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Fusion Drive (4/3) Allows you to upgrade Fusion Drive Ship Parts. Plasma Cannon (6/4) Allows you to upgrade Plasma Cannon Ship Parts. Advanced Economy (10/6) You may place Population Cubes in Advanced Money squares. Fusion Source (6/4) Allows you to upgrade Fusion Source Ship Parts. Plasma Missile (14/7) Allows you to upgrade Plasma Missile Ship Parts. Advanced Labs (10/6) You may place Population Cubes in Advanced Science squares. Gauss Shield (2/2) Allows you to upgrade Gauss Shield Ship Parts. Point Defense (11/8) Allows you to fire your Cannons against incoming Missiles. Counts for all your ships. Advanced Mining (10/6) You may place Population Cubes in Advanced Materials squares. Gluon Computer (16/8) Allows you to upgrade Gluon Computer Ship Parts. Positron Computer (8/5) Allows you to upgrade Positron Computer Ship Parts. Advanced Robotics (6/4) You receive one additional Influence Disc, placed immediately on your Influence Track. Improved Hull (4/3) Allows you to upgrade Improved Hull Ship Parts. Quantum Grid (16/8) You receive two additional Influence Discs, placed immediately on your Influence Track. Antimatter Cannon (14/7) Allows you to upgrade Antimatter Cannon Ship Parts. Interceptor Bay (9/7) Allows you to upgrade Interceptor Bay Ship Parts. Sentient Hull (5/5) Allows you to upgrade Sentient Hull Ship Parts. Antimatter Splitter (5/5) Allows you to split damage from your Antimatter Cannons over several targets. Monolith (12/6) You may build Monoliths which are worth 3VP on a hex you control. Starbase (4/3) You may build Starbases. Artifact Key (14/7) Take five Resources of one type for each Artifact on the hexes you control. Nanorobots (2/2) Allows you to Build one additional Ship or Structure with a Build action (so 3 instead of 2). Tachyon Drive (12/6) Allows you to upgrade Tachyon Drive Ship Parts. Cloaking Device (7/6) Opponents need two ships to pin each of your ships. Counts for all your ships. Neutron Absorber (5/5) Enemy Neutron Bombs have no effect on you. Tachyon Source (12/6) Allows you to upgrade Tachyon Source Ship Parts. Conifold Field (5/5) Allows you to upgrade Conifold Field Ship Parts. Neutron Bombs (2/2) Destroy all enemy Population Cubes from the hex without rolling any dice. Tractor Beam (3/2) Your opponents cannot retreat from a battle against you. Distortion Shield (7/6) Enemy missiles get a -2 modifier to hit. Counts for all your ships. Orbital (8/5) You may build Orbitals around your planets that can contain an additional science or money population cube. Wormhole Generator (16/8) You may Explore, Influence and Move through a hex edge that has a Wormhole on just one side. Flux Missile (11/8) Allows you to upgrade Flux Missile Ship Parts. Phase Shield (8/5) Allows you to upgrade Phase Shield Ship Parts. Zero-Point Source (15/10) Allows you to upgrade Zero-Point Source Ship Parts. Ship Parts marked with a require the appropriate technology to be researched first. Cannons Are used on each combat round to attack enemy ships. Each inflicts one point of damage. Computers Make weapons hit more easily and give the ship more initiative . Drives Make Ships move further with one move and give the ship more initiative. Energy Sources Produce Energy to power other Ship Parts Hull Absorbs damage. Each absorbs one point of damage. Missiles Are like Cannons but used only in the beginning of the combat. Shields Make your Ship more difficult to hit (counters Computers). Battle Ancient Interceptor Ancient Cruiser Starbase Ancient Dreadnought Cruiser GCDS Dreadnought MAX Technologies Ship parts Reputation

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Fusion Drive (4/3)Allows you to upgradeFusion Drive Ship Parts.Plasma Cannon (6/4) Allows you to upgradePlasma Cannon Ship Parts.Advanced Economy (10/6) You may place PopulationCubes in Advanced Money squares. Fusion Source (6/4)Allows you to upgradeFusion Source Ship Parts.Plasma Missile (14/7) Allows you to upgradePlasma Missile Ship Parts. Advanced Labs (10/6)You may place PopulationCubes in Advanced Science squares. Gauss Shield (2/2)Allows you to upgrade Gauss Shield Ship Parts. Point Defense (11/8)Allows you to fire yourCannons against incoming Missiles. Counts for all your ships. Advanced Mining (10/6) You may place Population Cubes in Advanced Materials squares. Gluon Computer (16/8)Allows you to upgrade Gluon Computer Ship Parts. Positron Computer (8/5) Allows you to upgradePositron Computer Ship Parts. Advanced Robotics (6/4) You receive one additional Influence Disc, placed immediately on yourInfluence Track. Improved Hull (4/3)Allows you to upgradeImproved