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ISS Vanguard Complete UNLOCKED Rules Summary

ISS_Vanguard_Complete_UNLOCKED_Rules_Summary

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0% found this document useful (0 votes)
94 views8 pages

ISS Vanguard Complete UNLOCKED Rules Summary

ISS_Vanguard_Complete_UNLOCKED_Rules_Summary

Uploaded by

adriez360
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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ISS VANGUARD PLANETARY EXPLORATION [p29]

COMPLETE (& UNLOCKED) Rules Summary


[v. 2.5.0 – 1 / 2023] • Each player takes 1 Turn token for each Crewmember on the Planet and
Abbreviations used in this summary: Ateam -Away Team; Crewm -Crewmembers; CTray -Card Tray; places it on their Crew board, showing “ Turn Available.”
[A] [B] -Card Trays A and B; POI -Point of Interest; p1..p28 – page 1.. page 28; SB – Ship Book
The Round
CAMPAIGN SETUP • At the start of the first round of the Planetary Exploration, the Recon Section
The following procedure explains how to start a new campaign from scratch. player chooses which Crewmember receives the Start token.
1. Prepare Card Tray A (white) and B (black) with dividers and cards [p6-7]: • At the start of subsequent rounds, the Crewm with the Start token chooses any
◦ Tray A: POI, Missions, Global Conditions, Discoveries (grouped by type), Crewmember (including themselves) to receive the Start token.
Unique Discoveries, Rank-Ups, Injuries, Events. • Crewmembers, starting with the one with the Start token, take turns in clockwise
◦ Tray B: Armory, Unavailable Equipment (Equipment cards), Resting Crew, order, each performing two Actions.
Recruits, Landing Cards, Recorded Planets, Facility Upgrades, Possible • At the end of a Crewmember’s turn, they flip their Turn token to the other side.
Situations (S01-S10), Future Situations (S11+), Research Projects, Production • Once all Crewmembers have taken a turn, the round ends and you can begin a
Projects, Gathered Discoveries, Lander Mods, Bridge Cards (Objective,
new round. Each Crewmember flips their Turn tokens back to “ Turn Available” .
Secondary Objective, Bridge Upgrade, Tech Level), Removed from the Game
(separate slot without a divider). Planetary Exploration End
◦ Check that cards from Tutorial decks are in card trays [p27]. The round sequence repeats until any of the following happens:
Prepare the Ship book [p7]. Pag3: objective O01, tech level 1, Medium Morale. • A Crewmember performs the Lift-Off Action (with agreement from all other
Pag9: Research Project R04. Pag13: Production Project C01, C02, C03, C06 Crewmembers). Resolve the Lift-Off Log shown on the Planet board
Pag19: Space Ranger Lander card • A Crewmember receives a fourth Injury card. This triggers an Emergency
2. Place Game Components on the table: 4 Crew boards, 4 Section Compartments Evac. Resolve the Evac Log shown on the Planet board.
or Boxes, Planetopedia, 1 Start token, all Turn/Success/Time tokens, all markers; Emergency Evac saves everyone on the Planet board, and it results in
12 Injury dice, 2 Danger dice, 5 Tutorial Event cards, 1 Tutorial Rank-Up card; failing the Planetary Exploration! All non-Unique Discoveries are lost.
place all 20 Lead tokens into the Lead bag.
• A Log or a Mission card tells you to end Planetary Exploration.
3. Read the Starting Log (the very first Log) on your Logbook or App. [p28]
Lifting off without all Crewmembers in the Lander Sector will cause the
4. Players now choose Sections: all 4 sections must have a controlling “ Section”
abandoned Crewmembers to die!
player. In a 2 player game, two players control 2 Sections each; in a solo game,
the player must control all 4 sections. [p28] Go to “ LEAVING THE PLANET” on SB p25 or Ship Management Summary.
5. Draw initial Crewmembers: for each Section, the controlling player draws 3 The Turn
random cards from “ Recruits” [B], chooses 2 of them to keep, and inserts both • When it's your turn, choose one of the available Actions and resolve it fully.
into rank 1 sleeves. Return all the remaining cards in “ Recruits” [B] and shuffle all
• Then choose a second Actions and resolve it fully. You may perform the same
cards there. [p28]
action twice (exception: Special Actions)
6. Choose the Away Team: players select which Crewmembers and Sections will
• Using an effect on your Crew board, Lander board, Crewmember card,
be in the ATeam, one Crewm for each Section chosen.
Equipment, Section card, etc. does not count as an Action unless it is identified
1 or 2 players: 2 Sections 3 players: 3 Sections 4 players: 4 Sections as a Special Action, or its text states that using it counts as an Action.
Place the Crew boards for the Sections included in the ATeam in front of their End of Turn
controlling player, return the other boards in the box.
• Flip your Turn token face down , so that the “ Turn Ended” side is visible.
Place the Crewm cards (in their Rank sleeve)
onto the matching Crew boards and place the • Draw and resolve an Event card
remaining Crewm cards in “ Resting Crew” [B].
ACTIONS
7. Prepare Section Dice: place dice into slots of
Crew boards, exactly as shown. Possible actions are: Special Actions, Travel, Prepare, Rest, Lift-Off
8. Prepare Section Cards: each Section player
Special actionS [p29]
takes the 10 Rank 1 section cards marked with
• On your turn, you may perform one Special Action that is visible:
a white bar , shuffles and places them
On the Planet board, depicted in your Sector.
face down to the left of the matching section
On a POI card in your Sector.
Crew board.
On the Global Condition card.
9. Set up the Planet Board [p28]
On a card that represents any Threats in your Sector.
A) Open Planetopedia at pages 02-03 On a revealed Mission card.
B) Place the Tutorial Rank-Up card “ Incomplete” side up in the indicated slot On a Lander Mod or Rank-Up card
along the top edge of the Planet board.
• Most Special Actions involve making a Dice Check [p31]. You must choose
C) Take Mission card M01 from “ Missions” [A] and place it face up in the Mission which Special Action you are performing before starting the Dice Check [p21]
space below the “ Unique Discovery” space.
• Immediate Special Effect: it ends the Dice Check immediately.
D) Place Unique Discovery 1 in the designated space face down. Move all rolled dice to their owner’s Spent Pools and resolve depicted Outcome.
E) Shuffle 5 Tutorial Event cards and place them next to the Planet board.
TRAVEL [p30]
F) For each ATeam Crewm, players choose a mini, put them in colored rings
representing their Section and place these minis in Sectors 1 and 2 any way If a icon is on your sector, you can't Travel.
they wish – at least one mini per Sector. Whenever you perform the Travel Action, follow these steps:
G) Place a Turn token next to each Crew board, “ Turn Available” side. 1) Choose a Path (a line connecting the Sector you are currently in with the Sector
Give the Start token to the Recon Section player (even if not in ATeam). you want to Travel to) and check if it has a arrowhead pointing to the other
H) Leave the Charges slot empty for this exploration. Sector. Some Paths are one way; you can only move in the direction indicated by
I) Read the Mission card aloud. a arrowhead. The no-travel icon prevents Travel action from a sector.
J) Each Section’s player draws 2 cards from their Section deck. 2) Resolve each icon depicted on the Path. To resolve a Travel icon , skip step 3
10. Begin your Exploration! Go to Log 1. of this Action and resolve the effect of the Travel Action listed on the Global
Condition card (lower-right corner of the Planet board).
3) After each path icon is resolved, place your Crewm mini on the Sector on the 4. Modify the results: [p32]
other end of the Path. If you arrive in a Sector that contains a Log number, ◦ You may use 1 or more Equipment cards that you are carrying that have a
immediately read this Log. “ During a Dice Check” effect. Follow the text on the card. Assisting
Connected sectors are all Sectors you can Travel to, from your Sector. Crewmembers may not use their Eq. cards unless their effect says otherwise.
◦ You may play 1 or more Section cards from your hand that have a “ During
Lander Sector: it has a lander icon: . A possible Sector where you can land.
