1.0 - Goal of The Game: Example of Set Up For 2 Players
1.0 - Goal of The Game: Example of Set Up For 2 Players
1.0 - Goal of The Game: Example of Set Up For 2 Players
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3.0 - TURN SEQUENCE
One player picks up one crew member from each of the players, mixes them and shuffles them in
his/her hands. The colour of the first pawn to fall off determines the initial player.
Players take their turns alternately, starting with the first player and continuing clockwise. In their
turn, players are the active player. In each of his/her turns, the active player can take up to 2 actions
(with several restrictions, see the text box below). In order to take an action, the active player must:
1. Place 1 of the crew members in his/her reserve, face down, on the corresponding activation space
to the action that he/she wants to choose (on one of their Control Panel cards). An action may not
be chosen if it doesn’t have any activation space available.
2. Once the pawn is placed, the player applies the effect of the chosen action. The effect is carried
out completely before taking a second action.
You can take this action twice per turn, in any combination
EMBARK DISEMBARK that you want.
EMBARK: Place 1 crew member from your reserve face down in 1 pod that has 1 free spot. Your crew
member must be in your reserve (if the pod is in the hangar or adjacent to a hangar) or in a neigh-
bouring pod (if the pod is in an outer space sector). If you place your crew member in 1 pod that is
in 1 hangar, move that pod to the corresponding adjacent sector.
DISEMBARK: Move 1 crew member of any colour from 1 pod to 1 neighbouring refuge that has at least 1
free arrival space. If you disembark the last crew member in 1 pod, follow the rules for UNMANNED PODS
(see the text box on the next page).
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UNMANNED PODS:
When 1 two-people or three-people pod is left unmanned, the active player places it immediately in one
of the corresponding, empty hangars in the ship of his/her choice. When 1 one-person pod is left
unmanned, place it immediately on the bottom-right part of the board.
Every time 1 crew member disembarks to 1 refuge, place it on the first arrival square of said refuge.
If that square has 1 Explosion token on it, follow the next steps in order:
1. Move that token to the next arrival square. If there are no more squares, put it back in the box.
This refuge cannot receive any more crew members.
2. Place 1 Debris token on the sector that corresponds to the revealed Explosion card. From now on,
no pod may enter this sector. Put the revealed Explosion card back into the box and reveal 1 new
card from the deck. If there is 1 pod in that sector, put any crew members it contains back into
their owners reserves and follow the rules for UNMANNED PODS.
3. Double check if the end of the game has been triggered, as described in END OF THE GAME.
ACCELERATE
PODS CRASH:
ACCELERATE : Move 1 pod to 1 neighbouring sec- You may never move 1 pod to 1 sector that
tor. You may only use this action on 1 pod that contains 1 pod of equal or greater capacity. You
contains, at least, 1 crew member of your colour. may move 1 pod to 1 sector that contains 1 pod
This movement may cause a PODS CRASH. of less capacity. If that is the case, displace the
You may never move 1 pod into 1 sector that con- pod that was in that sector to 1 neighbouring
tains 1 Debris token. sector, but never to:
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SPY
SPY: Look at all crew members of 1 pod or 1 refuge of your choice. You cannot reveal those crew
members to any other players by showing them, but you may share any information you want about
them (true or false) with other players.
MINIPOD
MINIPOD: Place 1 one-person pod in 1 empty sector of your choice, neighbouring to the ship, and
place 1 crew member from your reserve, face down, in it. You cannot take this action if there are no
one-person pods in the ship.
BOARD
BOARD: Swap 1 crew member of your colour, from your reserve or from 1 pod, with 1 crew member of another
colour that is in 1 adjacent pod. You may swap 1 crew member from your reserve with 1 crew member
that is in an adjacent pod to the hangar; in that case, put the swapped crew member back into its owner’s
reserve.
PILOT
PILOT: Move any 1 manned pod to 1 neighbouring sector (you do not need to have 1 crew member of
your colour in that pod). This movement follows every rule of the basic action Accelerate.
PROGRAM
PROGRAM: Choose ONE of the following options:
Place the revealed Explosion card at the bottom of the deck and reveal 1 new card, or
Place 1 beacon of your choice from the reserve on a free beacon space on the board (If you can, you
must choose a beacon that includes the colour of another player taking part in the game), or
Move one beacon on the board to another empty beacon space, or
Swap two of the beacons on the board.
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BEACONS:
The beacon spaces on the board are the limits of the sectors marked in light blue.
At any moment of their turn the active player may, without spending any action,
move 1 pod in which they have at least 1 crew member of their colour if said pod is adjacent to 1 beacon of
their colour. If they decide to do so, that player moves said pod to the neighbouring sector through
the beacon, following all rules that apply for the basic action Accelerate. The active player may
activate each of the beacons of their colour in 1 turn as many times as they want.
REFRESH
REFRESH: Retrieve all your crew members from your advanced Control Panel card.
6.0 - SCORING
For each of the refuges, follow these steps:
ASSIGN: Turn all the crew members in the arrival spaces face up and assign each of them to 1 free
space, accordingly to their crew member type (Any crew member can be assigned to a space marked
with an X). Crew members are assigned in arrival order. If there is more than 1 free possible space, the
crew member’s owner chooses to which space that crew member is assigned. If there are no availa-
ble corresponding spaces, that crew member stays where it is.
SCORE: Each space indicates the number of points that the owner of the crew member that occupies
it receives. Some refuges have special rules that may modify scoring (see next page).
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Once each refuge has been scored, the player with the most points is the winner of the game. In the case
of a tie, the player with the most crew members in refuges wins. If the tie still persists, the player
with the most correctly assigned crew members wins. If the tie still persists, the player that has
assigned crew members to the biggest number of different refuges wins. If the tie still persists, the
tied players share victory.
EACH crew member in this refuge EACH crew member in this refuge EACH crew member in this refuge EACH crew member in this refuge
scores 1 additional point if both scores 0 points unless both red scores 1 point less unless the scores 1 additional point for each
green spaces have crew members spaces have crew members orange space has a crew member player that has crew members in
assigned to them. assigned to them. assigned to it. this refuge.
Over 15 points - GALAXY LORD Between 13 & 15 points - CONQUEROR 12 points or less - SURVIVOR