


any damage markers on them.

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

Architect: Either draw 1 tactics card or PROGRESS


pay the resource and leader costs to build TRACK ICON
a development on an undeveloped planet advance when
where you have a transport. module is open dock area indicates a civilization game end modules
gained ship/energy may activate and science modules do not
have a dock area

12 Taking Your Turn // Returning To Station


EXAMPLE EXAMPLE
A single ship activates all undamaged science modules. Supplier (incomplete) and Index Extractor (damaged) cannot be 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

‹ Slot a Moon Token ‹ Use Development Card

FREE ACTIONS ‹ Play Tactics Cards ‹ Discard a Discovery/


Supremacy Token
‹ Recruit Leaders
You may take any number of free actions during your turn, regardless of whether you are
taking a Launch or Return to Station turn. Free actions may be used at any time on your turn, ‹ Abandon a Moon
including immediately before or after other actions. ‹ Collect Bonus Resources
Slot a Moon Token and Play Tactics Cards are the only two free actions that can be performed ‹ Use Faction Abilities
on any turn.
turn The rest can be performed only on your turn.
turn

Slot a Moon Token EXAMPLE


Slot moons in modules and Tactical Operations to
At any time, you may slot a moon from your claimed moons area use their benefit in different ways.
into a moon slot on a module or the Tactical Operations area on
your station.
Once you have slotted a moon, you may no longer discard it to
gain its benefit. If you replace a moon that is already in a slot,
you must discard it without gaining its benefit.
EXAMPLE
PLAY Tactics Cards Here are a few examples of when tactics cards can be played.
Taking Damage During Battle Return to station Response to Opponent
Tactics cards are resources you can gain during the game and
play to take special actions. Each tactics card indicates when it
can be played.
After you play and fully resolve a tactics card, place it in a face up
discard pile next to the deck. If the deck is ever empty, shuffle the
discard pile to make a new deck.

Taking Your Turn // Free Actions 13


Tactics cards Types Use a Development card
If you have an unused development card,
Action you may flip it face down at any time on
your turn to take the 1x ability on it.
May be played at the indicated time.
Some may be played on other players’ EXAMPLE
turns. Can’t be played during battle. Gain any 1 module when using this
city development card then flip it over.

Event discard a Discovery or Supremacy Token


May be played at the indicated time on If you have an unused discovery or supremacy
your turn. When played, immediately token, you may discard it at any time on your
advance the event marker 1 space. turn to gain the benefit on it.

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.

Tactics Card Limit USE FACTION ABILITIES


At the start of the game, you have a hand
Many faction abilities describe
limit of 5 tactics cards. You must discard
when they take effect, but unless
down to this limit at the end of your turn.
otherwise specified, a player may
You can increase this limit by advancing
use their faction abilities as free
on the civilization track.
actions on their turn.
Limit 5

14 Taking Your Turn // Free Actions


STARSHIPS SHIP ABILITIES
Each ship in your fleet has different abilities that help it excel at
Each player uses their fleet of ships to explore Andromeda’s exploration, development, or combat. Player and raider ships can
Edge. During the game, you will build ships of different types,, have the following abilities:
then Launch them out onto the board to gain resources, develop
planets, and do battle with opponents. TARGETING: Increases minimum roll in
battle, affecting all ship dice (max 5) .
When your ships Return to Station,
Station you use them to activate
modules on your station for extra resources and actions. VOYAGE: When this ship Launches or
moves, it may enter a nebula.
ATTACK: During a first Launch, this ship
Building Your Fleet may Launch to an occupied region.
JUMP: When this ship Launches or moves,
At the start of the game, you have 3 transports ready to Launch. you may spend 1 energy to give it
Ships you have built are kept in your Launch Bay until you infinite range.
Launch them onto the board.
POPULATE: Allows developments on a
You can spend resources to build additional ships when you visit planet. This ability is only on transports.
the Shipyard (Alliance Base) or activate the Shipwright module CUSTOM ABILITY: A unique ability for this
on your station. ship. See appendix for clarifications.

