Deep Space Symbionts: Rebel
Deep Space Symbionts: Rebel
After the invention of Jump Drive, every colony could expand to new worlds and dream of empire...
            In New Frontiers, players build space empires by developing technologies, exploring and settling
                    worlds, producing goods, and trading these goods for credits or victory points.
                                                    Can you build the most successful galactic empire?
CONTENTS
                                                                                                                              world
                              “small” development                                               “large” development
                2                                                9.
                                  +2                                           REBEL           1
              First game: place the 8 large development tiles on their mat in their
              indicated spaces with their white square ( ) sides face up. Then, place                 ?     2       ALIEN tile                     ALIEN TECH
                                                                                                                                                   INSTITUTE
              1, 2, or 3 each of the small development tiles, depending on whether
              2, 3-4, or 5 players are playing, respectively, on their mat in their              9.
              indicated spaces with their white square ( ) sides face up. Return any
              unused developments to the box.                                                         Produce on an Alien Technology
                                                                                                        windfall colony (with no good)
              Later games: set out the developments as above. Then, flip a coin fo
              each large development and each stack of the small developments in             large developments
              the right two columns on their mat: on a “heads” result, leave that                  and mat
              tile/stack as is; on a “tails” result, flip that large de elopment or entire
              stack of small developments over to its reverse side.                                       action tiles
         Place the 7 action tiles in a row between the two development mats.
         Leave some extra space so that each action tile can be slid down about
         halfway when it is selected during play.
              First game: use the Retreat into Isolation action tile side (marked with
                                                                                             small developments
               ). Return the Goal tiles and stockpile mats to the box.
                                                                                                   and mat
              The action tile o der is not important. A useful teaching order for
              new players is: Retreat into Isolation, Develop, Explore, Settle, Produce,
              Trade-Consume, and Send Diplomatic Envoys.
                                                                                             		          each small	 colonists and
              Later games, if using the optional goals (see page 11): Flip the               	 players	 development	 VPs in chips
              Retreat into Isolation action tile over to its Chart Galactic Goals side.      	 2	             1	          24
              Shuffle the 8 oal tiles face down and stack them below it. Give each           	 3	             2	          36
              player a stockpile mat.                                                        	 4	             2	          48
                                                                                             	 5	             3	          60
         Use 12 victory points (VPs) per player in 1-VP and 5-VP chips to form a
         common supply. Return any remaining 1-VP and 5-VP chips to the box.
         Put the 10-VP chips off to one side (for use in the final ound of play).
         Put 12 colonist pieces per player on the colonists mat to form the
         colonists supply. Return any remaining colonist pieces to the box.                                                                      12   /   (1      home colony )
         Set the goods cubes and credit chips nearby to form a supply. Place the
         world tiles in the bag and mix them thoroughly.
         After players have selected their colors, randomly determine the initial
         player order, placing one of each player’s disks on the priority track to
         mark this, keeping the first space of the track clea .
              2-player game: place the second disks for both players on this track,
              after their first disks in the same o der.
         Give each player 3 credits. Give the last player +1 credit (4 credits total).
         In a 4 or 5 player game, also give the second-to-last player +1 credit.
         Randomly shuffle the 8 emp e mats and deal one to each player:
              First game: all players use the sides with numbers in white squares.
              Later games: in player order, each player chooses their home colony                     1
              from the two colonies located on either side of their empire mat.
         In games with 3 or more players, players mark their colors by placing
         their second disk on the numbered circle of their empire mat. (In 2 player                                                                ALPHA
                                                                                                                                                  CENTAURI
         games, the second disks are used to mark the players’ second actions.)                                                        0
         Give each player 1 colonist (from the supply) to place on the preprinted                                                2
         home colony in their empire mat. If any player’s home colony has a
         colored “halo”, they put a good matching that color on it. Begin play.                                                              − +
                                                                                           return                                −1
                                                                                          unpicked
         In each round, the first pla er selects an action tile in the center, shifting
         it part way down in its “slot” and sliding their turn order disk halfway to
         the priority track’s first space. Then, each pl er — in order as shown on
         the priority track — does that action, with the first pla er receiving its
         bonus.