a Dice Check” effect (printed at the top of a card). After the effect of a Section
Until the Travel Action is completed (all Path icons have been resolved), your card is resolved, discard it to its owner’s discard pile.
Crewm is considered to be in the Sector you started your Travel from. ◦ Other Crewmembers in the same Sector may Assist by playing 1 of their
This means Crewmembers in your starting sector can Assist you, but those in Section cards to affect the roll. Resolve the effect of the card as if the active
your destination Sector cannot. Crewmember played it.
5. Check for Dice Combinations: you may activate any Dice Combination effects
PREPARE [p30]
of cards in your hand and/or of the current Global Condition card.
Do one or both of the following (in any order): ◦ Section card Dice Combinations. If you have icons in the Roll Pool that
• Draw 1 Section card from your deck to your hand. If you now have more cards match the Dice Combination requirement of a Section card in your hand, you
than your Section card limit (2 cards for Rank 1, 3 cards for Rank 2, and 4 cards may immediately move the dice with these icons to their owner’s Spent Pool
for Rank 3), immediately discard down to your limit. to apply the Dice Combination effect of the card. After doing so, discard the
• Perform a Dice Check to try to match the rolled dice with a Dice Combination of card. You may apply the effect of more than 1 Section card in this way, but
a Section card in your hand or on the current Global Condition card. must use different dice for each one. You may use Convert Abilities (FAQ).
Dice added to the Roll Pool by Assisting Crewmembers may be used, but
You must include any Injury dice, other players may Assist you, and you
Assisting Crewm. cannot use Dice Combination effects of their own cards.
may play the top effects of Section cards to modify its results.
◦ Global Condition Dice Combinations. If you have icons in the Roll Pool that
REST [p30] match the Dice Combination requirement on the current Global Condition card,
Resting is the main way in which Crewm Refresh their Section dice (move them you may move the required dice to their owner’s Spent Pool to apply the
from their Spent Pool to Available dice slots on the left side of their Crew board). effect. This may be done multiple times, using different dice for each time you
apply the effect.
1. Reduce your Supplies by 1. Move the marker on the Supplies track of your
Lander. If track is already at zero, you cannot Rest. Any Symbols icon [p31] means that any icon may be used.
2. Refresh half of your total number of Section dice, rounding up . To do this, If there is more than one of these symbols in the requirement, the same
count both the Available Section dice, and the dice in your Spent Pool. icon must be used for each. For example: . Vanguard icons count
Ex.: with 7 total dice, you refresh up to 4 dice. as any icon. Accident results cannot be used for Dice Combinations
Place dice with the side with the brackets in the four corners facing up.
3. Draw 1 Section card from your deck to your hand. If you now have more cards Dice with multiple icons [p33]: if a result depicts two icons on the same
than your Section card limit (2 cards for Rank 1, 3 cards for Rank 2, and 4 cards die face, each icon is treated separately.
for Rank 3), immediately discard down to your limit. Examples: if the Dice Combination requires 2 of the same icon, these two
dice could be Spent to apply the effect. Or even just one die with
LIFT-OFF [p30] two of the same icons on it.
This Action may only be performed by a Crewm in the Lander Sector, and only if all If the Dice Combination requires these two icons, this one die could
other Crewmembers unanimously agree. Performing this Action ends Planetary
be Spent to apply the effect.
Exploration immediately.
Lifting off without all Crewmembers in the Lander Sector will cause the Convert Abilities [p32]
abandoned Crewmembers to die. Lifting off with an incomplete mission will • Each Crewmember has a Convert Ability depicted in the top left of their
apply Mission Failed penalties in the Ship Book. Crewm card. Some Equipment cards also have Convert Abilities. During a
EXERTION [p31] Dice Check, the player making the check may use their own Convert Ability
and that of any Equipment they are carrying whenever they Spend any dice.
You may Exert your Crewmember at any time (this includes Landings).
• A Convert Ability allows you to treat Basic results of a certain color as if
Exerting does not count as an Action.
they were another icon, specified by the Convert Ability. The conversion
Exerting is not an Action and can be done during any player’s turn. It can be done in only applies as the die is being spent; you cannot use a Convert Ability to
response to an effect, or even after drawing an Event but before resolving it. simply “ change” a die in your Roll Pool. OK for Dice Combinations (FAQ).
To Exert your Crewm, Sacrifice 1 die, (from Available Section dice or Spent Pool to • If more than one Convert Ability can convert the same die, you may
the Section compartment), to Refresh 5 of your Section dice.
choose to use only one of them (or not use any). Assisting Crewmembers
If you have a total of 3 or fewer Section dice in play (Available + Spent Pool + Roll may not use their Convert Abilities. However, the player performing the Dice
Pool), you must gain an “ Exhausted” Injury instead of Sacrificing a die. Check may use their Convert Abilities on dice from Assisting Crewmembers.
DICE CHECKS [p31] 6. Resolve Injury & Danger dice [p33]: If you have no Injury or Danger dice in your
Making a test rolling your Section dice is called Dice Check and is identified by the Roll Pool, skip this step. Otherwise, choose one of your rolled Injury dice.
icon . If this icon is NOT present, the following rules do not apply; that is not a If the result of the die matches an icon on one of your Injury cards, place the
“ Dice Check. To perform a Dice Check, follow these steps: Injury die on the card and apply the effect of that icon.
Check your Injury cards in order, from the leftmost one and proceeding right.
1. Choose dice: take any number of Available Section dice from your Crew board Repeat this process for each rolled Injury die.
(not your Spent Pool) and place them into your hand. It is not required to choose
any of your own dice. Each other Crewmember in the same Sector may choose to If the result of the die does not match an icon on any of your empty Injury cards,
Assist you by choosing and taking one Available Section die from their Crew move the die to your Spent Pool.
board into their hand. Each Injury card may only have one die placed on it during this step.
2. Add Injury & Danger dice: if you have any Injury dice on your Crew board, also After resolving your Injury dice, look up the result of any Danger die rolled
take them into your hand. Crewmembers who Assist you do not add their Injury on the corresponding table of the Danger Die Reference card, and apply that
dice to the Dice Check. Also take the number of Danger dice depicted to the left result. Then, return the Danger die to the supply.
of the Action’s name, if any. At the end of step 6, move any Injury dice from Injury cards and your Spent
3. Roll all the dice: once rolled, they now form a Roll Pool. Any Crewmember who Pool to Available Section dice slots on your Crew board. Place the die in the top
Assisted you also roll the die they Assisted with. Dice from other Crewmembers slot of any column and push all other dice down. Injury dice don't need to return
should be kept separate but count as being in the Roll Pool. The Crewmember to same column they came from, but there can only be 1 Injury die per column.
making a Dice Check is known as the Active Crewmember.
7. Resolve Special Effects: Special Effects can be Section card limit: if a Crewm. ever has more cards in their hand than their Section
located: a) on Global Condition card. b) in a black card limit, they must immediately discard down to their limit. They may not play
frame below the name of a Special Action and any cards while above the card limit. The limit is 2 cards for Rank 1 Crewm,
above the Outcomes. 3 cards for Rank 2 Crewm, and 4 cards for Rank 3 Crewmember.
