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Action Andy - Eclipse 2nd Dawn Complete Compact Rules v3

1. Players explore new sectors, placing hex tiles that connect to existing sectors through wormholes. Players can gain discoveries from undefended sectors. 2. Players can research new technologies by paying science costs, gaining discounts for techs on higher tracks. Rare techs can be placed on any track. 3. Players move ships between connected sectors, limited by each ship's movement value. Ships can become pinned by opponent ships in the same sector.

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jerome7haim
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0% found this document useful (0 votes)
490 views

Action Andy - Eclipse 2nd Dawn Complete Compact Rules v3

1. Players explore new sectors, placing hex tiles that connect to existing sectors through wormholes. Players can gain discoveries from undefended sectors. 2. Players can research new technologies by paying science costs, gaining discounts for techs on higher tracks. Rare techs can be placed on any track. 3. Players move ships between connected sectors, limited by each ship's movement value. Ships can become pinned by opponent ships in the same sector.

Uploaded by

jerome7haim
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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1.

Choose an Unexplored space next to at least 1 Sector Hex Tile, where Each Research Action allows you to purchase 1 available Tech Tile.
you have an Influence Disc or an Unpinned Ship, to Explore from. (Hydran Progress may purchase 2 Tech Tiles per Research Action).
2. Reveal 1 Sector Hex from the corresponding I, II, or III stack and The large number on the bottom-left of a Tech Tile is its cost in Science .
choose to either Place or Discard the Hex face up. The smaller number is its minimum cost. Gain discount for the purchase,
If you discard, your Action immediately ends. equal to the leftmost revealed number on the Tech Track the Tile is placed

on. Pay the Tile’s Science cost, and place it on the leftmost empty space
Sector Hexes in Areas I and II are laid in circles around the Galactic
of your corresponding Military, Grid, or Nano Track.
Centre Sector. Sector Hexes in Area III may branch outwards.
1. Place the Round Marker in the ‘1’ slot of the Tech Tray. The Sector Hex must be placed so that at least 1 of its Wormholes • Rare ( ) Tech Tiles may be placed on a Tech Track of your choice.
2. Put the Tech Tiles in the white Bag. Draw a number of connects with 1 of the Sector Hexes from which you are Exploring. • Each of your 3 Tech Tracks may hold a max. of 7 Tech Tiles.
regular Tiles ( ) according to the number of (If you have the Wormhole Generator Tech, you may place the Sector • You may not cover any starting printed Techs.
players. Place these Tiles in the Tech Tray with Hex with only half a Wormhole connecting to the Sector Hex you • You may not Research a Tech more than once, nor discard a
matching Tech and Cost icons, stacking duplicates. Explored from. The half Wormhole can be in either Sector Hex). Researched Tech Tile from your Species Board.

Rare ( ) Tech Tiles are placed in the bottom of the tray, these do not
If the placed Sector Hex Tile contains a Discovery symbol, place a
count towards the number of regular Tiles to draw (there is no limit to
facedown Discovery Tile on it. If it depicts Ancient symbols, put that
the number of Rare Tech Tiles that can be made available in the game).
number of Ancients on top of the Discovery Tile.