Ship Types SHIP UPGRADES


SCIENCE VESSEL:
TRANSPORT: At the start of the game, each player receives 5 ship upgrade
RANGE: 2 tiles - 1 for each of the ship types, and 1 faction specific upgrade.
RANGE: 1 WEAPONS: 2
WEAPONS: 1 VOYAGE When you see the upgrade symbol , you may place 1 of these
POPULATE
tiles over that ship space of your Launch Bay. This replaces the
FIGHTER: HEAVY CRUISER: base specifications, and may grant all ships of that type new
RANGE: 2 RANGE: 1 abilities. In addition - if you have an available ship of that type
WEAPONS: 2 WEAPONS: 3 when you upgrade, you immediately build that ship
AT TACK JUMP, SHIELDS
for no cost!
You primarily upgrade ships by means of the industry progress
There are 4 types of ships you can build - you have 3 additional track (see Progress Tracks, page 19), but there are other ways.
transports, a fighter, a science vessel and a heavy cruiser. Each
type of ship has a range and weapons value, and unique abilities, Each ship type may be upgraded once. When all 4 ships
which are displayed in your Launch Bay. have been upgraded, further upgrades have no effect.

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.

Buying OR ACQUIRING Modules EXAMPLE


With this moon slotted, this
Whenever you gain 1 or more modules, take the following steps: player can spend 1 nanocarbon
for 1 tactics card and 1 credit
1 Choose modules from the indicated column or columns. If
there is a above the module, the gain is not free.
Pay the resource costs depicted on the board for any EXAMPLE
module you gain this way.
With this moon slotted, this player can
EXAMPLE take 1 repair action and gain 1 titanium
when they activate the module.

Gain an Gain an industry module Gain any module


industry module by paying board cost paying board cost
If a moon slot has VP printed on it, you score those VP
once, when you slot a moon into it.
once
2 Add each module to the appropriate row on your station.
If any module has 1 or more damage icons in the
bottom right corner, place 1 damage marker on it MOON HALF SLOTS: All industry modules have half-moon
per icon. slots on each side, forming a complete slot when 2 are placed
next to each other.
3 For each module gained throughout the game, you
will always advance 1 space on the corresponding You may only slot a moon into a complete slot. Once you have, you
progress track. gain the slotted moon’s benefit when you activate the modules on
both sides of it. The order you activate them does not matter.
4 When acquiring modules via the Maximus or Odessa Field
regions, if you can’t or don’t want to buy 2 modules,
you must discard 1 module from the indicated column
for the second module. You must buy 1 module before
you discard any. The discarded module is placed on the
bottom of its deck.
EXAMPLE
5 At the end of any action or free action where modules are
When this player has activated BOTH modules,
gained, refresh the module columns by sliding modules
they gain 1 credit and 1 VP from the moon.
down to fill any empty spaces and revealing new ones
from the decks. This refresh is done per unique module If you rearrange your industry row such that you separate 2
gain action. industry modules with a moon slotted between them, you must
EXAMPLE discard the moon (without gaining its resources).
A player uses the Maximus Field to buy 2 modules and then plays a
tactics card as a free action to gain another. The modules would be You may still activate the main action of an industry
refreshed after the 2 buys and then again after the free action. module that has incomplete or unfilled half-moon slots.

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.

Assigning Leaders to Developments


Building a Development Building a development also requires skilled leaders to oversee
When taking a development action , you must have: its operations. Each development type requires a certain number
of leaders (which is the same on all planets that support that
A transport on an undeveloped planet development).
At least enough recruited leaders in your station, depending
on the development type (noted on planet’s tile). Leaders you assign to build developments permanently become part
of the development and can’t be returned to your station or recruited
At least enough resources to pay the development cost again later. Although the leader pieces are removed from your station,
printed on the left side of the planet’s tile. each development tile displays the number of leaders that are
assigned to it, which is important for scoring developments.
There are 3 planets of each type in the game, meaning a
maximum of 3 developments of each type can be built.
EXAMPLE
To build a city on this ice planet,
Whenever you build a development, follow these steps: it requires you to have 3 leaders
Pay the planet’s resource cost. Discard the leaders you already on your station.
1 spend from your station out of the game.

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.