If there are icons in the Roll Pool that match the requirement of a Special Effect: Playing Section cards:
1) you must move ALL the dice with the matching icons to the Spent Pool • Dice Combinations in the lower part of Section cards may only be used during
2) apply the effect once for each time the requirement is met. Step 5 of a Dice Check.
Each Special Effect must be resolved as many times as it is possible to do • Discarded or played Section cards are placed face up on your discard pile.
with the dice rolled. Dice moved to a Spent Pool when resolving one Special
Effect cannot be used to resolve another Special Effect (even if not all the icons • Whenever you have to draw a Section card and your Section card deck is empty,
on the dice were used). See the Icon Glossary for all the Special Effects icons. shuffle your discard pile to create your new Section card deck.
a) If the current Global Condition card depicts a Special Effect, that Special SECTION DICE [p36]
Effect applies to all Dice Checks in the game, and must be resolved before
• On each die, the sides that depict the most common If you have to resolve a
any other Special Effect
result are indicated by brackets in the corners. Spend effect and you
b) Resolve the effects on each row from top to bottom.
• Refreshing a die moves it from your Spent Pool back don’t have enough
If a row has more than one effect, resolve them from left to right.
to a slot on the left side of your Crew board. Available dice, you must
Outcome requirements / + [p33] Sacrifice a die instead.
• Each die still counts as a die of its color, no matter
For example: here, you need to have either a icon or have what icons are showing
both a red and a blue dice in your Roll Pool • Dice that do not fit in slots available on the board, go to the Spent Pool (FAQ).
Dice with two icons Vanguard – This icon may be treated as if it were any one other Section
When resolving a Special Effect, each icon on a die is treated separately. It dice icon, even one not present on the die rolled.
is therefore possible that one die resolves a Special Effect more than once.
Basic – This icon most often has no effect on its own, but may be
Remember: you must resolve the first special effect as many times it is Converted to another icon using your Crewmember’s Convert Ability (if
possible, “ consuming” all the required icons on dice rolled, then you spend the color of the die matches your ability).
these used dices
Accident – This icon represents an unpredicted outcome. Sometimes,
8. Mark Outcomes [p34]: this step is skipped if the Special Action has one or more there might be no negative effect of rolling an Accident, but other times, it
tracks. Starting from the top row and proceeding down, check to see if you meet could be a disaster! Accidents can never be used to trigger Dice Combinations.
the requirement for that row. If you do, 1) move those dice to their owner’s Universal dice: less chance to unlock a specific icon but they
Spent Pool and 2) place a marker on the Outcome space. have no Accident icon. Unavailable at the start of the Campaign.
Otherwise, proceed to the next row and check to see if the requirement is met. Expert dice: they have all the icons from their color on a single
A maximum of one marker can be placed on one row; once a marker is placed, die, with some sides depicting two icons. They have no Accident
skip to the next step. icon. Unavailable at the start of the Campaign.
The red row always has no requirement. Therefore, mark that Outcome if Wild dice: these dice contain only Vanguard icons and Accident
you haven’t marked any of the other rows icons.
Track progression – TIME TRACKS Crewmember Ability & Skill [p37]
All tracks on cards (both POI tracks and Time • Convert Ability: the top left of each Crewm card. Spend a die to treat a Basic
Tracks) start with no marker on them. The first icon of the color shown as if it were the icon depicted. See page 2 of this doc.
time you make progress on a track, place a marker in the leftmost slot.
• Crewmember Skill: each Crewm has one Skill described in the lower section of
Each time you make progress, move the marker 1 space to the right. When the Crewm card. The card also lists the starting number of Charges for the Skill.
the marker moves to the Outcome space, its effect is applied in step 10. Usually, a Skill can be used at any time by discarding 1 Charge from the Crew
If you are instructed to reduce a Time Track, move a Time token one space board. When used, follow the instructions for the Skill. Usually its effect doesn't
to the left (or discard it, if it’s already on the leftmost space). If there are apply to other Crewm. (FAQ).
several Time Tracks in play, you can resolve them in any chosen order.
EVENTS [p37]
9. Spend dice: move all Section dice from all players’ Roll Pools to Spent Pools.
1. Reveal the top Event card from the Event deck. If the Event deck is empty,
10. Resolve Outcomes: first you resolve tracks, then resolve from top to bottom shuffle the Events discard pile to form a new deck before revealing the top card.
◦ If your Action has one or more tracks, starting from the top track and 2. If none of the Biome icons on the card match any Biome icons in your Sector
proceeding down, if the marker has reached the Outcome space, remove that (including icons on a POI card), follow the secondary effect of the card, printed
marker and apply the effect of that Outcome. at the top of the card.
◦ If your Action has no tracks, remove the marker from the marked Outcome 3. If any of the Biome icons on the card match any Biome icons in your Sector,
space and then apply the effect of that Outcome resolve the main effect of the card, printed in the lower part of the card. Unless
◦ Unless stated otherwise, the effects of an Outcome space only apply to the specified otherwise, this effect only applies to the player who revealed the card.
Crewmember performing the Action. 4. Discard the card face up to the Event cards discard pile.
◦ Connected Outcomes: after you apply the effect of an Outcome, also apply
If there is a choice, you may not choose an option that you cannot pay for in full.
the effect of any other Outcome that is connected to it with an arrow.
Example: after resolving the yellow Outcome in LANDERS AND LANDER MODS [p38]
Step 10, you also apply the green Outcome. • Lander Statistics: Armor , Sensors , and Agility .
Note: Outcomes are only connected in the
Some or all of these will be tested during the Landing procedure.
direction of the arrow.
• Landing Track: Lander starting space is depicted
SECTION CARDS [p36]
• Capacity: storage for Supplies, Equipment – the number of Personal and
Section card deck: players build Section card decks for their Crewmembers during Mission Equipment cards you can take from the Armory, Discoveries – the
the Mission Launch Procedure step of the Ship Management. Each deck must combined number of Discoveries/Unique Discoveries you can bring back to ISS:V
contain a minimum of 10 cards. It also cannot include any cards with a Rank
higher than the rank of the Crewmember.
Equipment [p38] ◦ +1 Charge – When this Lead token is placed on a Discovery deck, a Crewm.
• There are four types of Equipment cards chosen by the Science Section player adds 1 Charge to their Crew board.
No limit to the number of Charges a Crewm. can have.
• Small: does not take any space in the Lander.
THREATS [p40]
• Each Crewmember may carry any number of
Equipment cards. • Threat standees are placed on the Planet board, while Threat cards are placed in
• If an Equipment card depicts a Section icon in the upper-right corner, only the designated space next to the Planet board.
Crewmembers from that Section may carry and use it • The Time Track on a Threat card shows how the Threat behaves: when a Time
• Crewmembers in the same Sector may freely exchange Equipment cards token progresses, resolve the effect printed above the space the token moves into
without a Section icon.. • Crewmembers may perform the Special Action shown on a Threat card if
• If a card lists “ this counts as an Action,” using the card counts toward the limit of they are in the same Sector as the Threat’s standee. Performing this Special
2 Actions per turn, and it may be used only when you can perform an Action. Action often leads to neutralizing the Threat.

