Andromeda's Edge-Rules
Andromeda's Edge-Rules
1
Game Setup
1 Event Board:
Place the event board next to the main board and
place the event marker on the start space for your
player count.
count
Shuffle the event deck and place it face down on the
marked space.
3 Starting Map:
Separate out the 15 planet tiles, shuffle them, and
stack them face down at the bottom of the main
board. Then draw a number of planets based on your
player count:
2 players 4 planets
3 players 6 planets
4 players 8 planets
2 Game Setup
MAIN SETUP DIAGRAM
8 Progress Tracks:
Shuffle the Discovery tokens and stack 5 tokens face
6 Game Length: Decide whether you will play a short, down on each of the 2 marked spaces on the Science
medium, or long game.
track. Stack another 5 tokens face down on the
track
Observatory Discoveries space. Return the remaining
Short 50 VP tokens to the box.
Medium 60 VP Shuffle the Supremacy tokens and place 1 face up on
Long 70 VP each of the 3 marked spaces on the Supremacy track.
Return the remaining tokens to the box.
7 Station Modules:: Shuffle each of the 4 station module 9 general Supply: Create a supply area as follows:
decks and place them in the marked spaces at the top of
Shuffle the tactics deck and place it face down.
the main board. Reveal 3 modules from each deck to fill
each space in the columns below. Pile the development ability cards by type, with the
matching development tiles nearby.
Pile the damage markers and resources
resources.
Game Setup 3
Player Setup
1 Player Materials: Each player takes the following
materials in their chosen color:
A station mat
A player aid
6 transports
1 fighter
1 science vessel
1 heavy cruiser
9 leaders
6 dice
6 track markers
3 Factions:
Shuffle the faction cards and deal 2 to each player.
Each player chooses 1 to keep. Return all unused
faction cards to the box.
Each player gains the starting resources listed on the
back of their faction card in the storage areas of their
station, then places their faction card face up in the
faction area on their mat.
5 Ship Upgrades:
Each player takes their faction’s unique ship
upgrade tile.
Separately shuffle the 4 neutral ship upgrade types
and deal 1 tile from each stack to each player. Return 7 Leaders:
all unused ship upgrades to the box.
Each player places 1 leader on each Alliance base on
Each player places their 5 ship upgrade tiles in a the map.
personal supply with their unbuilt ships. They are
Each player rolls a die and places 2 leaders on the
available to acquire later.
matching-numbered nebula
nebula.
Each player places their remaining 1 leader in the
6 Progress Tracks: Each player places 1 track marker on recruited leaders area of their station.
the bottom space of each of the 5 progress tracks.
tracks Then
each player advances 1 space on each of the progress
tracks marked in the top left of their faction card.
4 Player Setup
PLAYER AREA SETUP DIAGRAM
8 Start Player:
Choose a start player by simulating a battle: Each
player rolls their 6 dice, and the player with the
highest single die is the start player. If there is a tie
tie,
the tied players compare their next highest die, and so
on until there is a winner.
The start player places their remaining track marker
on the 1 space of the VP track. Going clockwise, each
other player places their marker on the next empty
space on the track.
Player Setup 5
game overview
The game consists of a series of turns
turns. Players take turns in clockwise order, beginning
with the start player and continuing until the game ends.
The game end is triggered when a player’s victory point marker reaches the designated space
on the VP track.. Each player then gets 1 more turn, including the active player. Once final
scores are tallied, the player with the most VP wins.
VOYAGE required
LEADERS green to enter nebula
player can recruit
You may also use any number of free actions during your turn (see pg. 13).
launch Steps
LAUNCHING 1
2
Launch Ship
Activate Region
During a launch turn, you launch a ship from your station to a region on the map, then activate the region to
gain resources or take actions. If your ship encounters any raiders or other opposing ships when it launches, 3 Raider Strike
step 1
EXAMPLE
TEMP IMAGE
Pink's subsequent launch to a region in range.
TEMP IMAGE
EXAMPLE
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Green is claiming a moon by launching to a Claiming Moons
planetary region. Claiming moons that orbit planets or drift through nebulae
is one of the primary ways you will gain resources during
the game.
Whenever you claim a moon from a planet or nebula, place
it in the claimed moons area of your station mat. You may
discard any moon you’ve claimed to gain its resources or slot it
into a moon slot on your station (see Free Actions, pg. 13).