Development card benefits A


B Back

A Advance 1 space on the corresponding progress track


D D
B Score VP based on the number of leaders on the developed
planet and in adjacent regions (see next page).

C  A one-time development card ability that can be used


immediately or on future turns. Flip the development card
over after using ability. C

D  Bonus battle die: Gain +1 die when engaging in a


battle in a region adjacent to this development. Front

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

Observatory (Science) Development Scoring


Flip this card to secretly look through
the stack of discovery tokens on the When you build a development, you score VP equal to the total
observatory discoveries space number of leaders on the developed planet and in all adjacent
and choose 1 to claim. regions up to a maximum of 10 VP. Count leaders that belong
to all players, including unrecruited leaders, the number of
assigned leaders printed on the new development you built,
and the number of assigned leaders printed on any adjacent
developments already constructed.
Factory (Industry)
Flip this card to take 2 repair actions. EXAMPLE

Spaceport (Commerce)
Flip this card and spend any 2
resources to gain any 3 resources.

2 2 1 2

The purple player builds a factory. They will now score


City (Civilization) the development. They will score:
Flip this card to choose any 1
available module and add it to your 2 for adjacent blue leaders in the nebula
station at no cost.
2 for the leaders inside the factory

1 for the adjacent green leader on the


Development Office

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.

At the end of the game, each of your developments


will also score VP based on your development
level on the corresponding progress track.

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

LEVEL 3 LEVEL 3 LEVEL 3

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

can advance on the progress


97 tracks by building developments, If you are the first to reach a supremacy LEVEL 2
94
buying modules, discarding tokens and (in the case of supremacy) token space, claim the token there and keep
2
winning battles or playing key tactics cards. 7 it near your LEVEL
station. You mayLEVEL
use it as a free LEVEL2
30 2
3 3 LEVEL 3

96 93 action on your turn.


All 5 tracks contain development and event spaces. 2

LEVEL 2
If you reach a supremacy space
LEVEL 2 and the

token is gone, instead score 2 VP. 31


Development
2 Spaces
LEVEL 3
95 92 2
2

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

93 usually worth nothing! If you reach or pass


have 98
reached on the corresponding track.
90
2 the 1 or 2 vault spaces on theLEVELtrack,
3 each 1
0 1 2 3 4 5 6 7 8 2 9 10 11 LEVEL122 13 14 15 16 17 18 33 19 20
unspent resource you have at the end of the
game is worth VP equal to the highest vault 2
Event Spaces
97 92 89
99 bonus space you have reached.
2 7
When any player reaches
96 91 a progress 88
LEVEL 3 LEVEL 3 LEVEL 3
34 LEVEL 3

98track space with an event icon, 2

LEVEL 1 immediately advance


LEVEL 1 the event marker
LEVEL 1 LEVEL 1
LEVEL 2
Civilization Track LEVEL 1
LEVEL 3
LEVEL 1 LEVEL 1 LEVEL 1

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.

Track Specific Spaces


LEVEL2 LEVEL LEVEL 2
1 2 394 4 5 89 6 7 86 8 9 10 11
LEVEL 3
12 13 3 14 15 16LEVEL 2 17 LEVEL 318 19 20
LEVEL 3
21 22
96 You may then immediately draw tactics cards
Each progress LEVEL
track2 also contains unique spaces. until you 1have
2 2
LEVEL2 reached your new 6 maximum LEVEL 2 36 LEVEL 2

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

space, secretly look through the stack of


2
tokens there, claim any 1 token, and keep it LEVEL2 LEVEL 2 LEVEL 2
91 86 83
93near your station. You may keep it face down 38
until you use it. You may use it as a free LEVEL 3 LEVEL 3
LEVEL 2 LEVEL 1 LEVEL 1
LEVEL 3
LEVEL 1
1LEVEL 3
LEVEL 1 6 LEVEL 1

action90on your turn. 85


LEVEL 1 LEVEL 1 LEVEL 1 LEVEL 1 LEVEL 1
82 2
2
92
39
91Industry Track
89 84 81
2 7