3. If the Discovery Tile is undefended, collect it, then either use it for its Each Move Action grants you the number of Move Activations indicated on
3. Put the Reputation Tiles in the black bag. Shuffle the
Bonus, or gain it facedown for 2 VP. You may then take Control of the your Species Board. With each Move Activation you may Move 1 Ship up to
Discovery Tiles, and Sector Hexes (by type) into face-
undefended Sector Hex by placing your leftmost Influence Disc on the number of Sector Hexes determined by its Movement Value (the total
down stacks. Use the number of Outer Sector III Hexes
it from your Influence Track. Value of the Ship’s Drives ).
according to the number of players.
4. Choose 1 Blueprint Tile for each of the 3 types. Pinned Ships cannot Move from a Sector Hex containing opponent Ships.
5. Set the Galactic Centre Sector Hex in the middle of the table. To determine if Ships are Pinned, total the number of opponent Ships
Discovery Tile 1 Ancient
Place the GCDS Miniature and a facedown Discovery Tile on it. belonging to all other players (including Ancients) on that Sector Hex. Each
Symbol Symbol
6. Randomly assign the Start Player Tile. GCDS opponent Ship on that Sector Hex Pins 1 of your Ships of your choosing.
7. If playing with Minor Species, place 4 random Minor Species
Ambassador Tiles in the play area. • Starbases are Ships.
8. Beginning with the player to the right of the Start player and • Ships may only Move to Sector Hexes connected through a complete
moving counter-clockwise, choose whether to play as Terrans or an Wormhole or Warp Portal Connection. (If you have the Wormhole
Alien Species. Each Alien player takes their Species Board and Generator Tech you may Move through a half Wormhole as well).
matching Species Tray. The remaining Terran players then take 1 • Players with Diplomatic Relations still Pin each other’s Ships.
Each Upgrade Action grants you the number of Upgrade Activations
Species Board and matching Species Tray in any remaining colours. • The GCDS miniature Pins all Ships in the Galactic Centre Sector.
indicated on your Species Board. With each Upgrade Activation you may,
9. Each player places their starting Sector Hex, on the side in the following order:
X2
corresponding to either the Terrans or the Alien Species, in the Starting
Zone closest to them. Then fill each empty Starting Zone with a random 1. Return any number of Ship Part Tiles from your Blueprints to the
Guardian Sector Hex, with a facedown Discovery Tile and Guardian Upgrade Tray (removing an Ancient Ship Part discards it from the game).
Miniature on it. 2. Move any 1 Ship Part Tile from the Upgrade Tray to any empty or Each Influence Action grants you the number of Influence Activations
Place each starting Sector Hex with their arrow facing the GCDS. preprinted Ship Part Space on a Ship Blueprint on your Species Board. indicated on your Species Board.
10. Gain the number of Colony Ships indicated on your Species Board. X After completing all Upgrade Activations You may also flip 2 of your Colony Ship Tiles
11. Place your Summary Tile, Action Phase Overview side-up. Energy face up at anytime during this Action.


check each Ship’s Energy Consumption does
12. Fill your Influence Track with your Influence Discs; you will have 3 Consumption With each Influence Activation you may either:
not exceed its total Energy Production .
leftover. • Upgrades can not be moved once placed. X Move 1 Influence Disc from your Influence Track, or a Sector Hex
13. Fill your Population Track spaces labelled from 3-28 with your • When you Upgrade a Ship’s Blueprint, all Ships of that type are you Control to an uncontrolled Sector Hex where either:
Population Cubes. instantly Upgraded. All values from Ship Parts are cumulative. (a) Only you have a Ship, or
14. Place your 3 Storage Markers on the Starting Storage Resource values • Some Ships have extra Ship Parts outside the Ship Part Grid; these (b) no opponent Ships (including Ancients) are present and a full
indicated on your Species Board. work like other Ship Parts only they cannot be replaced. Wormhole (if you have the Wormhole Generator Tech; a half or full
15. Move 1 Interceptor Miniature, the leftmost Influence Disc from your • Some Ship Parts require that you’ve first Researched the requisite Tech. Wormhole) or a Warp Portal Connection exists with a Sector Hex
Influence Track, and 1 leftmost Population Cube to each Population • Interceptors, Cruisers, and Dreadnoughts must have at least 1 Drive where you have a Ship or Control.
Square without a star (an “Advanced” Square ) on your Starting Ship Part Tile. or
Sector. (Hydran Progress start with Advance Labs so they place 1 • Drive Ship Part Tiles cannot be used on Starbase Blueprints . X Move 1 Influence Disc from a Sector Hex you Control to the rightmost
Population Cube on their Advanced Science Population Square on empty space of your Influence Track. You must also return all
their starting Sector Hex). Population Cubes back to their respective Population Tracks.