You can have no more than 4 claimed moons at a time. If
you have 4 and you claim another, you must immediately
discard or slot a previously claimed moon to make room for
the new one.
EXAMPLE
TEMP IMAGE
Claim a Nebula Moon and see the future. TEMP IMAGE
step 4
raider strike
step 3
battle
After the raiders have had a chance to strike, if 2 or more
opposing players and/or raiders have ships in the active
After you activate a region, check to see if any raiders strike:
region, a battle must be resolved. Battle can only occur in the
If there is already a raider in the active region, proceed to active region.
battle (unless the raider is S-class; see Raiders, pg. 24). The steps of battle resolution are covered on pg. 20.
If there is not a raider in the active region, check to see if
there are any raiders within range of the active region,
using the range value on each raider’s card. If any raiders
are in range, you must choose 1 of them to move to the
active region. Then proceed to battle.
TEMP IMAGE
All raiders have the Voyage ability, so they can always Battle can occur even if the active player no longer has
move into nebulae (see Starship Abilities, pg. 15). any ships in the active region.
During a return to station turn, you return all your ships from the map and scrapyard to your station. 1 Activate Modules
You may use ships you return from the map to activate modules on your station.
2 Prepare for Launch
If you have no ships left in your launch bay at the start of your turn, you must return to station.
3 Discard Energy
step 1
activate modules
During this step, you may activate any number of modules on
your station, in any order. To activate a module, either take 1 ship
from anywhere on the map (or the repair barge; see pg. 12)
and place it on the module, or take 1 energy from your storage
area and place it on the module.
In addition, you must follow these rules:
You may only activate each module once during this step
(unless a game effect says otherwise).
You may only activate a module using energy if you have EXAMPLE TEMP IMAGE
already activated a module in the same row using a ship. A single ship activates all Science Modules.
Another ship starts the Industry modules and
You may not activate modules with any damage markers on
energy does the rest.
them (see pg. 15).
Core Modules
Primary Reactor: Gain 2 energy and activate Shipwright: Either pay the resource cost to
build 1 new ship in your launch bay (see pg.
any number of your other Science modules.
7) or take a repair action (see pg. 22).
step 3
discard energy
TEMP IMAGE
After ships are returned to the launch bay, return all energy
you spent to activate modules to the supply.
Tactics Cards
Action
Tactics cards are resources you can gain during the game and May be played at the indicated time. Some may
play to take special actions. Each tactics card indicates when it be played on other players’ turns. Can’t be played
can be played. during battle.
After you play and fully resolve a Tactics card, place it in a face up
discard pile next to the deck. If the deck is ever empty, shuffle the
discard pile to make a new deck.
Event
Tactics Card Limit May be played at the indicated time on your turn.
When played, immediately advance the event
At the start of the game, you have a hand limit of 5 tactics cards. marker 1 space (see pg. 19).
You must discard down to this limit at the end of your turn. You
can increase this limit by advancing on the Civilization track (see
Progress Tracks, pg. 18).
Battle
May be played at the indicated time during battle.
Some may only be played during a battle you are
participating in. You may play any number of
battle cards during a single battle.
diplomacy
May only be played during the Diplomacy step
of a battle you are participating in (see pg. 20).
You may only play 1 Diplomacy card per battle.
discard a Discovery
Recruit a Leader or Supremacy Token
At any time on your turn, you
If you have an unused Discovery or Supremacy token,
may recruit any number of
you may discard it at any time on your turn to take
leaders of your color from
the action on it (see Progress Tracks, pg. 18).
any region or regions where
you have ships. Place each of
them in the recruited leaders
area of your station.
Collect a Free Resource
TEMP IMAGE Events or other effects may place resource tokens on certain
regions on the map (see Event Track, pg. 19). At any time on
your turn, you may collect any number of resource tokens from
any region or regions where you have ships.
Use a Development Ability Card
If you have an unused development ability
card, you may flip it face down at any time Slot a Moon Token (Any TIMe)
on your turn to take the action on it (see
At any time (not just on your turn), you may slot a moon from
Developments, pg. 16).
your claimed moons area into a moon slot on a station module
or the tactical operations area on your station (see Slotting
Moons into Modules, pg. 14; Tactical Operations, pg. 21).