When you reach a ship upgrade space, LEVEL 2

choose88any 1 ship upgrade


83 tile from your
80
LEVEL 1 LEVEL 1 LEVEL 1 LEVEL 1 LEVEL 1
40
90supply and place it on the appropriate slot 2
LEVEL2 LEVEL 2 LEVEL 2
in your Launch Bay.
87 82 79 1
89Remember: whenever you gain a new ship LEVEL 2 6
41
upgrade, you may immediately build a ship 2
of that
86type for no cost!
81 78
88
All ships of the corresponding type gain the
new values and abilities on the upgrade tile. 42
85 80 77
87 LEVEL 1 LEVEL 1 LEVEL 1 LEVEL 1 LEVEL 1

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:

Galactic Dawn Cosmic Twilight


Galactic Dawn includes 10 event cards that Cosmic Twilight includes 10 event cards that
generally benefit the players when an event impose greater challenges on players. Cosmic
is triggered. That is, except for the raiders Twilight is recommended for advanced players
emerging from the nebula... seeking a more difficult mode of play.

TriggerinG an Event Resolve Event Card


If the event marker reaches the end of the track on your turn, If the event marker is on your station at the end of your turn, you
you must do the following: must reveal an event card from the deck, then resolve each of
the following effects in order:
Immediately reveal the top planet tile from the stack
1 and place it in the next empty space on the board (in 1 Score VP: Each player scores the number of VP printed
left-to-right, top-to-bottom order). next to their marker on the indicated progress track,
minus 1 VP per damaged module on their station (to a
2 Stack 3 moon tokens matching the planet’s color on the
minimum of 0 VP).
planet and flip them face up so the top one is visible.

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

This card will bring


2 out a B-Class raider
Special Effect:
Each player draws 1 tactics card
and may recruit 1 of their leaders
Resolve special effect
from any region.
3 as instructed
101

Reset event tracker


4 based on player count

20 The Event Track


BATTLE 1
BATTLE

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

escalation BATTLE preparations


Beginning with the active player and proceeding in turn order, Each participating player counts how many dice they will roll
each player with ships in range of the active region may move and determines the targeting value they will use for rerolls. If
any number of those ships to the region to join the battle. (This raiders are participating, also count their dice and determine their
includes players who are not currently part of the battle.) Each targeting value.
player only gets 1 chance to make this decision.
Then, beginning with the active player and proceeding in turn
order, each player may spend any amount of energy to gain
+1 die per energy spent. Each player only gets 1 chance to spend
energy. Spending energy does not increase targeting value.

Active region Ship Weapons: Each ship adds


a number of dice equal to its
weapons value.
value
#
EXAMPLE
Purple, yellow, and blue players escalate in a battle. Developments: Each player
adds +1 die for each of their
developments in or adjacent to
1
If the active region is a nebula
nebula, only ships with Voyage the active region.
may join a battle there.

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

ROLL DICE OUTCOME


All participants (including raiders) simultaneously roll their dice. To determine the winner, each participant (including the raiders)
Each participant then rerolls all dice results that are less than compares their highest single die result. If there is a tie
tie, the tied
their targeting value until each of their dice results are equal to players compare their next highest die result. (If a tied player has
or greater than their targeting value. a die left to compare but their opponents do not, they win the
tie.) This continues until there is no longer a tie.

Targeting Value After rerolling, green,


Each battle participant has a targeting value which is the blue, and the raiders
compare their dice from
minimum result they can roll on each of their dice during that
highest to lowest.
battle. Whenever a participant rolls a die and gets a result below
their targeting value, they must reroll the die until it is equal to Blue and the raiders tie
on the first die, but blue
or greater than their targeting value.
wins on the second.
Each participant’s targeting value is the number of ships they
have in the active region, plus modifiers from ship upgrades, a
tactics cards, and other game effects, up to a maximum of 5. If a
modifier would increase a participant’s targeting above 5, they
still only reroll results of 4 or less.
If a tie has not been broken after all dice have been
compared, there is no winner and everyone loses.
After the initial roll, the green
player has rolled two 1s. They Once a winner is determined, resolve the following outcomes:
have two ships in the battle
which makes their targeting Winning Player: If a player won, they advance 1 space
value 2. They must reroll the
two dice showing 1s until
on the supremacy track. If any raiders were defeated, the
they roll a number equal to or winner also claims the reward on their card (just once for
greater than their targeting S-Class raiders together).
value. Neither the blue player
a nor the raider needs to reroll. Defeated Players: Each defeated player may take the
Tactical Operations action on their station (see below).