Hull Ship Parts. Quantum Grid (16/8)You receive two additional Influence Discs, placed immediately on yourInfluence Track. Antimatter Cannon (14/7) Allows you to upgrade Antimatter Cannon ShipParts. Interceptor Bay (9/7)Allows you to upgrade Interceptor Bay Ship Parts. Sentient Hull (5/5) Allows you to upgradeSentient Hull Ship Parts. Antimatter Splitter (5/5)Allows you to split damage from your AntimatterCannons over several targets. Monolith (12/6)You may build Monolithswhich are worth 3VP on a hex you control. Starbase (4/3) You may build Starbases. Artifact Key (14/7) Take five Resources of onetype for each Artifact onthe hexes you control. Nanorobots (2/2)Allows you to Build one additional Ship or Structure with a Build action (so 3instead of 2). Tachyon Drive (12/6)Allows you to upgradeTachyon Drive Ship Parts.Cloaking Device (7/6) Opponents need two shipsto pin each of your ships. Counts for all your ships. Neutron Absorber (5/5)Enemy Neutron Bombs haveno effect on you. Tachyon Source (12/6)Allows you to upgradeTachyon Source Ship Parts.Conifold Field (5/5)Allows you to upgradeConifold Field Ship Parts. Neutron Bombs (2/2) Destroy all enemy Population Cubes from the hex without rolling any dice. Tractor Beam (3/2) Your opponents cannotretreat from a battleagainst you.Distortion Shield (7/6)Enemy missiles get a -2modifier to hit. Counts for all your ships. Orbital (8/5) You may build Orbitals around your planets that can containan additional science ormoney population cube. Wormhole Generator (16/8)You may Explore, Influenceand Move through a hexedge that has a Wormholeon just one side. Flux Missile (11/8) Allows you to upgradeFlux Missile Ship Parts. Phase Shield (8/5)Allows you to upgrade Phase Shield Ship Parts. Zero-Point Source (15/10)Allows you to upgradeZero-Point Source Ship Parts. Ship Parts marked with arequire the appropriate technology to be researched first. Cannons Are used on each combat round to attack enemyships. Each inflictsone point of damage. Computers Make weapons hit more easily and give the shipmore initiative.Drives Make Ships move further with one move and givethe ship more initiative. Energy Sources Produce Energy to power other Ship Parts Hull Absorbs damage. Eachabsorbs one point ofdamage.Missiles Are like Cannons but used only in the beginning ofthe combat. Shields Make your Ship moredifficult to hit (counters Computers). Battle Ancient Interceptor AncientCruiser Starbase AncientDreadnought Cruiser GCDS Dreadnought MAX TechnologiesShip parts Reputation

Each Discovery Tile is double sided, one side has a 2 VP value, the other side contains a bonus. Immediately decide which side to use when taking control of the hex. Ancient Ship Parts You may place this on any of your ship blueprints immediately or save it and place it later with an upgrade action. Ancient Ship Part: Jump Drive With a move action, you may move to any neighboring hex, regardless of Wormholes.May only be used once per Ship activation. Ancient Ship Part: Morph Shield After each Engagement Round, remove one damage from each Ship with this Ship Part. Also counts as a Shield and adds 2 Initiative. Ancient Ship Part: Muon Source This Ship Part is placed outside your normal ship blueprint grid. Produces 2 Energy and adds 1 Initiative. Ancient Warp Portal Place in the hex where found. The Warp Portal connects to other Warp Portals and is worth 2 VP at the end of the game for the player controlling the hex. Ancient CruiserPlace one of your unused Cruisers in the hex where found. Then discard this tile. Ancient Orbital Place in the hex where found. May receive a Money or Science Population Cube just as a normal Orbital. Also contains an Artifact symbol. Extra Resources Immediately receive the resources. Then discard this tile. Ancient Technology Take the cheapest Technology Tile that you don't already own from the Supply Board for free. Then discard this tile. Action phase In turn order, players take one action at a time until all players have passed. At any time during an action you may: Colonize: flip one Colony Ship to place one Population Cube in an empty Population Square within any hex where you have Influence. Diplomacy: form diplomatic relations, if both players have Influence in adjacent hexes connected by a complete wormhole and neither player is currently holding the traitor card. If both players agree, exchange an Ambassador Tile and a Population Cube. Explore: explored space must be adjacent to a hex where you have either Influence or an unpinned Ship. Draw a hex from the appropriate stack and either discard it or place to form at least 1 complete wormhole to one hex in which