Attention New Players!
If you’re a new player, we suggest that you look at the Player Guide first. After that, skip campaign-specific rules for now and try a scenario before tackling the campaign.
Note that game setup and objectives are described in the scenario and campaign rules sections.
Blue Boxes
Campaign rules are shown in blue boxes. If you’re reading the rules for the first time or playing a scenario, you can skip these for now (exception: some campaign rules are used in more advanced scenarios).
1.0 Sequence of Play
The turn is composed of phases. Within a phase, play should generally be simultaneous, but apply initiative (1st, 2nd, 3rd, etc.) to resolve order when needed (i.e., who gets to see which ships are built, where ships move, attack order, trade order, etc.):
1. Economic phase (see campaign rules)
2. Reduce transfer markers (1.1; simultaneous)
3. Build & repair ships (1.2; reverse initiative order)
4. Combat (1.3; initiative order)
5. Cargo transfer & trade (1.8; initiative order)
6. Movement (1.10; reverse initiative order)
7. Exploration (1.11; simultaneous; follow initiative order for surveys)
8. Develop techs and buy cards (1.19; simultaneous)
9. Shuffle any discarded cards into decks (1.20)
1.1 Reduce Transfer Markers
At the start of each turn, reduce transfer markers on all ships by 1 (remove markers that were already at ‘1’).
1.2 Build & Repair Ships
Now, in reverse initiative order, players build and repair ships. The cost to build a ship is indicated on the back of its counter. You can always build and repair ships in the Sol system, but the maximum you can spend on building and repairing at a base per turn is equal to its number of settlements (i.e., a base must have at least as many settlements as the build cost to build a ship, but you could repair 1 damage with 1 settlement).
To repair a CV at a base or Earth, pay $1B per damage point removed. Additionally, once per turn, you can pay $3B to repair a point of damage, or half a CV’s cost to repair all its damage, for a single CV located anywhere.
You can voluntarily destroy your own ships at any time. If you destroy an undamaged ship in the Sol system, earn cash equal to half its cost.
1.3 Combat
For campaigns, you can’t exceed your maximum number of ships by century (see Faction Sheet).
Combat is only used in campaigns and the last two scenarios, so new players should consider skipping this section for now.
In initiative order, you can initiate one combat in each system where you have ships or bases.
Fleet combat: You attack another player’s ships with your ships. Choose one or more armed CV(s) to include. All defending CVs are included. The defender can also choose to include a base if they have one.
Planetary assault: You attack another player’s base with your ships. Choose one or more armed CV(s) to include. The defending base is included. The defender can choose to include any CVs in the system they wish.
Ground combat: You attack another player’s base with your base. Both bases are included. The defender can choose to include any CVs in the system they wish.
Raid: You attack outlying settlements of a base. Choose one armed undamaged CV to raid a base in a system with no armed CVs owned by that faction. Roll a die (+1 for Praetorians or Military Academy card) and percentiles and consult the raid table at the back of this Rulebook.
1.4 Combat with REs
You can’t attack REs at Sol or a system where there are bases or CVs of the same faction. In other systems, you can use a CV with a combat value to destroy one RE of your choice per combat phase in each sytem. (The owner can draw 1 engineering tech marker for the loss; per usual combat rules, the aggressor draws 1 escalation marker and the defender draws 1 IP post-combat.)
1.5 Resolve Combat
For combat other than raids or against REs, add up the combat values of the attacker and defender. Combat values are printed on ships (-1 per damage, min 1 per ship with combat value). A base’s combat value is equal to its number of settlements (max 30 combat value). Now each side rolls a die and cross-references their roll with their combat value on the combat table at the back of this book.
Add a die roll modifier equal to:
• 1/10th the sum of enemy CV sizes, with fast ships counting as 1 size less (e.g., 0.3 for a fast CV-4).
PLUS
• 1/10th the # of enemy settlements (up to 30 for +3).
The result is the number of hits inflicted on the other side. Starting with the owning player, each side alternates assigning hits one point at a time on the attacker’s CVs and bases (attacker-defenderattacker). Then follow the same process for the defender’s CVs and bases (defender-attackerdefender). Each hit applies one damage to a CV, or destroys one settlement at a base (bases are destroyed if they lose their last settlement).
1.6 Damage to CVs
CVs can be damaged during combat and exploration. Each point of damage reduces exploration and combat values by 1 (min = 1 for ships that have these values). CVs can’t be included on the attacker’s side in combat or perform exploration actions if they have damage equal to or exceeding half their size (e.g., 1 damage for a CV-2 or 3/2 = 1.5 = 2 damage for a CV-3).