S-Class raiders have a targeting value equal to the


number of their ships in the active region. Other raider Tactical Operations
types have a targeting value of 1 (plus bonuses). Whenever you lose a battle, you
may use the Tactical Operations
action on your station. This allows
you to either draw 1 tactics card or
gain the resources on a moon token
you have slotted there.

With this moon slotted, you


can choose to gain 1 or 2
when you lose a battle.

Remember you can slot a moon at any time, including


when you are about to use tactical operations.

22 Battle
STEP 6

damage ships DAMAGE & REPAIR


Ships and modules become damaged and are repaired throughout
Defeated players: All defeated ships take damage. If a ship the game. Managing damage is important, because having too
does not have shields, or their shields have been depleted (see many damaged ships interferes with your ability to use your
below), that ship is sent to the Scrapyard. Whenever a player’s modules, and module damage will reduce your score when
ship is sent to the Scrapyard, it is placed in the top area of the resolving event cards and tallying final scores.
Scrapyard.
Some modules come into play already damaged. Note that
Defeated Raiders: If any raiders were defeated, a single acquiring 1 of these damaged modules is not “taking damage”.
raider in the active region takes damage and is returned to its Losing battles, events and tactics card effects can cause damage
raider card, unless it has undamaged shields. Raiders are never to ships and modules.
placed in the Scrapyard. When a game effect such as an event or tactics card damages
a module on your station, place 1 damage marker on an
Shields undamaged module of your choice, if possible. (You may damage
a core module.)
Some ship types have a shield icon(s) printed in their Launch
Bay area or raider card. When a ship with shield icons takes
damage, place 1 damage marker on 1 of its shield icons and it
will stay in the region.
REPAIR
Whenever you take a repair action (for example by visiting the
Shipyard or discarding a moon token with a repair icon), choose
1 of the following options. If you repair multiple times with a
single action, you may choose the same option or a different one
each time.

Repair a SHIP IN THE SCRAPYARD: Move 1 of your ships from


the top area of the Scrapyard to the Repair Barge area at
Once a shield icon is covered with a damage marker, it is depleted
depleted. the bottom. Ships on the Repair Barge can’t be launched back
If all of a ship’s shields are depleted, the next time it would onto the board until they Return to Station, but they can be
receive a damage marker it is sent to the Scrapyard. All of the used to activate modules when they return.
damage markers remain (until the last step of Return to Station).
Depleted shields can be recharged using the repair action,
removing the damage marker.
Whenever a player ship suffers damage in battle or from
another game effect and does not have shields, it is sent
to the Scrapyard and removed from the board.
All is not lost! Your ships in the Scrapyard will return to your
Launch Bay the next time you Return to Station,
Station and can be
launched again on future turns.

Recharge Shields: Remove 1 damage marker from 1 of


your ships’ shield icons in your Launch Bay.

Repair a Station Module: Remove 1 damage marker from


1 module on your station.

Nothing to Repair: If you have no ships or modules you can


repair, gain 1 VP.

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

1 Escalation 4 Roll Dice


The yellow player escalates first, joining the battle with All dice, including the raider dice, are rolled simultaneously,
a transport from within range 1, and paying 1 energy to and the following are the results.
Jump their heavy cruiser into the active region from 2
Initial roll After final reroll
spaces away.
Reroll
The blue player decides next, joining with 1 transport
from within range 1, and their fighter from within
range 2.