              Example: the first pla er selects the Develop action tile. Starting with                                                                           First Action
              this player, each player in order may buy one development tile — the
              Develop action — adding it to their empire mat. The first pl er buys
              their development at −1 cost, the Develop bonus.
                                                                                                 EXPLORE                                                   SETTLE                    TRADE, CONSUME                                                                               RETREAT
                                                                                                                                                                                                                                                                                    INTO
                                                                                                                                                                                                                                                                                 ISOLATION
After this action has been done by all players, the first pla er shifts their draw 7
pick
                                                                                                   BONUS
                                                                                                         from
                                                                                                                             DEVELOP
                                                                                                                                                            BONUS
                                                                                                                                                             +
                                                                                                                                                         (before action)
                                                                                                                                                                                            BONUS
                                                                                                                                                                                                 1
                                                                                                                                                                                                         for ?
                                                                                                                                                                                                                                     PRODUCE                     SEND
                                                                                                                                                                                                                                                              DIPLOMATIC
                                                                                                                                                                                                                                                                                  BONUS
         disk the remaining way to occupy the first space of the priority track
                                                                                                                                                                                  may sell 1                        :
                                                                                               pick second
                                                                                                                                                                                                                                                                ENVOYS
                                                                                                                                                  gain
                                                                                                                                                               or                   1      2         3       4                                                                     2
                                                                                            (after other players)                                                       once      Novelty Rare   Genes      Alien                put        on                   BONUS
                                                                                                                          may build one
                                                                                                                                                      check remaining               then, use   powers                      (a world can have only 1 good)
                                                                                          return unpicked       to                                                                                                                                           gain top priority
                                                                                                                                                  if < 5, game ends this round       to consume goods
                                                                                                                               BONUS                                                                                                   BONUS
                                                                                           return                                −1
                                                                                                                                                                                                                               put       on one
                                                                                                                                                                                                                                                                    1
                                                                                          unpicked                                                                                                                           take all ?     on this tile
         The next pla er in order selects an action tile which has not been selected
                                                                                                                                                                                                                            End of Round: if this tile was
                                                                                                                                                                                                                             not selected, add 1    to it
         this round and shifts their turn order disk forward halfway to the next
         vacant space. Each player, starting with this player and in priority track
         order — “wrapping around” the track to include players who have
         already selected actions this round — does this action, with the selecting
         player receiving its bonus. After all players are done, the selecting player
         shifts their turn order disk forward fully into the next vacant space.
                                                                                                                 Thi d Action,
         Continue this action selection process until every player has selected an                   selected by Green and done in order
         action (and all players have done these tiles’ actions).                                      by Green, Yellow, Red, and Blue.
              2-player game: continue until each player has selected two actions.
         If the Produce action was not selected this round, add 1 credit to its tile.
                                                                                                                     VP value                                                                                           2                        HOMESTEADING
         Then, shift all the selected action tiles u ward, slide all turn order disks                                                                                                                                                              PIONEERS
         these occur, players finish the ound. They then sco e their empires’ tiles,
         VP chips, and bonuses. The pla er with the most VPs wins!
         Each action tile is described in detail below.
         A power cannot be used in the action in which its tile is placed. Powers,
                                                                                         9.
         unless they say “may”, must be used if applicable. Power effects a e                                   3
         cumulative in the action they modify. If powers ever reduce a cost below              Consume 2 Rare Elements goods for 3 VPs
              If a given game event, such as settling two worlds in one Settle action                                  Settle: +1 Military
              (via Improved Logistics’ power) does occur twice, then effects based on
              this, such as Terraforming Robots’ power, take effect twice               powers
                                                                                                                               INVESTMENT
         Home colonies are considered colonies for all rules, powers, and effects                              2                 CREDITS
         Powers are described in text on their tiles. See the notes section under the
         power’s action for any additional details about specific p wers.                              3
                                                                                                                              −1
         The Alien Oort Cloud Factory’s ability is not a power and may affect its                                   Develop: − 1 cost (not this tile)
         own placement. Its owner sets its kind — Novelty (cyan), Rare Elements
         (brown), Genes (green), or Alien Technology (yellow) — once each
         action for that action. This has no effect on a good a eady on it.                            Develop                                     Produce
Explore Trade
                                                                                                       Settle                                      Consume
                                               4
Important. Explored worlds are diffe ent from settled colonies. return unpicked to
                     To keep your explored worlds separate from your settled colonies, add them
                     to your empire starting from the right end of your empire mat. Then, as
                                                                                                                return
                     you settle these worlds, flip them ver to their colored sides and add them                unpicked
                     to your empire starting from the mat’s left end.