• If you move a Disc from one Sector Hex to another, also return the
Population Cubes from that Sector Hex to their Population Tracks.
Each Build Action grants you the number of Build Activations indicated on • Population Cubes removed from Gray Population Squares
your Species Board. With each Build Activation you may Build 1 Ship or are returned to a Population Track of your choice. Population Cubes
Eclipse is played over 8 Rounds, each consisting of the following 3 Phases.
Structure on any Sector Hex you Control with 1 of your Influence Discs. removed from Advanced Gray Population Squares must be returned to
X Pay the Materials cost indicated on your Species Board. a Population Track that you own the corresponding Tech for.
• Population Cubes removed from Orbitals may be returned to either
• Orbitals, Monoliths, and Starbases first require you to have the Science or Money Tracks.
Researched the required Tech before they can be built. • If a Population Cube ever needs to be returned to a full Population
In turn order: each player’s turn consists of 1 of the following 6 Actions,
• Each Sector Hex may have at most 1 Monolith and 1 Orbital. Track, instead return it to another Population Track of your choice.
or a Pass Action.
You may however, own multiple Starbases on a single Sector Hex. • You may only move each Influence Disc once per Influence Action.
X +1 for participating in the Battle. If all your remaining Ships
ACTION attempted to Retreat, do not draw a Reputation Tile for participating.
When taking an ACTION, move the leftmost Influence Disc from your X +1 for each opponent Interceptor, Starbase, or Ancient destroyed.
In order to determine Initiative Order for each Ship type belonging to each X +2 for each opponent Cruiser, or Guardian destroyed.
Influence Track to the Action Space of your choice on your Action Track.
player, add up the total number of Chevrons on each Ship type X +3 for each opponent Dreadnought destroyed.
• You may take the same Action multiple times each Round. involved in the Combat. Ties are broken in favour of the Defender. X +3 for destroying the GCDS.
Ships are then activated in Initiative Order.
PASS 2. Return all destroyed Ships back to the players’ supplies.
If a player has multiple Ship types with the same number of Chevrons,
PASSING is an ACTION.
they play them in an order of their choice. This same order must then
If you PASS, flip your Summary Tile to the ‘PASS’ side.
be followed for each subsequent Engagement Round in this Battle.
Move your Marker to the next available position on the Turn Order Track.
Once all players’ Summary Tiles are flipped this Phase immediately ends. Perform each step for ALL Sectors before moving onto the next step.
FIRE MISSILES
The 1st player to PASS receives 2 Money and the Start Player Tile for 1. Each Ship may attack opponent Population Cubes on their current
At the start of a Battle, all Ships with Missiles are fired once in Initiative
the next Round (you may not spend this Money as part of this Action). Sector Hex (including those on Orbitals), once with its non-Missile
order. Simultaneously roll 1 die of the corresponding colour for every
Weapons using normal rules to Hit. Each Hit destroys 1 Population
X Once you’ve Passed, if you have a future turn in this Phase you may Missile Die symbol on that Ship’s Blueprints.
Cube of the Attacker’s choosing. (If you have the Neutron Bombs Tech,
take 1 of the 3 Reaction Actions:
Then a series of Engagement Rounds follow until only Ship(s) belonging to all Population Cubes on the Sector Hex may be destroyed automatically.)
1 Player/NPC remain on the Sector Hex. As follows: 2. All destroyed Population Cubes are placed in the respective Population
Cube Graveyard in the centre of that Population Track.
3. If you have at least 1 Ship in an opponent Controlled Sector (including
Sector Hexes where no Battle took place) that has no Population Cubes
After PASSING, if any other players have yet to PASS, on your turn you Each Ship Type is activated in Initiative Order. (including those on Orbitals), return the Controlling player’s Influence
may take 1 of the following Reaction Actions. Place an Influence Disc on When Activated, choose to either Fire the Ship’s Cannons or Retreat. Disc to their Influence Track.
the Reaction Track on your Summary Tile to take a Reaction Action. If any Ships began their Retreat on the previous Engagement Round, they 4. If you have at least 1 Ship on a Sector Hex with a Discovery Tile, claim it.
• UPGRADE 1 Ship Part, and return as many Ship Parts to the Supply may now move to the Sector Hex they are Retreating to. 5. You may then move Influence Discs from your Influence Track to Sector
Board as you want. Hexes where no Influence Disc is present, and you have at least 1 Ship.
FIRE CANNONS
• BUILD 1 Ship or Structure 6. Remove all Damage Cubes from Ships.
• MOVE 1 Ship once. Simultaneously roll 1 die of the corresponding colour for every Cannon
Die symbol on the Ship’s Blueprints.
(These effects are not affected by the Pico Modulator, Nanorobots, or
Improved Logistics Techs). RETREAT
1. You may use any remaining Colony Ships to move Population Cubes to
COLONY SHIPS Move ALL Ships of that type to a full Wormhole Connection on the edge
any Sector Hexes you Control, that don’t contain any other Parties.
At any time during 1 of your Actions or Reactions you may of the Sector Hex. It must neighbour another Sector Hex that you Control
2. Gain your Money Income as indicated on your Money Population
flip 1 of your faceup Colony Ships facedown. You then where no opponent Ships are present (If you have the Wormhole Generator
Track, then subtract your Civilization Upkeep Cost (the highest exposed
move 1 of your leftmost Population Cubes from your Tech, you may Retreat over a half Wormhole).
number on your Influence Track).
Control Board to any empty, matching coloured Population These Ships complete their Retreat at the start of their next turn.
3. You may not move your Money Storage Marker below zero. Instead you
Square or Orbital on a Sector Hex you Control. Retreating Ships do not Attack but may be Attacked.
may TRADE for Money, or abandon Control of Sector Hexes by
moving Influence Discs back to your Influence Track (decreasing your
• In the Action Phase, you may move to a Sector Hex currently
Once all Ships have been activated, if more than 1 player/NPC’s Ships Civilization Upkeep Cost), and all Population Cubes from that Sector
containing opponent Ships.
remain on the Sector Hex, begin another Engagement Round. Hex are returned to their respective Population Tracks.
• Orbitals may hold either 1 Science or 1 Money Population Cube.
Once dice are rolled, each die is assigned to a single opponent Ship. 4. If you cannot pay your Civilization Upkeep Cost you are ELIMINATED.
• Gray Population Squares may receive a Population Cube from any
Multiple dice may be assigned to the same opponent Ship. 5. Gain your Materials and Science Income as indicated on their
colour Population Track.
respective Tracks.
• Population Squares with a star are “Advanced”. You must first Each Burst ( ) is always a Hit, blank faces are always a Miss. 6. Draw Tech Tiles from the bag according to this Table :
Research the related Advanced Tech before you can place Population
If a number is rolled, add the value of that Ship’s Computers and (Rare ( ) Tech Tiles do not count towards this number.
Cubes on these Squares. Gray Advanced Population Squares can be
subtract the value of the target’s Shields . There is no limit to the number of Rare Tech Tiles that
placed upon with ANY Advanced Population Tech, or Metasynthesis.
If this Hit Value is greater than, or equal to 6, the Attack Hits. can be drawn).
7. Move all Influence Discs from your Action Track back
TRADE If the number of Hits is greater than the target Ship’s Hull (the total value to your Influence Track, and all Population Cubes from their Graveyards
At any time, and as many times as you choose/are able to, of on its Blueprint) then the Ship is destroyed. Remove the Ship from back to their Population Tracks.
you may pay your Trade Value in a single Resource to gain the Sector Hex and place it next to your Species Board. Otherwise mark 8. Flip all your Colony Ships, and your Summary Tile faceup.
another 1 Resource of your choice. damage by placing 1 Damage Cube per Hit next to the miniature. 9. Move the Round Marker 1 step forward.
If Battling NPC opponents, another player rolls the dice. If possible, dice
are assigned so that your Ships are destroyed/Hit from largest to smallest.