CVs are destroyed by damage equal to their size (e.g., 2 for a CV-2); also destroy any cargo. If you lose a CV from damage (combat or exploration), draw 1 biology tech marker plus engineering tech markers equal to 1/4 the ship’s size.
3 damage would destroy Gladiator, earning 1 bio marker plus 3/4 = 0.75 = 1 engineering marker
Damage marker reduces exploration value to 4 and combat value to 7
1.7 Escalation & Influence
After combat, attackers draw escalation markers and defenders draw an equal number of IPs (support for victims of aggression). (Exception: attackers can choose not to draw if the defender’s side included any ship that attacked them either this turn or last turn; the defender would then also not draw IPs.)
Escalation markers are drawn as follows:
• 1 for any combat (except raids with no effect)
• +1 per CV destroyed
• +0.5 per settlement destroyed (at a base or in cargo)
• +2 for eliminating a base
• +2 if the attack was in the Sol system If the pool is empty, lose 1 IP for each escalation you can’t draw (ignore +1 from Military Academy card). If you don’t have enough IPs, lose what you have and you can’t attack until after the next initiative roll. Either way, the defender draws IPs equal to what the attacker should have drawn.
1.8 Cargo Transfer & Trade
You can now transfer cargo and sell trade goods in any order (e.g., you can sell goods and then use the cash to buy settlements).
Once you have the tech Interstellar Settlement, you can buy settlements on Earth for the cost indicated on your Faction Sheet ($5B for scenarios) and load them into cargo bays of ships in the Sol system (1 cargo point per settlement; you can’t store settlements on Earth). You can also load settlements from your existing bases, but only a maximum of 1 per ship from a base each turn. You can transfer settlements between ships’ cargo bays in the same system or destroy your settlements at any time.
To build or expand bases, simply drop off settlements from your ships’ cargo bays in a system (forming a new base or adding to an existing one). Which systems you can settle is limited by habitability and your biology tech. For example, in order to drop off settlements at Barnard’s Star (habitability = 50%), you need the tech Advanced Interstellar Settlement. You can only build bases in systems with at least one revealed world (a “no world” marker doesn’t count).
Example: Both ships could transfer settlements to the base, or Sapphire could transfer its settlement to Guildmaster, or Guildmaster could load a settlement from the base.
Place cargo above or below ship counters
Cargo capacity
For campaigns, you can‘t exceed your max bases by century (Faction Sheet) but you can destroy a base you own at any time. When you do this, earn victory points for its settlements based on their distance from Earth (record these to count at the end of the game; see victory table page 15).
1.9 Trade Goods & Demand
To load trade goods, simply move them from Earth or a base onto a ship in the same system, up to its cargo capacity (1 point per good). You can also unload trade goods at bases or Earth, transfer them to other ships in the same system, or destroy them at any time except during combat (destroyed goods earn $1B). Each faction can store 10 goods on Earth; bases can store twice their assignment limit (based on settlements, see “Base Production” on Faction Sheet). Each system that is a) completely surveyed (no exploration marker), or b) has a base, immediately receives a demand marker (remove if all bases are lost unless fully surveyed). (Demand markers in fully surveyed systems represent non-player outposts.) The player who completes the final survey or builds the first base draws 2 demand markers from the pool and chooses one to add. Sol also has a permanent marker indicating that you can sell ore, rare materials, and fine art there.
Sol demand marker (never return to pool)
Demand marker indicating beverages can be sold in the system
Goods can only be sold in systems with matching demand markers (and no “no bases” anomalies). When you sell a type of good, you can sell any number from ships and bases in the system (or Earth for Sol). After selling, return the demand marker to the pool and replace it (draw 2, pick 1). There is no transaction limit; you could sell again immediately upon drawing a new marker if you have matching goods in the system.
Earn cash indicated on the back of goods for each you sell, modified by world types in the system (+$1B or -$1B per listed world). For goods sold offEarth, also add the distance from Sol (e.g., +$1B for Alpha Centauri or +$4B for Trappist-1) and earn 1 IP for each good sold.
1.10 Movement
In this phase, players initiate moves between systems in reverse initiative order.
You can only move to systems that are in range (counted as total distance in hexes) of either a) Earth or b) one of your bases with enough settlements to build the ship (including modifiers). (Ship range starts at 1 and increases with tech.)