                Explore powers that grant an extra world draw from the bag, such as
                Survey Team’s power, occur after a player picks their world from the
                center (or, if they are the selecting player, after they pick both of their
                worlds), but before returning any unpicked tiles to the bag.
                Your total number of explored worlds and settled colonies, including your
                home colony, at the end of an Explore action may not exceed nine. If you
                have more than nine, return any excess explored worlds to the bag, freely
                choosing among all your explored worlds which to keep and which to
nt              return.
area
                     Note. An explored world’s powers, victory points, and properties are
                     inactive until that world is settled, becoming a colony (see below).         settled colonies                    explored worlds
              The selecting pla er gains their bonus colonist firs and may use that                            gain
                                                                                                                            or
              colonist to immediately settle a world.                                                                                once
         Players who can settle a world are not required to do so; they may                                        check remaining
         gain two colonists instead. However, each player must either gain two                                 if < 5, game ends this round
         colonists or settle a world; they cannot “pass”.
         Place new colonists in the colonist area of your empire mat, shifting them
         to worlds as you settle them.
                                                                                           non-military                  GALACTIC
         To settle an explored world, a player must have both its listed number                                        TRENDSETTERS
         of colonists — one or two — and either sufficient edits or military                  world
         strength to place it, depending on the world’s type: non-military or                                 5
         military.
         A non-military world has a black circle and a solid black number, its cost,                      5
         which must be paid in credits to settle that world.
                                                                                                                            2
         A military world has a red circle and an outlined red number, its defense,           cost
         which the empire’s total Military must equal or exceed to settle (conquer)                                Consume 1 good for 2 VPs
                                                                                                4
              action, any temporary military used to settle the first world may be
                                                                                                                                         ALIEN DEFENSE
              used to settle the second world, but any powers of the first world                                                 SYSTEM
                                                                                                        Windfall Colonies and Goods
              cannot be used to settle the second world. Powers “triggered” by
              settling a world, such as Terraforming Robots’ power, do occur twice.
                                                                                                              +2       +2            REBEL
              Contact Specialist allows its owner to settle a non-Alien military
                                                                                                                          4
              world as if it was a non-military world at −1 cost (with any applicable
              discounts).                                                                               specialized Military      temporary Military
              Terraforming Robots provides a world draw from the bag after its
              owner settles a world. If a player has more than 9 explored worlds and                                                          +3
                                                 6
                                                                                                  2
              Terraforming Engineers allows a player to replace a non-military colony
              with another non-military world of the same kind, either Novelty
              (cyan), Rare Elements (brown), Genes (green), Alien Technology                                    ?       ?..+3
              (yellow), or — for this power only — gray, whose cost is 0-3 credits                                  =
                                                                                                            Settle: may replace for free
              higher. Using this power is not a Settle action. It cannot be combined                        a non-military colony with a
              with any Settle powers or used on a colony settled that action. The                          same kind colony of +0-3 cost
              Alien Oort Cloud Factory’s owner cannot set its kind to “gray” when
              using this power. Compare printed costs (ignore all discounts) when
              using this power. Return the replaced world to the bag at the end of
              Settle. Return any good on the replaced colony to the supply. If the                               DOOMED
              new colony is a windfall world, place its good on it.                                              COLONY
              For this power and Doomed Colony’s power, if the new world requires                  0
              more colonists than the existing colony has, then its owner must
                                                                                               0
              supply that colonist to use the power. After replacing a world, return
              any surplus colonist to the colonist area of its owner’s empire mat.
              The game end condition of four or f wer colonists is checked only at
              the end of a Settle action. If it occurs in other actions, continue play                              =0
              normally. Very rarely, there will not be enough colonists for all players            may, as a Settle action, replace this
              to gain during a Settle action. Players late in the Settle order gain as               with a non-Alien, non-military
              many colonists as present (possibly none); they are not required to                            colony at 0 cost
              settle a world.