If a Stalemate arises, the Attacker must Retreat or their Ships are destroyed.
The game ends after the 8th Round. Gain VP for the following:
Battles are resolved in descending numerical Sector Hex order, on each
Hex occupied by more than one Party (Player Ships/Influence Discs, or NPCs). X 1 to 4 VP per Reputation Tile. X 1 VP per Ambassador Tile.
X 3 VP per Monolith you Control. X VP per Minor Species Tiles.
The Player who entered the Sector Hex last is the Attacker. If a player has X 2 VP per facedown Discovery Tile. X -2 VP if you hold the Traitor Tile.
an Influence Disc on the Sector Hex, they are always considered the 1. Each player who participated in the Battle draws up to a max. of 5
X 1 to 4 VP per Sector Hex you Control. X VP for promo Discovery Tiles.
Defender and will fight last regardless of the entry order. Reputation Tiles as follows, beginning with the player Controlling the
X Gain VP for any Alien Species Bonuses.
Sector, and proceeding in order of entry onto the Sector Hex. They then
Battles on Sector Hexes with more than 2 Parties are resolved X 1 / 2 VP if you Control the Warp Portal/Ancient Warp Portal.
select up to 1 to place facedown on their Reputation Track, and discard
between 2 players at a time in reverse order or entry into the Sector, X Progress