• The effect of an Equipment card can only be used by the Crewm. carrying it. • Some Threats are represented by more than one standee. Unless the card states
otherwise, any Crewmember in a Sector with any of the secondary Standees may
• Some Mission Equipment cards place a token on the Planet board: once a not perform the Special Action on the Threat card, and is not considered to be in
Mission Equipment token is placed on the Planet board, any Crewm may benefit the same Sector as the Threat.
from its effects, including Crewm from Sections that could not carry the card.
• When moving, Threats ignore the icon, but they still only move to connected
Once placed, Equipm. can't be relocated by simply “ placing it again” (FAQ).
Sector, unless their card states otherwise.
• If you are instructed to discard an Equipment card, return it to the “ Armory” [B]
INJURIES [p40]
DISCOVERIES [p39]
• Gaining an Injury: whenever you gain an Injury, place its card in the leftmost
• They represent interesting objects, samples, and specimens gathered by the empty Injury slot on the bottom of your Crew board. Then, take 1 Injury die and
ATeam on alien worlds. They are divided into 5 decks and placed above the place it in the top dice slot of any column of your Crew board that currently does
Planet board when preparing the Planet board (page 24 SB). not have an Injury die in it. If you place a die in a slot containing a Section die,
• Gain a Discovery: take the top card from the corresponding deck and place it in move that die (and any dice below it) one slot down.
the indicated space below the Lander board. During Planetary Exploration, there Any dice that are moved to a slot that your Crewmember cannot use (due to their
is no limit to the number of Discoveries that can be on the Lander. However, at rank) are moved to your Spent Pool. You may rearrange the dice below an Injury
the end of the Planetary Exploration, you must discard any Discoveries in excess die, before they are pushed down.
of the limit shown on the Lander board. Discarded Discoveries are placed on the
• If you gain an Injury and there are no more Injury cards of that type available
bottom of the corresponding deck.
(they are already all in play), gain the “ Wounded” Injury instead.
• Whenever you gain a Discovery card (in any way), if there are any Lead tokens
• Removing an Injury: some game effects allow you to remove an Injury die and
on that deck, place those Lead tokens next to the bag (or back in the bag if they
also sometimes an Injury card. They are separate things.
have the icon) before drawing the card.
If you remove an Injury die, take it from its dice slot and place it back in the
• If a Discovery has a “ Planetary Exploration” ability, that ability may be used at any
supply. If you remove an Injury card, take it from its Injury slot and place it back
time during Planetary Exploration, unless stated otherwise by the card.
in the Injuries deck.
• If a Discovery has a “ Ship Management” ability, its effect is resolved when it is
• Flipping an Injury: some effects may allow you to flip an Injury card face down.
unloaded, during Unloading procedure of Ship Management (pag 28 SB).
A face down Injury card is inactive; Injury dice cannot be placed on this card.
• Once unloaded, Discoveries are stored in “ Gathered Discoveries” [B]. However, it still counts as an Injury for all rules that count the number of Injury
• Many Research Projects require Discoveries to be paid as a cost. To pay a cards you have, such as Emergency Evac and Medbay.
Discovery, move it from “ Gathered Discoveries” [B] back to its Discovery deck. Global Conditions, Missions, Poi [p41]
• Unique Discoveries:
Whenever you are instructed to take any numbered Global Condition, Mission, or
Numbered 1-32 are slotted into the Ship Book during Unloading and POI card, if there are multiple copies of that card available, take one at random.
should never be discarded or removed from the game!
• Dice Combinations on the current Global Condition card can be triggered any
Numbered 33+ are discarded during Planetary Exploration.
number of times during a Dice Check. Any Special Effect on the current Global
If the Planetary Exploration tells you to gain a Unique Discovery without Condition card is added to every Dice Check and must be resolved before other
specifying its number, take the top Unique Discovery from the Unique Discoveries Special Effects.
slot on the Planet board.
• Completing Missions: most missions complete automatically; you will be
LEADS [p39] instructed to discard the card when you reach a certain point in the game (a
Logbook entry, or as the effect of another card). Other missions require you to
• They represent clues that guide Crewmembers toward Discoveries.
trigger their Completion text once you have met the requirements. This can be
• At the beginning of Planetary Exploration, all 20 Lead tokens are done before or after any Action.
placed in the Lead bag. • Replacing POI cards: simply discard all POI cards from the Sector (return them to
• Whenever instructed to gain 1 or more Lead tokens, randomly draw them out of “ Points of Interest” in [A]) and place the new POI card in their place.
the bag and place them one by one in an order of your choice on top of the • Whenever a new POI card is placed in a Sector, discard all Time tokens and
corresponding Discoveries deck. If there are no Leads available in
markers from the previous POI card in that Sector. Do not remove markers or
the bag, you cannot gain any more Leads at this moment.
tokens placed directly on the Sector!
• Lead tokens have a value between 0 and 3.
• Completing the Rank-Up card: as soon as you meet the requirements listed on
• Gain Discoveries: when the total value of Lead tokens on a the current Rank-Up card, flip the card over to the Completed side. You will gain
Discovery deck is 3 or more, place all Lead tokens on the deck by the benefits provided by this card during the Debriefing of Ship Management.
the side of the bag and then gain the top Discovery card. If a Lead token has a
icon on it, place it back in the Lead bag instead of placing it next to the bag.
• This could mean that you place one token, gain a Discovery, then place another
token and gain another Discovery.
• Additional instructions written on Leads:
◦ +1 Card – When this Lead token is placed on a Discovery deck, a Crewm.
chosen by the Science Section player draws 1 Section card.
ISS VANGUARD UNLOADING (SB p28)
Ship Management Summary • Unload Unique Discoveries (U.D.): in any order, resolve the “ When unloaded”
effect of any U.D. on the Lander or in the “ Found Discoveries” slot of the Planet
AFTER PLANETARY EXPLORATION board. Move U.D. 1-32 to corresponding slot at SB p29-30 and U.D. 33+ to [A]
Leaving the Planet → Docking → Debriefing → Unloading → • Gain Bonus Bridge Upgrades: when you fill a complete row of slots at SB p29
Medbay → Memorial Wall → (Save Point) then gain the card listed next to the row and place it in “ Awaiting...” envelope.
LEAVING THE PLANET (SB p25) • Unload other Discoveries: in any order, resolve the “ When unloaded” effect
of any non-Unique Discoveries on the Lander or in the “ Found Discoveries” slot of
• Clean Up Components
the Planet board. Move these cards to “ Gathered Discoveries” [B].
◦ Return Section cards and dice to their Section Compartments