                   PRODUCE                                                                                                      PRODUCE
         Action: produce a good on all production colonies (without goods).
         Bonus: collect any credits on this tile and produce a good on one
         windfall colony (without a good).                                                                                 put       on
If Produce was not selected during previous round(s), this tile will have (a world can have only 1 good)
         one or more credits on it. The pla er selecting this action collects all
         credits on it.
                                                                                              1                          put
                                                                                                                                 BONUS
                                                                                                                                   on one
         Then, e ery production colony — with a solid cyan, brown, green, or              add at end of a            take all ?       on this tile
         yellow colored circle — that does not have a good receives a matching            round if Produce
                                                                                                                    End of Round: if this tile was
         good. Gray colonies never have goods. A colony cannot have more than             was not selected              not selected, add 1   to it
         one good.
         The selecting pla er then, if possible, selects one of their windfall colonies
         without a good and produces a good on it.
         At the end of every round, if the Produce action was not selected that
         round, add 1 credit to it (before shifting all the action tiles selected that
         round upwards).
              Notes. Some colonies, such as Comet Zone, provide credits when
              a good is produced on them. If a good is already present, then no
              credit(s) are provided. Similarly, Mining Industries’ power compares
              only Rare Element goods actually produced that action.
              Enough goods are provided for all worlds in the game. However, if                 Production Colonies and Goods
              goals are being used and the Stockpile Resources goal is in play, this
              may not be true. In that case, players produce their goods, including        Worlds have “moons” and goods have
              any windfall goods, in order, starting with the selecting player. Players    diffe ent sizes to provide quadrant, size, and
              late in the order might not receive all (or any) of their goods. If a        hue cues to enable most color-blind players
              player has several more production colonies of a kind than goods are         to distinguish among the diffe ent kinds of
              available for, then the player chooses which of them produce goods.          worlds and goods.
         Action: may sell 1 good before using Consume powers to convert goods                                            1
         into VP chips and/or credits, returning spent goods to the supply.
                                                                                                        may sell 1                 for ?       :
         This action has two pa ts, both done together by each player in order,
         starting with the selecting player.                                                                1       2          3           4
                                                                                                        Novelty Rare          Genes    Alien
         Trade. Each player may sell one good, returning it to the supply for 1-4                           then, use   powers
         credits, depending on its kind: Novelty (cyan), Rare Elements (brown),                              to consume goods
         Genes (green), or Alien Technology (yellow). No power is needed to sell
         a good. Trade powers increase the credits received when a player sells a
         good. If a player does not trade a good, then these powers have no effect
         Consume. Then, if the pla er has some Consume powers and goods,
         that player must use each power — in any order — until that player
         either has used all their applicable consumption powers or has no goods                1               2                      3                 4
         left that can be consumed. Each power can be used only once. A player
         without consumption powers cannot consume any goods.                                                   Trade Prices
         If the initial common pool of victory point chips runs out, add the
         10-VP chips (set aside during setup) and make change until all players
         receive all the victory point chips that they are entitled to. The game will
         then end after this round is complete.
              Notes. Trade prices in this game are one value smaller than in the
              game Race for the Galaxy. Some powers, such as Spice World’s power,
              apply only when trading a specific kind of good. A good on the Alien
              Oort Cloud Factory cannot be sold.
                                                                                                                         CONSUMER
              Many consumption powers return 1 good to the supply for victory
              point chips and/or credits; others consume 2 goods for 3 victory
                                                                                                        2                 MARKETS
              point chips, or a specific kind of good, such as Galactic News Hub’s
              power, etc. A few consumption powers, such as Imperium Arms
              Factories’ or Consumer Markets’ powers, consume “up to” two or three                  3
              goods, receiving victory point chips and credits for each good actually                                    ×3   1    1
              consumed. Once used, these powers must be fully used if possible.
                                                                                                            Consume up to 3 Novelty goods
                                                                                                                for 1 VP and 1 apiece
              Trade League has both a Trade and a Consume power; its Consume
              power is optional.
              Prosperous Economy’s power does not consume goods. Instead, it
                                                                                                                        PROSPEROUS
              grants 1 extra VP for each good its owner consumes, plus 1 VP if
              its owner also owns the development Galactic Salon (if it is in play,
                                                                                                        3                ECONOMY
              instead of Drop Ships).