on each Tech Track: 1 VP (4 Tiles), 2 VP (5), 3 VP (6), 5 VP (7).
the rest back to the bag before the next player draws.
with non-player Ships battling the last surviving player (Descendants Of (The active player may 1st discard Reputation Tiles from their Reputation The player with the most VP is the winner.
Draco as Defender always fight 2nd last before any NPCs). Track back to the bag to make room on their Reputation Track). Ties are broken to the player with the highest total Resources.
4+ Players only
Diplomatic Relations can be formed with other players
NEUTRON BOMBS GAUSS SHIELD NANOROBOTS
at any time during an Action on your turn. When Attacking Population, all Population You may Upgrade with Gain 1 additional Build Activation with
If you have an Influence Disc connected through a full Wormhole Cubes on that Sector Hex are destroyed. GAUSS SHIELDS. each Build Action.
(Wormhole Generator does not have effect here) to a Sector Hex where
FUSION SOURCE FUSION DRIVE
another player has an Influence Disc, you may both agree to give each STARBASE
You may Upgrade with You may Upgrade with
other an Ambassador Tile with 1 Population Cube, from any 1 of your You may Build STARBASES.
FUSION SOURCES. FUSION DRIVES.
Population Tracks. These Ambassador Tiles are placed on empty
spaces on each player’s Reputation Track. PLASMA CANNON IMPROVED HULL
ORBITAL
You may Upgrade with You may Upgrade with
• Players may not propose Diplomatic Relations if either player’s Ships You may Build ORBITALS.
PLASMA CANNONS IMPROVED HULLS.
are present on a Sector Hex Controlled by, or containing a Ship from
the other player. PHASE SHIELD POSITRON COMPUTER ADVANCED ROBOTICS
• You may only have at most 1 Ambassador Tile from each player. You may Upgrade with You may Upgrade with You receive 1 additional Influence Disc.
• A player may not propose Diplomatic Relations if they either hold the PHASE SHIELDS. POSITRON COMPUTERS. Place it on your Influence Track.
Traitor Tile, or have no space on their Reputation Track. (You may
discard any number of Reputation Tiles back to the bag to make room). ADVANCED MINING ADVANCED ECONOMY ADVANCED LABS
You may place Population Cubes on You may place Population Cubes on You may place Population Cubes on
• You may form Diplomatic Relations after Combat and its aftermath
Advanced Materials Population Squares. Advanced Money Population Squares. Advanced Science Population Squares.
are resolved, right before the Upkeep Phase.

Only an Act Of Aggression can remove an opponent’s Ambassador Tile TACHYON SOURCE TACHYON DRIVE
MONOLITH
You may Upgrade with You may Upgrade with
from your Reputation Track. An Act Of Aggression is defined as having You may Build MONOLITHS.
TACHYON SOURCES. TACHYON DRIVES.
any number of your Ships on a Sector Hex where another player has a
Ship or Control at the end of your Action. GLUON COMPUTER ANTIMATTER CANNON WORMHOLE GENERATOR
You may Upgrade with You may Upgrade with You may Explore, Move to, and Influence
When Diplomatic Relations are broken, each affected
GLUON COMPUTERS. ANTIMATTER CANNONS. adjacent Sectors over half a Wormhole.
player returns the other player’s Ambassador Tile and
Population Cube to a Population Track of their choice. ARTIFACT KEY
PLASMA MISSILE QUANTUM GRID For each Artifact on Sector Hexes you
The player initiating the Act Of Aggression receives the You may Upgrade with You receive 2 additional Influence Discs. Control, immediately gain 5 Resources of
Traitor Tile from the previous holder. PLASMA MISSILES. Place them on your Influence Track. 1 single type.