you have Influence or a Ship. Place a Discovery Tile and/or an Ancient Ship on the hex, according to the symbols shown on the hex. If no Ancient Ship, you may immediately place Influence and obtain a Discovery Tile. Influence: Move up to 2 Influence Discs and you may flip 2 used ColonyShips face up. Influence Discs may be moved from your Influence Track to a hex; or from a hex back to your Influence Track; or from a hex to anotherhex. If moving a Disc from 1 of your hexes, also remove all Population Cubes on that hex. If moving to a hex, that hex may not contain enemy Influenceor Ships and must contain either at least 1 of your own Ships or must be adjacent by wormhole to a hex where you have Influence or a Ship. Research: take a Technology Tile that you do not already own and place iton your player board. Pay the science cost, subtracting the discount if applicable, but keeping in mind the minimum cost (the 2nd number shownon the Tile). Upgrade: Take up to 2 Ship Parts (for which you have the appropriate technology) and place them on any squares of your Ship Blueprints. TheShips must have enough Energy to power all parts, and all ships except Starbases must have at least 1 Drive. You may also return Ship Partsfrom your Ship Blueprints back to the General Supply. Build: build up to 2 Ships or Structures. Pay the materials cost and place the items in any hex(es) where you have Influence.For building Starbases, Orbitals or Monoliths you must have the appropriate technology first. Orbitals and Monoliths are restricted to 1 (of each) per hex. Move: each race has either 2 or 3 movement points. With each movement point, you may move a single Ship to the total value of its Drives, as long asit moves through complete wormholes. If your Ship enters a hex containing enemy Ships you must stop (you are pinned) unless the number of yourShips in that hex already equal or exceed the number of enemy Ships.The GCDS stops all Ships. The same Ship may be moved multiple times with multiple movement points. Pass/Reaction: after passing, you may only perform reaction versions of Upgrade (take only 1 Ship Part), Build (build only 1 Ship/Structure) or Move (move 1 Ship once). Combat phase A roll of 6 always hits, a roll of 1 always misses, regardless of any Shields/Computers. Battles are resolved in descending numerical order of the hexes. If a hex contains more than 2 combatants, battles are resolved in reverse order of entry into the hex, however the Defender, an Ancient or the GCDS always fights last. A player with Influence in the hex is considered the Defender. Battle order: Ships with the highest Initiative may attack first, if tied the defending Ships fire first. 1)Missiles Fire: only once, at the beginning of battle. 2)Engagement Round(s): fire cannons or retreat (but retreat on the next round to a hex with your Influence and no enemy Ships). Continue with engagement rounds until 1 opponent is removed from the hex (destroyed or retreated). After all battles in a hex are resolved:a)Attack Population: each remaining Ship may attack once with all cannons.Each point of damage sends 1 Population Cube to the appropriate graveyard. b)Draw Reputation Tiles: each player draws an amount of Reputation Tiles (inorder of entry into the hex) based on the battle result, and chooses and keeps 1. c)Influence hex: Ships in a hex with no Influence Discs or with an Influence Discbut no Population, may return the Disc to its owner and place their own Disc. d)Repair Damage: all damage cubes on Ships are removed. Upkeep phase 1)Colony Ships: you may activate your remaining Colony Ships to move Population to hexes with your Influence Disc which do not contain enemy Ships. 2)Upkeep: collect your income and pay upkeep cost. If potentially bankrupt, you must trade science/materials for money (2 1) and/or remove Influence Discs (and the Population with it) from hexes. 3)Production: collect your science and materials that are produced. Cleanup phase 1)Draw new Tech Tiles:

2)Players move their Influence Discs from the Action Track back to the Influence Track, move the Population Cubes from their graveyard to the Population Track and turn their Colony Ships face up. 3)Move the Round Marker one step forward. Reputation Tiles: 1-4 VP per Tile Ambassador Tiles: 1 VP per Tile Discovery Tiles: 2 VP per Tile Monolith's on controlled hexes: 3 VP per monolith Progress on a technology track:4 Tiles on one Track 1 VP /5 Tiles 2 VP/6 Tiles 3 VP/7 Tiles 5 VP Hexes controlled: 1-4 VP per hex Alliance: 2 VP Betrayer: -3 VP Traitor: -2 VP Other species bonuses or specific structureswith a VP mark on a hex you control DiscoveriesGame round Scoring