              Example: if a player with both Prosperous Economy and Galactic
              Salon uses New Vinland to consume 1 good for 2 credits, Old Earth
                                                                                                    5
                                                                                                                    +    1
              to consume 2 goods for 3 VPs, and Galactic Salon to gain 1 VP (its
              power), then Prosperous Economy would add 4 VPs, for a total of 2                         +1 VP for each good you Consume;
                                                                                                          +1 VP if you have Galactic Salon
              credits and 8 VPs.
              A player may use their consumption powers in any order, even if a
              given order results in some goods being left in their empire that could
                                                                                                                          GALACTIC
              have been consumed with a diffe ent order.                                                2                  SALON
                                                                                                    4
                                                                                                                     1
                                                                                                                    Consume: gain 1 VP
         This tile has no action; just two bonuses for the selecting pla er, who                                        gain top priority
         gains one victory point chip and shifts their priority disk from its current
         position to the first position of the priority track (shifting all the disks
         previously in front of this disk back one space).                                                                        1
              Notes. The n w player order applies when doing all remaining actions
              in this round. In a 2-player game, this action can result in players
              selecting two actions in a row in future rounds. If the initial VP chip
              pool is emptied by this action, then the game will end after this round
              is complete.
         ROUND END                                                                                                                               1
                                                                                                                                             PRODUCE
         If the game has not ended, then:
             •	 If Produce was not selected this round, add one credit to its tile.           1                                                              1
             •	 Slide all selected action tiles upwards for the next round.                                                              put       on
             •	 Slide all player disks back one space for the next round.                                                       (a world can have only 1 good)
         defense					                           1	    2	   3	   4	   5	   6	   7	   8	   9
         # of worlds (26)			                    5	    6	   3	   3	   2	   2	   1	   2	   2
         cost					                       0	     1	 2	 3	        4	   5	   6	   7
         # of worlds (34)		              1	     3	 12	 5	       4	   6	   2	   1
10
         Bonus: Gain +1 priority and 1 credit. Draw 3 goals, keep 1 face down,                 draw 3 goals, keep 1
                                                                                               face down, return 2
         and return the other 2 face down to the bottom of the goal stack.
         This tile has no action; just th ee bonuses that the selecting player gains:        flip face up any previous
           •	 	1 position on the priority track, inserting their disk in front of the              face-down goal
              disk immediately before it,
           •	 	1 credit, and
           •	 	draw and inspect the top three goal tiles (or all of them if fewer
              than three are available), choosing one to keep face down in front of
              them and returning the other two tiles face down to the bottom of
              the goal stack (in whichever order that player chooses).
         Then, flip ver any previous face down goal tile held by any player to be
         face up. (No more than one goal tile is ever face down at a time.)
         Th ee goals score for the number of goods, credits, or exploration tiles on
         a player‘s stockpile mat at game end. If a stockpile goal is face up when
         doing the listed action, any player may stockpile the item(s) shown on
         it. A player may not stockpile more than the maximum number of items
         listed. Stockpiled items may not be removed. A player may stockpile only
         one world tile per Explore or Settle action on the Exploration goal.
         During play, after an action tile has been selected but before any player
         does its action, a player with a face down stockpile goal may choose to
         flip it face up (so that all pla ers have the option to stockpile that item).
         At game end, players score every goal tile in play. Flip over any face down
         goal to its face up side before scoring:
                                                                                               Stockpile Mat
            •	 	Players score goals with vertical lines for the number of listed
               categories that at least one development or colony in their empire
               matches at game end. Score the listed VPs for the number of
               categories, ignoring the order that categories are listed in.                STOCKPILE RESOURCES
                                                                                               may stockpile some
               Example: a player with four of the six diffe ent power types listed on          or all of your goods
               the Skilled Workforce goal in their empire at game end scores 2 VPs.               after Produce
                Having more than one of a given type does not increase this.
            •	 Players score goals with listed quantities for the number of matching
               items in their empire or, for stockpile goals, on their stockpile mat.
               Each player indexes the quantity they have into the ranges provided
               to determine the victory points they score.