any player count


Diplomatic Relations with any available Minor Species Ambassadors in the play area, can be formed at any time during ANTIMATTER SPLITTER TRANSITION DRIVE
an Action or Reaction on your turn. You may split damage from Antimatter You may Upgrade with
Cannons freely over targets. TRANSITION DRIVES.
Pay the Money cost shown and place the Tile on an empty space on your Reputation Track.
Its effect takes place immediately. CONIFOLD FIELD WARP PORTAL
You may Upgrade with Immediately place the Warp
• You may form Diplomatic Relations with multiple Minor Species.
CONIFOLD FIELDS. Portal Tile on any Sector Hex
• Minor Species Ambassador Tiles cannot ever be discarded.
you Control. It connects to all
• If you are the 1st to use a PASS Action, you gain the 2 Money and the Start Player Tile at the END of your Action. NEUTRON ABSORBER other Warp Portals, and
Meaning you cannot use the 2 Money towards buying a Minor Species Ambassador this turn. Enemy Neutron Bombs have no effect on is worth 1 VP if Controlled.
you. (Does not affect Planta’s weakness).
Immediately place 1
Gain a -1 Science Gain a -1 Materials
Population Cube from a ABSORPTION SHIELD FLUX MISSILE
discount when discount when building
Population Track of your You may Upgrade with You may Upgrade with
Researching Techs. Orbitals.
choice on this Tile. ABSORPTION SHIELDS. FLUX MISSILES.
Worth 1 VP. Worth 1 VP.
Worth 1 VP.
CLOAKING DEVICE PICO MODULATOR
2 Ships are required to Pin each 1 of Gain 2 additional Upgrade Activations
Gain a -2 Materials Gain a -1 Materials Gain a -2 Materials your Ships. with each Upgrade Action.
discount when building discount when building discount when building
Monoliths. Cruisers. Dreadnoughts. IMPROVED LOGISTICS ANCIENT LABS
Worth 1 VP. Worth 1 VP. Worth 1 VP. Gain 1 additional Move Activation with Immediately draw and resolve 1
each Move Action. Discovery Tile. If the Discovery Tile you
draw lets you place something, place it
SENTIENT HULL on your starting Sector Hex. If this is
Worth 1 VP per You may Upgrade with not possible, this part of the Discovery
Worth 1 VP per
Worth 3 VP. Ambassador Tile you SENTIENT HULLS Tile is voided.
Reputation Tile you own.
own (including this one).
RIFT CANNON ZERO-POINT SOURCE
You may Upgrade with You may Upgrade with
RIFT CANNONS. ZERO-POINT SOURCES.
May hold either 1
May only hold 1 May only hold 1 SOLITON CANNON METASYNTHESIS
Ambassador or 1
Ambassador Tile. Reputation Tile. You may Upgrade with You may place Population Cubes on
Reputation Tile.
SOLITON CANNONS. ANY Advanced Population Squares.
Gain the indicated Resources.
Gain 3 identical Resources WEAPONS
=
of your choice. Each Die symbol allows you to
roll 1 corresponding die.
Take 1 regular Tech Tile, with the lowest
printed cost you don’t already have from
the Tech Tray. Place it for free.
DRIVES
Place 1 Cruiser from your Supply on this The total value of Drives is your
Sector Hex. Ship’s Movement Value.