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

When any player’s VP marker reaches or9696 surpasses the terminus


98 2 2 2
marker on the VP track, this triggers the
94 end of the game.
0 1 2 3 4 5 6 7 8 9
LEVEL2 10LEVELLEVEL2 3 11 12 13LEVEL 2 14 15LEVEL 2 16

When game end is triggered, immediately 9595


93
97 remove99the event LEVEL 2
Progress Tracks
LEVEL2
2
LEVEL 2
2 2 1
LEVEL 2
7 7 6

marker from the event track. Event cards93 can’t be triggered


92 2
1 LEVEL 3

during the final turns of the game. 969494


LEVEL
LEVEL 23 LEVEL 3 LEVELLEVEL
2 2 6 3
LEVEL

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

game. Players then proceed to final scoring. 90 After final scoring, 99


9292 track, they also flip their VP3 marker to2 2the other side.
the player with the most VP is the winner.
94
96
LEVEL 1 LEVEL 1
LEVEL LEVEL1 2 LEVEL 3
LEVEL LEVEL 1 LEVEL 1
LEVEL 3

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

1 Each player 8989scores


87 the VP printed96 3 due to their position at the top of theLEVEL2 2

next to their marker on each of91 the 5 progress tracks.


2
0 1 2 3 4 industry
5 6
track, 7
so it 8
scores 9
10 VP.10 11 12 13 14 15 LEVEL 2 16
87 93
86
8888 95 The spaceports
LEVEL 1
are each level
LEVEL 1
2, LEVEL 1 LEVEL 1 LEVEL 1
1

Developments:
LEVEL 2

2 Each player scores


90 VP for99 each of their so they each score 7 VP. Their score
86
developments based on the highest 85 development level
2
92
8787 94 is now 145. LEVEL 2

they have reached on the corresponding


89 progress
98 track.
2
85 LEVEL 3
84 91 LEVEL2

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

VP per Development 835 7


96
10 on their station, so they lose 8 VP. 2
82
8484 89 Their score is now 137.
86 91
82 95 2

3 Damaged Modules: Each player 81


8383loses 2 VP 88 for each
Vault Bonus
LEVEL 1 LEVEL 1 LEVEL 1

85 90
damaged module on their station.
81 (No VP94loss for LEVEL 2

damaged ships.) 8282


80
87 The yellow player reached the first vault bonus 2
84 89 LEVEL2 LEVEL 2

space on the commerce track, so they will receive


4 Vault Bonus: 80
Each player scores 8181
VP 93
79 for each unspent
1 VP per resource in theirLEVELpossession. They ended 1
86 2
resource they have (including tactics cards)
83 based on 88
the game with 2 titanium, 0 nanocarbon, 0 Ice,
the highest vault bonus they79have78reached 92 on the 2

8080 1 credit, 4 energy, and 3 tactics cards for a total of


commerce track.
track 82 85
78 87 10 resources. They receive 10 VP. Their score is now 147.
77 91
5 Civilization Modules:
Each player
81
7979 earns84any game end
VP on undamaged civilization77modules on their station.86 Civilization Modules
LEVEL 1 LEVEL 1 LEVEL 1 LEVEL 1

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.

Setup NO ACTION IN A QUASAR


Players ships may not Launch to a Quasar. Neither player
Special regions add unique effects and scoring bonuses to the ships nor raiders may move through Quasars, even if they
game. You may choose either the 2 Quasar tiles or the 2 Vortex have the Voyage ability. Range must be determined by
tiles to include in your game. counting around, not through, each Quasar.
Before you place any other starting tiles on the board, place the
selected special region tiles on the board in the spaces marked
with and . Then place all other starting tiles Vortexes
normally, skipping over the special regions. Place the same
Patient vessels can harvest great
number of planets and Alliance Bases you would normally.
riches from these continuous
streams of matter and energy.
None of the special region tiles in the base game use the
icon. It can be ignored when playing the base game.
USING A VORTEX
When you Launch a ship
SCORING to a Vortex you gain the
depicted benefit.
At the end of the game, after development scoring, each player
then gains the indicated VP for each development they have At the beginning of
adjacent to each Quasar or Vortex. A development can be adjacent your turn,
turn you gain the
to both special regions and receive both bonuses. depicted benefit on a Vortex if you have 1 or more ships on it.
Additional ships on the Vortex do not increase this benefit.

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.

DESTINY CARDS Setup


At the beginning of the game, deal each player 2 destiny cards.
Will you unite the edge? Cultivate new food sources? Or perhaps
Each player chooses 1 to keep and returns the other to the box
find the cure? Your destiny awaits in Andromeda’s Edge!
without revealing it.