                                                                                                   2       2
               Example: a player with six unused colonists on their empire mat at                  5       4
               game end scores 5 VPs for the Conscription goal.
                                                                                                   8       6
         Notes. If the Exploration goal is face up and a player owns the                            VPs for
         development Terraforming Robots, that player might gain and discard                    stockpiled goods
         a tenth world during Settle, which may be stockpiled. When Stockpile
         Resources or Exploration is in play, either goods or worlds in the bag may            Sample Goal
         run out. When doing an action where a shortage might matter, do that
         action in player order, with players late in the order receiving fewer (or
                                                                                         (Goal tiles are listed on the
         no) goods or tiles to choose from or draw from the bag.                                 next page.)
         Trade League has a Consume power for the Citizen Services goal and both
         Trade and Consume powers for the Skilled Workforce goal.
11
                                            0             ALIEN              0
                                                                             0                          0
                       2       2            0        IMPERIUM
                                                                             0                          0
                       5       4            2           REBEL
                                                                             2                          3
                       8       6+           5     TERRAFORMING
                                                                             5                          8
                                            8          UPLIFT
                                                                             8
                                               2, 5, or 8 VPs for          2, 5, or 8 VPs for           3 or 8 VPs for
                        VPs for               3, 4, or 5 different        4, 5, or 6 different         3 or 4 different
                    Consume powers                 keywords                types of powers              colony kinds
            CREDITS
            Game design, development, and rules: Tom Lehmann                                     If you have comments, questions,
            Original graphics: Wei-Hwa Huang                                                     or suggestions, please write to us at:
            Cover and tile illustrations: Martin Hoffmann, Claus tephan
            Graphics and production: Martin Hoffman                                              Rio Grande Games, PO Box 1033
                                                                                                 Placitas, NM 87043, USA
            Inspiration and special thanks: Andreas Seyfarth
                                                                                                 RioGames@aol.com
            Playtesting and Advice                                                               www.riograndegames.com
            Iain Alexander, Chris Bishop, Dan Blum, Claire and Eric Brosius, Ed Bryan,
            Bay Chang, Eric Christian, Andrew Conway, Melissa and Will deMorris,                 © 2018 Tom Lehmann
            David desJardins, Eric Dobson, Jeroen Doumen, Thomas raper,                          © 2018 Rio Grande Games
            Dave Duffield, Theresa Duringer, Bianca van Duyl, Brian Dysart, Dave Eisen,
            Barry Eynon, Chris and Kim Farrell, David Finberg, Aaron Fuegi, Jeff ates,
            Mark Geary, Erin Haberle, Dave Helmbold, Jeremy Higdon, Jay Heyman,
            Jake and Kathleen Holland, Jenny Hoover, Robert Householder, Beth, Bryan,
            Jason, and Tommy Howard, Trisha and Wei-Hwa Huang, Joe Huber,
            Steve Jones, Jeff Kahan, ohn Knoerzer, Sandy Kutin, Eu-Ming Lee,
            Jeremiah Lee, Larry Levy, Chris Lopez, Terry Lyzen, Ian Mackey,
            Paul Markarian, Joe Masinter, Sean McCarthy, Fraser McHarg, Graham Miller,
            Mari Mock, Mike Moor, Linnsey Nil, Debbie Ohi, Aliza Panitz, Charles Patrick,
            Mary and Ravindra Prasad, Marshall Quander, Jeff Rawlings, oug Richardson,
            Jeff Ridpath, elissa Rogerson, Dan Rosart, Larry Rosenberg,
            Eric and Quincy Rosenzweig, Ed Rothenheber, Joe J. Rushanan, Tony Sait,
            Ron Sapolsky, Rob Shankly, Leanna and Michael Shuster, Hardeep Singh,
            David Smith, Michael Smith, Alex Sorbello, Sarah Spikes, Al Sweigart,
            Steve Thomas, John Todd, Daniel Tregear, Michael Tsuk, Terrence Tung,
            Ana Ulin, Matthew Utting, Lou Wainwright, Rob Watkins, Kevin Whitmore,
            Joanna Winter, Don Woods, Jason Woolever, Rae Yip, and many more.
            My apologies to anyone I forgot!
            Galactic Credit: Jay Tummelson, Wei-Hwa Huang, and Rob Shankly