Discard a Moon Token Once you have slotted a moon, you may no longer discard it to
gain its resources. If you replace a moon that is already in a slot,
At any time on your turn, you may discard a moon you’ve
you must discard it without gaining its resources.
claimed to gain the resources and/or VP printed on it. If you
discard a moon with a repair icon <repair> on it, you may repair
1 damaged ship or station module (see Repairing, pg. 22).
You may discard a moon as part of paying a resource cost. Place
each moon you discard in a face up pile next to the board (separate
from the face down moons that have not yet been placed).
EXAMPLE
TEMP IMAGE TEMP IMAGE
EXAMPLE
It is a free action on your turn to discard a
moon for its reward. Slotting a moon is a free action.
EXAMPLE
TEMP IMAGE you gain 1 + 1 .
Buying a Science and an Industry module from You may activate an Industry module that has
Maximus Field. incomplete or unfilled half-moon slots.
TEMP IMAGE
Starship Abilities
Each ship in your fleet has different abilities that help it excel at
exploration, development, or combat. Player and raider ships can When this ship launches or moves, you may spend 1
have the following abilities: energy to give it infinite range.
This can only be used when you launch or move the
ship due to a game effect. It does not allow you to move
the ship as a free action.
While this ship is on a planet, you may build a development This does not allow the ship to enter nebulae (unless it
there (see Developments, pg. 16). also has Voyage).
This ability is only found on transports.
This will start a battle at the end of your turn. If you have multiple ships with this ability participating
a battle, their effects stack.
Your targeting value can’t exceed 5.
Development
Requirements
In order to build a
development, you must have:
A transport on an
undeveloped planet; and
7 Factory (Industry)
Flip this card to take up to 2 repair
TEMP IMAGE actions (see Repairing, pg. 22).
Spaceport (Commerce)
Flip this card and spend any 2
resources to gain any 3 resources.
Triggering an Event
If the event marker reaches the end of the track on your turn,
you must do the following: Event Cards
If the event marker is on your station at the end of your
Immediately reveal the top planet tile from the stack turn, you must reveal an event card from the deck, then
1 and place it in the next empty space on the map (in resolve each of the following effects in order:
left-to-right, top-to-bottom order).
Stack 3 moon tokens matching the planet’s color on the 1 Score VP: Each player scores the number of VP
2 planet and flip them face up so the top one is visible.
printed next to their marker on the indicated
progress track, minus 1 VP per damaged module
Place the event marker on your station to remind you on their station (to a minimum of 0 VP).
3 to resolve an event card at the end of your turn.
2 place new Raider: Find the raider card of the
indicated letter class and place it face up near the
board. Then place its miniature in the region listed
on its raider card (see Raiders, pg. 24).
EXAMPLE
TEMP IMAGE
Triggering an event leads to galactic 1
expansion and more moons!
Unless specifically stated otherwise, players may not play cards, use
tokens, or use special abilities during the resolution of an Event.
2
3
step 1 step 3
escalation preparations
Beginning with the active player and proceeding in turn order, Each participating player counts how many dice they will roll
each player with ships in range of the active region may and determines the targeting value they will use for rerolls. If
move any number of those ships to the region to join the raiders are participating, also count their dice and determine
battle. (This includes players who are not currently part of the their targeting value.
battle.) Each player only gets 1 chance to make this decision.
Then, beginning with the active player and proceeding in turn
order, each player may spend any amount of stored energy to
gain +1 die per energy spent. Each player only gets 1 chance
to spend energy.
TEMP IMAGE
Ship Weapons: Each ship adds
a number of dice equal to its #
weapons value.
value
step 2
Energy: Each player adds +1
die per energy they spend. 1
diplomacy Dice Limit: No participant may
Beginning with the active player
roll more than 6 total dice.
dice max 6
and proceeding in turn order, each
participating player may play 1 (and Targeting Value: Each
participant’s targeting value
only 1) diplomacy tactics card from
their hand and immediately resolve
its effects. Each player only gets 1
is the number of ships they
have in the active region, plus
#
chance to play a diplomacy card. any targeting bonuses, to a
maximum of 5 (see sidebar).
step 5
outcome
To determine the winner, each participant (including the
raiders) compares their highest single die result. If there is a
tie, the tied players compare their next highest die result. (If
tie
a tied player has a die left to compare but their opponents do
not, they win the tie.) This continues until there is no longer TEMP IMAGE
EXAMPLE
a tie.