• Discoveries gained during Ship Phase don't trigger “ When Unloaded” eff. (FAQ)
◦ Equipment cards to the “ Armory” [B]
• Store the Lander: return the Lander board to the box, move Lander Mod cards to
◦ POI cards to “ Point of Interest” [A], Threat cards to the box. the “ Awaiting...” envelope.
◦ Optional Missions to “ Missions” [A] and Global Condition cards to [A]
MEDBAY (SB p32)
◦ Lead tokens to the Lead Bag, Unique Discoveries numbered 33+ to [A] (FAQ)
◦ Return to the box all remaining tokens, markers, minis, dice and standee. • Install Upgrades: take Medbay Upgrade cards out of the “ Awaiting...” envelope
and insert into appropriate slots at SB p33.
• Components Check: leave on the table only the following components
• Release non-injured crewmembers: move ATeam crewm with no injuries to
◦ Planet board with revealed POI cards, Threat cards, unclaimed Unique
“ Resting Crew” [B]
Discoveries, non-Optional Missions
◦ Decks of cards: Discovery, Event and Injury deck. • Crewmembers in Medbay recover: move each Crewm currently in Medbay one
slot to the right. Crewmembers who would move from “ Light Injuries” slot instead
◦ Crew boards, ATeam Crewmember cards and any Injury cards
move to the Available Crewmembers (hand) of the corresponding Section player.
◦ Lander board with Mods, gathered Discoveries and Unique Discoveries 1-32 .
You may assign any number of Available Crewmembers as Therapists.
◦ Success tokens, Rank-Up card
Each Therapist allows you to move one crewm in Medbay one slot to the right.
DOCKING (SB p26) The slot they move to must be empty or they don't move.
• Mission Failure: if at least one Mission card on the Planet board or Mission • Injured Crewmembers go to Medbay. Injured (but alive) Crewm from ATeam go
Failed token on the Lander, return Rank-Up card, lower Morale. Discard the into an empty Medbay slot at p32-33, depending on the number of Injuries:
Mission Failed token and return any Mission cards left on Planet board. 1 Injury → Light Injuries 2 Injuries → Moderate 3 Injuries → Critical
• Discard Excess Discoveries: if Discoveries + Unique Discoveries exceed your If all slots of required type are occupied, insert Crewm into a higher injury slot.
Lander capacity, then discard non-Unique Discoveries to stay inside the limit. If there is no such empty slot , Crewm dies: remove their Rank sleeve, return
Unique Discoveries cannot be discarded. Rank sleeve in Section comp. and place Crewm card back on their Crew board.
• Assemble Available Crewmembers: each Section player takes their Crewm Return all Injury cards back to the Injury deck
from “ Resting Crew” [B] into their hand: they are the Available Crewmembers. • Make Survival Checks: Crewm in a Critical slot must make a Survival Check.
ATeam Crewm cards still stay on the Crew boards on the table. Roll 3 Injury dice: if you roll 1 and 1 OR 2 results, the Crewm dies:
remove their Rank sleeve, return Rank sleeve in Section compartment and place
During Ship Management, Available Crewm (those in players' hands) can be
Crewm card back on their Crew board.
assigned to various tasks. Whenever you assign a Crewm, immediately
return them to “ Resting Crew” [A]. You can't assign the last Available MEMORIAL WALL (SB p36)
Crewm of a Section, as you need them for the next Planetary Exploration. • Memorialize Dead Crew: insert each dead Crewm (those unsleeved on Crew
DEBRIEFING (SB p27) boards) into the Section specific lowest numbered empty slot at p37-38.
If there are no more slots available for the Section, insert them into the first
• Promote: if Rank-Up card was Completed, check criteria shown on the card and
available non-Section specific slot at p38.
promote all ATeam Crewmembers that meet the criteria (number of Success
tokens based on their current Rank). Do not “ consume” any Success token during If there are no more slots available, remove Crewm from the game instead.
this process. Apply the bonus printed on any slot you fill.
◦ To promote, replace current Rank sleeve with sleeve of 1 Rank higher and • Store Crew boards. They should be empty now: return them in the box.
return the Crewm on their Crew board.
SAVE POINT (SB p39)
◦ If there are no Rank sleeves available for the new Rank, they can't be promot.
◦ If no Crewm ranked up return the Rank-Up card to “ Rank-Ups” [A] This is the most convenient time to end your session & save your game.
If you want to continue playing, skip this and go to SB p2 BRIDGE instead.
◦ If at least 1 Crewm ranked up, remove the Rank-Up card from the game.
1-Record your current Planet board: if the Landing card with the name of your
• Create the Success Pool: add together all the Success tokens from the Lander, current planet was removed from the game, skip this step and proceed to step 2
the Planet board slot and the Token bag. If a Planet Record sheet for your current planet is in “ Recorded Planets” [B],
• Sell Dice: once per Ship Management, you may sell 1 die from each Section, dispose of it. Take a blank Planet Record sheet and fill it as follows:
providing that each Section remains with at least 4 dice. Each Section player 1.1 Name of the current Planet; Number of the Landing card in Planetary Scanner;
chooses any 1 Section die from their Compartment and returns it to the box. 1.2 Number and name of all POI cards in each Sector. Mark if Sector was Finished.
Add 4 Success tokens to the Success Pool. 1.3 Name and Sector number of any Threat on Planet board.
• Buy Dice: discard Success tokens equal to the number of dice owned by each 1.4 Number of each Unique Discovery still on Planet board.
Section to buy a die for each Section. Each Section player then chooses any 1 1.5 Place the Planet Record sheet in “ Recorded Planets” [B]
Section die from the box and adds to their Compartment. 2-Save other cards and trays:
You can repeat and buy more dice, providing you have enough tokens to pay for. 2.1 To the box: Threat cards & standees
For example: if each Section has 6 dice, discard 6 Success tokens to add 1 die to 2.2 To “ Points of Interest” [A]: POI cards on Planet board or not.
each Section or 6+7=13 tokens to buy 2 dice for each Section. 2.3 To “ Unique Discoveries” [A]: Unique Discoveries on Planet board.
Each time you buy a die, you may assign 1 Available Crewm of Rank 2 or 3 to 2.4 To the “ Awaiting...” envelope: Available Crewmembers, Planetary Scanner,
be an Instructor. Each Instructor reduces the cost to buy a new die by 1 (Rank 2 tokens from Success, Command and Energy Pools in the Token bag.
Instructor) or by 2 (Rank 3 Instructor). 2.5 Close and store the Planetopedia
• Buying and selling dice can be done in any order. 2.6 Shuffle Event discards back into Event deck, then return Discoveries,
Each Section must always have the same number of dice. Event and Injury decks to [A]. Finally, Close and Store the Ship Book.
BEFORE PLANETARY EXPLORATION MORALE SB p3
Morale cannot be raised above “ High” . If Morale is “ Very Low” and you are
(Resuming a Saved Game) → Bridge → Ship Facilities (Research Laboratory, instructed to lower Morale, instead each Section player must choose 1 Section
Production Complex, Barracks, Situation Room, Add-On Facility) → die for each Section and return it to the box. Morale remains “ Very Low” .
Hangar → Mission Launch Procedure → Begin Planetary Exploration