Place 1 Orbital from your Supply on this SOURCES


Sector Hex, and gain 2 Materials . The total value of Energy Sources
determines your Ship’s Energy
Place 1 Monolith from your Supply on Production.
this Sector Hex.
COMPUTERS
Place this Ancient Warp Portal on this The total value of Computers is
Sector Hex. It connects to all other Warp added to your Die rolls to
Portals, and is worth 2 VP if Controlled. determine Hits.
Place this Ancient Ship Part outside HULL
of 1 of your Ship Blueprints. The total value of Hull determines
how many Hits your Ship can
Gain 1 VP for every 3 Points of absorb before being destroyed.
Reputation you’ve gained. SHIELDS
The total value of Shields is
Gain 1 VP for each Artifact subtracted from opponent Die
on Sector Hexes you Control rolls against you to determine Hits.
Place the following Ancient Ship Parts RIFT CANNON
on any of your Ship Blueprints, following Ignores all Computers and Shields,
the normal rules for placing Ship Parts. but may damage your own Ships.
Or, keep them next to your Species Board,
and place with a future Upgrade Action. Deal 1 Hit to 1 of your Ships with
(Ancient Ship Parts removed from Ship Rift Weapons in the Battle.
Blueprints are removed from the game.)
Damage is assigned so that your Ships with Rift
JUMP DRIVE (Ancient Ship Part) Weapons are destroyed/damaged from largest to
This Ship may Jump to any neighbouring smallest.
Sector once per Movement Activation.
Counts as 1 Drive.

MORPH SHIELD (Ancient Ship Part)


Gives a -1 Shield. Repairs 1 Damage
Cube from each of the Ships it is
equipped to at the end of each
Engagement Round.

The Discovery Tile on the Black Hole Pulsar Sector Hexes contain 3 Action At the beginning of the Cleanup Phase, roll Nebula Sectors have no Influence Space
Sector Hex cannot be taken when 1st Spaces that are used in place of a normal 2 yellow dice for each Explored Supernova (and may never contain Influence Discs)
Explored. INSTEAD, the 1st player to enter Influence Space. When you 1st gain Sector. Add the value of each Supernova and are divided into 3 Subsectors
the Black Hole Sector Hex can gain it. Control of a Pulsar Sector, place your Sector’s yellow dice (ignoring blank and connected by Wormhole Connections.
Influence Disc on its Move Action Space. burst symbols) to the largest number When you Explore and place a Nebula
When you Move a Ship to the Black Hole,
of Techs the player Controlling that Sector Hex, place 1 Discovery Tile in each
its Move Activation ends, and it leaves
Each Pulsar Sector may never contain Supernova Sector has, on any of their Tech Subsector with a Discovery Tile Symbol,
the Game Board. Roll 1 yellow die to
more than 1 Influence Disc. Tracks. and 1 Ancient in the Subsector with the
determine when the Ship returns:
Ancient Symbol.
The Ship returns immediately with 1 Each Pulsar Sector you Control may be If the sum of the die values and Techs is less than the
Damage Cube. (This Hit is repaired at activated once per Round in place of taking a normal Action. number of the current Round, the Supernova explodes - Discovery Tiles in Nebula Sectors can only be claimed by
the end of the Combat Phase). remove all Ships, Structures, Population Cubes, and the having a Ship in the Subsectors where the Discovery Tile is
TO ACTIVATE: Influence Disc, then flip the Sector Hex over. located at the end of the Combat Phase.
The Ship returns after 1 Round.
Move the Influence Disc in the Pulsar Sector to either of The removed Population Cubes are returned to their Discovery Tile benefits must be placed in the Subsector
The Ship returns after 2 Rounds.
other the 2 empty Action Spaces. You then execute 1 respective Population Tracks, and the removed Influence where they are found (the Ancient Orbital and Ancient
Where you return a Ship from a Black Hole to depends on Activation corresponding to that Action Space. Disc is returned to its Influence Track. Monolith cannot be placed in Nebula Sectors; if they are
the icon on the Sector Hex Tile: revealed in a Nebula Sector, draw a new Discovery Tile before
You are not allowed to activate a Pulsar Sector after you Exploded Supernova Sectors have no Wormhole choosing whether to keep it for its benefit or for VP).
Return to any Return to any Sector Hex have PASSED. Connections, and may only be Moved to and from with the
Inner (I) that has at least 1 Wormhole Wormhole Generator Tech using normal Movement rules. For Move, Explore, and Influence Actions, each Subsector
Sector Hex. adjacent to an empty space. functions exactly like a normal Sector Hex.

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