With a targeting value of 3, re-roll all 1s or 2s.
After rerolling, green,
blue, and the raiders
compare their dice
from highest to Like players, S-class raiders have a targeting value equal
lowest. to the number of their ships in the active region. Other
Blue and the raiders raider types have a targeting value of 1 (plus bonuses).
tie on the first die,
but blue wins on the
a second.
Tactical Operations
Whenever you lose a battle,
Once a winner is determined, resolve the following outcomes: you may use the tactical
operations action on your
Winning Player: If a player won, they advance 1 space station. This allows you to
on the Supremacy track (see Progress Tracks, pg. 18). either draw 1 tactics card or
gain the resources on a moon
Defeated Players: Each defeated player may take the token you have slotted there.
tactical operations action on their station (see sidebar).
Then all of their ships in the active region are scrapped
and placed in the scrapyard (except for those with shields; With this moon slotted, you
see pg. 24). can choose to gain 1 or 1
when you lose a battle.
Defeated Raiders: If any raiders were defeated, the
winner also claims the reward on their card. Then a single
Remember you can slot a moon at any time, including
raider in the active region is scrapped and returned to its
when you are about to use tactical operations.
raider card (unless it has shields; see pg. 24).
EXAMPLE
TEMP IMAGE
When you gain a Repair, move your ship to the
Repair Barge, or repair a Shield or a Module.
Don't have any damage? Get 1VP.
Shields
Some ship types have shield icons printed in their launch bay
area or raider card. When a ship with shield icons would be
scrapped, instead place 1 damage marker on 1 of its shield
icons and leave it on the map.
Once a shield icon is covered with a damage marker, it is
depleted. If all of a ship’s shields are depleted, the next time
depleted
it would receive a damage marker it is scrapped
scrapped, and all of its
damage markers are removed. Depleted shields can also be TEMP IMAGE
recharged using the repair action (see above).
Outcome
Comparing each opponent’s single highest die, yellow and
blue are tied, but the raider is defeated. Comparing the second
highest die, the blue player has a higher value. The Blue player
wins the battle.
Winning Player:
The Blue player advances 1 space on the Supremacy track.
Diplomacy Defeated Player:
The Yellow player chooses to not play a Diplomacy card, and
The Yellow player’s ships become damaged. They scrap their
passes. The Blue player plays “Hailing Frequencies” and gains
2 transports and move them to the scrapyard, and they put
1VP for each opponents’ ship in the active region. They gain 4VP.
a damage token on their heavy cruiser shield icon. The heavy
The card also allows any player to end the battle. Neither player
cruiser remains in the active region. The Yellow player performs
chooses to do so.
the tactical operations action on their player mat. In this case,
they may choose to draw 1 tactics card, or gain 2 ice because of
Preparations their slotted moon.
Defeated Raider:
The Yellow player will already be rolling 6 weapons dice in this
battle, 1 for each transport, 3 for their heavy cruiser, and 1 more The Saucerian Abductor is returned to its card. The Blue player
for their adjacent Obelisk. They take no actions during battle gains the reward for defeating the raider.
preparations.
Weapons
placing new raiders
Raiders of different classes are placed on the board when event
cards are resolved (see Event Cards, pg. 19). Each raider’s card
indicates which region it is placed in.
Range
When a raider launches to a random nebula,
nebula roll a die and
Shields Starting region place it in the nebula with the matching number.
Game End 25
Resource actions (pg. 7) acquiring modules (pg. 14)
Choose 1 Science module and pay its
Draw 1 tactics card.
card
resource cost to add it to your station.
Gain 1 or 1 .
Choose any 1 module and add it
to your station at no cost.
cost
Spend 1 to gain 1 .
Your tactics limit is increased. Draw tactics When this ship launches or moves, you
7 until you are at your limit. (pg. 18) may spend 1 to give it infinite range.
range .
Flip 1 of your development ability cards face While this ship is in battle, add +1 to
up. You may use it again. (pg. 16) your targeting value.
value