SHIP FACILITIES (SB p6-17)
RESUMING A SAVED GAME (SB p1)
• You can visit any number of facilities, as many times you want, at the cost of one
• Take the “ Awaiting...” envelope and from it take out the “ Planetary Scanner” . Command token per visit.
• From the Token bag: take out Energy , Command and Success tokens • At the bottom of this summary, you can find Ship Facility rules.
and place them on the indicated pools on the left of the Ship Book. If the Penalty • When you have finished visiting facilities:
token is in the Token bag, add it to the Command Pool. a) discard all remaining Energy and Command tokens from the token pools,
• From the “ Awaiting...” envelope, each player takes the Crewm for the Sections b) place all remaining Success tokens in the Token bag,
they control into their hand: they are the Available Crewmembers. c) place all remaining Situation cards in the “ Awaiting...” envelope.
During Ship Management, Available Crewm (those in players' hands) can be HANGAR (SB p18)
assigned to various tasks. Whenever you assign a Crewm, immediately
return them to “ Resting Crew” [A]. You can't assign the last Available • Install New Landers: take all Lander cards out of the “ Awaiting...” envelope, and
Crewm of a Section, as you need them for the next Planetary Exploration. insert each into an empty slot at p19. If all slots are occupied, you remove from
the game an existing Lander (not the Basic Lander) or the new Lander.
BRIDGE (SB p2) • Install Lander Mods: take all Lander Mod cards out of the “ Awaiting...”
• Install Bridge Cards: take all Bridge cards out of the “ Awaiting...” envelope, and envelope, and insert each into an empty slot at p21. If all slots are occupied, you
insert them in appropriate slots at p3. “ Bridge Upgrade (Travel)” cards goes to p4. may remove existing Mods from the game.
If the slot is occupied, return existing card to the “ Bridge” [B] and insert the new. • Repair Landers: if any Lander cards on p19 are placed face down, you may pay
If the existing card has a Tech Level lower then your current Tech level, remove it the Repair cost to flip them face up.
from the game instead.
• Choose a Lander: choose a face-up Lander card on p19 and take the
• Generate Command and Energy Pools: place the Command tokens corresponding Lander board form the box, placing it on the table.
indicated by the Objective card, in the Command pool on the left of the Ship Book.
• Customize the Lander: Choose Mods from p21, place them in empty slots on the
If the Penalty token is in the Command pool,
Lander board (max 1 per slot). Pay attention to the Mod type (Structural / Utility).
discard the Penalty token and all but one Command token.
Place the Energy tokens indicated by the Tech Level card, in the Energy pool MISSION LAUNCH (SB p23)
on the left of the Ship Book. Before you land on a new planet now you get another opportunity to record the
Check Morale and Bridge Upgrade cards for effects that modify the above pools. current planet.
• Check Situations: take all Situation cards out of the “ Awaiting...” envelope, • Skip steps 1 & 2 and go directly to step 3 (Prepare the Away Team)
resolve all the “ EFFECT:” texts in any order. Do not discard the cards. if Planetopedia is not open OR it is open and the Landing card in Planetary
• Reveal new Situations: from the “ Possible Situations” [B] draw the Situation Scanner matches the current Planet board.
cards indicated by the current Objective card. Place them face up on the table. • Skip step 1 and go directly to step 2 (Clean up) if Planetopedia is open and the
Read their text but do not resolve their effects. Landing card that matches the current Planet board has previously been removed
If Morale is “ Very Low” , draw 1 additional Situation card. from the game.
• Prepare the Planetary Scanner: return the Landing card in the Planetary 1. Record your current Planet Board: same as “ Save Point” , SB p39, step 1.
Scanner to “ Landing Cards” [B] 2. Clean up the Planet Board: return POI, Unique Discoveries and Threats to box.
STARMAP (SB p5) 3. Prepare the Away Team: each player select 1 of the Available Crewmembers; if
• Fly ISS Vanguard to new places: Open the System Maps book on the page playing solo, you must select at least 2 Crewm from 2 different Sections.
indicated by the Current System bookmark. a) If there are not enough Avail. Crewm, each Section may draw 1 random
You may perform any of the following task, in any order, as many times you want: Crewm from “ Recruits” , insert this card into a Rank 1 sleeve and add it to
Avail. Crewm then check Log 991 and mark the first unmarked box here.
a) Fly to a new System: choose one Outbound System from those listed, pay the
If more than 1 box is marked, each Section returns 1 chosen die to the box.
listed Energy cost. Read the Log listed next to the system (if any). If there is no
Each player then select 1 Avail Crewm for the Away Team.
Log, open the new System Map on the page listed and mark the page with the
Current System bookmark. b) Return any remaining Avail. Crewm to “ Resting Crew” [B]
Log 999 can be used to to track which systems and planets you have visited. c) Each player places each Crewm in the ATeam in a Crew board, place dice from
b) Visit a destination within the system: choose a destination listed in the lower Section compartment into color-matching slots, respecting Rank depicted,
half of the page, pay the listed Energy cost and follow the instructions next to returning excess dice to Section compartment.
that destination. d) Each player creates a Section deck with at least 10 Section cards, each with
If the destination ha a icon, take the listed Landing card and place it on the rank <= Crewm rank. Shuffle the deck.
Planetary Scanner so the information about the planet is hidden. End this step. e) Place the indicated # of markers in the Charges slot of each Crew board.
If the Landing card listed is no longer in the game, you cannot land there. 4. Load the Lander: each ATeam Crewm may choose 1 Small Equipment from
This step ends when you place a Landing card in the Planetary Scanner, you “ Armory” [B]. Then, as a group, choose a number of Personal and Mission
are unable to perform any other task, or you choose to end the step. Equipment up to the limit indicated on the Lander board.
WARNING: if you end this step without a Landing card in the Planetary Scanner, f) Take any number of Mission Equipment Upgrades for the Mission
immediately read the Adrift section. Equipment cards you have just chosen.
• Scan Planet: take the Scanner, flip it to the side with the Energy cost, and follow
g) Equipment that depicts a Section icon, can be used only by that Section Crew.
instructions on it to scan the Landing card.
h) Place a marker on the Supplies track: highlighted space is the “ base” number
You may assign 1 or more Available Crewmembers to a Scouting Mission.
i) Supplies and Lander Equipments limits can be modified by Lander Mod cards
Each of them reduces the Energy cost of revealing the next part of the Landing
on the Lander.
card by 1.
• Close and store System Maps book 5. Strap in! Check the Landing card. It contains the number of a Log with a
Briefing. Go to this Log number and perform the Landing sequence indicated.
ADRIFT
Lower Morale, place Penalty token in the Command Pool, then go to SB p39