This optional set of cards can


give a direction for newer
FINAL SCORING
players as well provide a At the end of the game add a step for scoring destiny cards
strategic edge to seasoned after scoring leaders. Each player reveals and boldly announces
veterans. their destiny (it’s fun this way), scoring a bonus for their
achievements.
Each destiny card depicts 2 progress track goals. To achieve a goal
and gain the depicted VP bonus, your marker must be the highest
or tied for highest on the track. You may achieve both goals.

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.

CREDITS COMMUNICATIONS: Rozie Powell PlaytestING: Randy Angle, Thomas Brown,


William Brown III, David Brubeck, Elli Burns,
Design: Luke Laurie, Maximus Laurie CUSTOMER SERVICE: Judy Neff Jonny Pac Cantin, Scott Caputo, Áxel Cisneros,
ArT: Sergio Chaves ADDITIONAL ART: Sandara Tang Glenn Cotter, Steven Cox, E. Ambriz DeColosio
Development: Peter Vaughan (Mex-E-King), Michael Dunsmore, Eric Eikmeier,
CAMPAIGN PAGE: Peter Vaughan, Lauren
Jeff Fennel, Corey Feinsod, Kathie Fischer,
PRODUCTION: Brad Brooks, Peter Vaughan, Ino, Oniro, Andrew Wall, Layne Huber
Ellian Gal-On, Shay Gal-On, Bryan Galvan,
Lauren Ino, Chris Strain prototyping: LongPack, Print & Play, Sean Geraghty, Adrian Gilstrap, Don Gilstrap,
Graphic Design: Duane Nichols Mike DePasquale (3D resin miniatures) Steve Reuben Gunasigh, Ryan Hampton,
RuleBook EDITING: Jason Harris Cailiegh Hostetter, Robert Hughes, Melinda
ADDITIONAL GRAPHIC Design: Keller, Alex Lane, Ryan Little, Kori Maner, Floyd
Snow Conrad, Layne Huber, Matt Paquette, ADDITIONAL RULEBOOK EDITING: McWilliams, Scott Mills, Catherine Mohan,
Chris Strain, Stevo Torres, Andrew Wall Jeff Fraser, Peter Vaughan, Alexander Morrison, Garrett Payne, Alex Rivero,
Logo Design: Matt Paquette Luke & Maximus Laurie Cliff Rowley, Theresa Rowley, Gregg Saruwatari,
Special Thanks: Lucky Duck Games, Steven Schwartz, Mark Shynert, Noah Spears,
3D Modeling: Erick Tosco Kyle Talbert, Jason Tamura, Corey Thompson,
Gamefound, Daniel Tosco, Alexei Menardo,
Tray Design, Storage (DELUXE EDITION): Mike Vander Veen, Rich Malena, AJ Thurston, Kenny Tracy, Mike Vander Veen,
Noah Adelman, Game Trayz The Full 42, Not Board Gaming, Sea Lin Yao
Renders: Victor Almeida Ferreira Hungry Gamer,Tim Chuon, Quackalope
© Cardboard Alchemy All rights reserved

Optional Rules // Credits 27


OR example
supremacy token
1 nanocarbon or 1 ice

input output example:


discovery token
spend 1 nanocarbon to gain 1 credit

“all players” discovery token space


example: each player gains 1 titanium white corners: observatory discovery space

damage gain 1 upgrade (gain that ship too)

any resource (including tactics cards) 1 advance 1 space on the victory point track

? range of a ship or raider


vault bonus (star number indicates VP per resource
at end of game)

hand size increases to new limit


shield
6 draw tactics cards until full

gain a science module by paying board cost flip development card face up

gain a science module flip development card face down

advance on the science track claimed moon token space


on player station (4 claimed moons max)

advance on any progress track slot for moon token

1
advance the event marker gain 1 VP when you slot a moon here

half of a moon slot


event card
may not slot until a full slot is created by 2 modules

look at the top 2 event cards,


put 1 on top and 1 on bottom of event deck moon token

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 development cards


pay the appropriate cost to build a development
this region and adjacent: provides 1 weapons die in battle

seen on Quasars/Vortexes:
ships may not enter this region 1
gain 1 VP per development adjacent at game end

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