(Save Point) and continue from there.
BEGIN PLANETARY EXPLORATION (SB p24) PRODUCTION COMPLEX (SB p12)
1. Prepare the Planet Board: if there is a Planet Record sheet for your current Complete Projects through 3 stages of production. Speed up production by
planet in “ Recorded Planets” [B], start at step 1a, otherwise at step 1b. assigning Crewmembers to the Assembly line.
a) Use the Planet Record sheet for your current planet to restore all saved POI 1. Gain new Production Projects (PP). Move all PP from “ Awaiting...” envelope to
cards, Unique Discoveries and Threats. Go to step c. empty slots on p13. If there aren't enough empty slots, return any remaining PP
b) Place indicated Unique Discoveries on the Planet board, as they are written, to the envelope.
stacking them from bottom to top. 2. Install Production Upgrades. Move all Production Upgrades from “ Awaiting...”
c) Place Mission and Global Condition cards and follow any other instructions envelope to empty “ Production Upgrade” slots (first row) on p14.
printed in their slots. 3. Progress Current Projects. Move all PP in “ Production Queue” slots on page 14
d) Check that 20 tokens are inside the Lead bag. Place it next the Planet board. one slot to the right. When a PP moves right from a “ Stage 3” slot, production is
e) Shuffle all 5 Discoveries decks separately. Place them above Planet board. complete: flip the card, resolve its text and remove it from the game.
Only Queue 1 (second row on p4) is available at start of the campaign.
f) Shuffle the Event deck. Place it to the left of the Planet board. Place Injuries
deck to the right. 4. Start New Projects. Choose any number of PP on p3 and place them in their
listed Starting slots of any available Production Queue on p4. If listed starting slot
2. Disembark: is occupied, you may place a PP to the left of the Starting slot. If there is no
a) if Lander hasn't yet been placed by the Briefing Log, place the Lander in any empty valid slot, return the PP to “ Ready for Production” slot.
Sector with a Lander icon 5. Boost Production. You may assign Available Crewmembers to work in
b) if ATeam minis hasn't yet been placed, place ATeam minis in the Lander sector. Assembly. Choose 1 PP on p4 and assign Available Crewmembers with
c) Draw 2 random Rank-Up cards from [A]. Choose one and place its Incomplete matching Convert icons to progress the PP one slot to the right (it must be
side up in the indicated space next to the Lander board. Return the remaining empty). Flip, resolve and remove from game if production is completed.
Rank-Up cards to [A]. If players cannot agree, Science player decide. You can repeat this (no limit).
If there are no more Rank-Up cards in [A], take all removed-from-game Rank-Up BARRACKS (SB p16)
cards, shuffle and add them to “ Rank-Ups” [A]
Trade Crewm between Sections, Dismiss Crewm, Train Crewm (= get new Crewm).
d) Divide Personal and Mission Equipment cards between players.
Crewmembers can't carry Equipment cards of another Section. 1. Transfer or Dismiss Crewmembers. Players may transfer their Avail. Crewms
If players cannot agree, Recon player decide. between Sections, losing 1 Rank during the process (only for Rank 2 or 3 Crewm).
To do this, exchange the Rank sleeves. The trade cannot be completed if a Rank
e) Each Crewm places a Turn token on the Crew board, “ Turn Available” side up. sleeve of the appropriate level is not available.
f) Each Crewm draws a number of Section cards indicated on their Crew board Resting Crewmembers may also be traded. Place the Crewm (in their new Rank
g) The Recon player chooses a Crewm to receive the Start token. sleeve) to “ Resting Crew” [B].
3. Planetary Exploration Players may also Dismiss any Available or Resting Crewmembers: just remove
Follow the rules of chapter III of the Rulebook to perform a Planetary Exploration. their sleeve, return the sleeve to Section compartment and return Crewm to
Store the Ship Book. “ Recruits” [B]
2. Train Recruits. You may assign Available Crewmembers of Rank 3 to train
Recruits. For each assigned Crewm, you may promote one Rank 1 Crewm of the
same Section to Rank 2. Place both the assigned and the promoted Crewm to
“ Resting Crew” [B].
3. Draft New Crewmembers. Take 5 random cards from “ Recruits” [B]. If Morale is
“ High” , take 6 cards instead; if Morale is “ Low” or “ Very Low” , take only 4 cards.
If there are not enough cards, take as many as you can.
SHIP FACILITIES (SB p6-17) Then in any order chosen by Security player, each Section player chooses one of
• You can visit any number of facilities, as many times you want, at the cost of one those Crewm cards, insert into a Rank 1 sleeve and add to their hand. Not chosen
Crewmembers return to “ Recruits” [B].
Command token per visit.
If a Section has no Rank 1 sleeves remaining, that Section player may remove an
• When you have finished visiting facilities:
Avail. Rank 1 Crewmember from their sleeve, return the sleeve to the Section
a) discard all remaining Energy and Command tokens from the token pools, compartment, the Crewm to “ Recruits” [B] and then use the sleeve for the new
b) place all remaining Success tokens in the Token bag, Crewmember.
c) place all remaining Situation cards in the “ Awaiting...” envelope.
situation Room (SB p17)
RESEARCH LABORATORY (SB p8) Solve 1 Active Situation. More, if you assign Crewmembers to be Supervisors.
Develop new Technologies, using Discoveries taken from “ Gathered Discoveries” [B] 1. Solve a Situation. Apply the “ When Solved” effect of 1 Situation card above the
For each visit at the lab, you may complete 1 or more Research Projects with the SB or in the “ Awaiting...” envelope (FAQ). If an effect requires a choice, the
same keyword (your choice). Security Section Player chooses.
1. Install Research Projects (RP). Take all RP cards out of the “ Awaiting...” 2. Solve Additional Situations. You may assign Available Crewmembers to be
envelope and insert each into an empty slot on p9. Supervisors. After assigning Crewmembers, apply the “ When Solved” effect of 1
If all slots are occupied, return any remaining RP card to the envelope. Situation card above the SB where the icons printed next to “ When Solved”
2. Complete a Research Project (RP). Pay the Discoveries cost of any one RP on match the Convert icons of the assigned Crewmembers. You may repeat this any
p9 and take the card from its slot. Other RPs with same keyword shown in top- number of times.
right corner, can be payed and taken from the slot too.
ADD-ON FACILITY (SB p40)
To pay a Discovery, move it from “ Gathered Discoveries” [B] back to its deck.
Requires campaign progress.
Discoveries spent must match requirements like Rare or Ultra-rare, but you can
spend an Ultra-Rare Discovery to pay for a Rare Discovery.
Finally, flip all RPs you took from slots, resolve their text in any order, and remove DO NOT look at the next page if you haven't yet unlocked the add-on facility
them from the game.
3. You may assign Available Crewmembers to do Lab Work. Choose a slot on p9, Or... just see next page – BEWARE OF SPOILERS!!
assign Avail. Crewmembers with matching Convert icons, pay the Discovery cost,
flip the RP card, resolve it and remove it from the game.
You can repeat this (no limit).
Do not look after this SPOILER alert if you have not unlocked the add-on facility.

LAST WARNING (SB p40)

Do not look after this SPOILER alert if you have not unlocked the add-on facility.

EMBASSY DISTRICT (SB p40)


Send envoys to other planets to establish diplomatic relations and gain various
benefits from colonies, allied planets, embassies.
1. Add new planets. Take all Contacted Planet cards out of the “ Awaiting...” envel.
and insert them each into an empty slot on p41, Contacted Planet side up.
2. Send Envoys.
Choose a Contacted Planet card on p41, send envoys by removing from the game
Available Crewmembers to meet the Rank requirement depicted on the card. You
can't remove the last Crewm. in a Section.
Return the Rank Sleeves to the corresponding Section Compartments.
Flip Contacted Planet card to its other side.
You can repeat this entire step any number of times.
3. Trade & Gifts.
Choose one of the 3 keywords (Allied, Colony, Embassy).
Gain the bonuses from all Planet cards with chosen keyword, in a order of your
choice. Any bonus that requires you to discard a Discovery, discard a Success
token or Assign a Crewmember is optional.
If you have sent Envoys to all 9 planets – Go to log 922.
4. Choose your next facility. Return at SB, p6

WAR ROOM (SB p40)


Send armed forces to other planets and gain various benefits from conquered
colonies, military bases, supply raids.
1. Add new planets. Take all Target Planet cards out of the “ Awaiting...” envel.
and insert them each into an empty slot on p41, Target Planet side up.
2. Send Expeditionary forces.
Choose a Target Planet card on p41, send forces by removing from the game
Available Crewmembers to meet the Rank requirement depicted on the card. You
can't remove the last Crewm. in a Section.
Return the Rank Sleeves to the corresponding Section Compartments.
Flip Target Planet card to its other side.
You can repeat this entire step any number of times.
3. Spoils & Tributes.
Choose one of the 3 keywords (Conquered, Military Base, Supply Raid).
Gain the bonuses from all Planet cards with chosen keyword, in a order of your
choice. Any bonus that requires you to discard a Discovery, discard a Success
token or Assign a Crewmember is optional.
If you have sent Expeditionary Forces to all 9 planets – Go to log 924.
4. Choose your next facility. Return at SB, p6

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