Count the number of spaces between the starting system and destination system, and multiply by your movement modifier for ship type (CV or RE, see Tech Chart). If your ship is fast and is not carrying any settlements, treat it as having a movement modifier one tech faster (e.g., with Bussard Ramjets, a fast ship not carrying settlements has an effective modifier of ×1.5; min = ×0.5). Place the ship in the destination system with a transfer marker indicating the number of turns it will take to arrive. You can’t interact with transferring ships (except voluntary destruction).
Example: Guildmaster is moving from Earth to Gliese 876 (distance 2). The Consortium has the tech Bussard Ramjets (movement ×2) and because Guildmaster is fast, it’s treated as one tech faster (×1.5). The number of turns to make the move is 2 × 1.5 = 3, so a ‘3’ marker is added to Guildmaster.
Gliese 876 is a distance of 2 from Sol, so you would need the tech Long Distance Missions (range 2) to move here (or a base in Gliese 876 or any adjacent system that could build Guildmaster)
+$1B to sale price for each of these types of worlds in system
-$1B to sale price for each of these types of worlds in system Sale price ($B) Also add distance from Sol (+$B)
Earth and Earthlike moons (E-class) count as M-class for trade. (Note that this means goods sold on Earth will always get +$1B based on Earth’s demand marker.) If you sell goods where another player has a base but you don’t, you must pay them $1B per good sold (your choice which player if more than one).
1.11 Exploration Phase
Each ship has one action per turn it can use to either explore, resolve an anomaly or event, mine, research, or terraform.
1.12 Exploration
You can only explore systems that have an exploration marker. Your exploration value is:
• the value of the system’s exploration marker (15), plus
• the exploration value of your ship (must be at least 1), plus
• exploration bonuses from cards or tech (e.g., Advanced Interstellar Logistics +3 for CVs isn’t cumulative with +2 for Improved Interstellar Logistics because they are connected but would be cumulative with +1 for the card Scout Ships), plus
• the system’s exploration bonus (e.g., +2 for Alpha Centauri).
For each full 10 points of exploration value, you earn a tech marker of the type indicated for the system (e.g., Biology for Alpha Centauri). For any leftover points, roll a die and earn a tech marker if the roll is less than or equal to the points remaining.
Resolve all players’ explorations simultaneously. Place earned tech markers on top of exploring ships, and flip ships that malfunction. Then resolve surveys in initiative order.
Example: The Starfarers and Praetorians explore Alpha Centauri (‘1’ marker). The Starfarers have better initiative. Kepler has an exploration value of 1+3+2=6 (marker+ship+system). Imperator has an exploration value of 1+12+2=15. Kepler rolls a ‘5’ so earns a biology tech marker. Imperator earns a marker on a roll of 6-10, or two markers on a roll of 1-5. Note that even if Kepler completes a survey that removes the exploration marker, Imperator still gets to explore at full value, but might not get to complete a survey if Kepler does so first.
1.13 Malfunctions
At the same time as you roll the exploration die, also roll percentile dice (3 dice total). If your percentile roll is equal to your malfunction rate or less (see Tech Chart), your ship suffers a malfunction.
Malfunctions destroy REs, but the owner draws an engineering tech marker for lessons learned. Malfunctions inflict a damage point on CVs, unless the roll was 10% or less, in which case 2 damage is inflicted. (See page 4 for damage to CVs.)
Note that malfunctions don’t prevent surveys or anomalies.
1.14 Surveys
If the sum of the value of tech marker(s) earned by a single exploration equals or exceeds the required number, you complete a survey:
Numbers of players in game Tech value to complete survey
When you complete a survey, reduce the system’s exploration marker by 1.
Campaign: when you complete the last survey of a system, earn 1 IP and keep the system’s exploration marker for points at the end of the game (also add a demand marker if the system doesn’t already have one; draw 2, pick 1).
Continuing the previous example, Imperator rolls a ‘3’ for exploration, earning two biology tech markers. Kepler draws a ‘2’ biology marker, just short of the ‘3’ value required to complete a survey (2-player game). Imperator draws a ‘1’ and ‘2’ (3 total). Thus, Imperator completes the last survey and earns 1 IP (if Kepler drew 3+ it would complete the survey instead of Imperator). The Praetorians keep the system exploration marker to earn points at the end of the game.
In campaigns, keep the system exploration marker
1.15 Draw World Tile
If you complete a survey of a system that doesn’t have its world slots filled, draw a world tile from the pool and add it to the system on its ‘I’ side (either side for “no world” tiles).
Exception: some systems can’t start with class M or O planets (e.g., Sirius). If you draw one of these for such a system, return it to the pool and redraw until you get one that can be added. (E-class are allowed, and this doesn’t prevent terraforming later into O or M.)
If you complete a survey in a system where all slots are full, still draw a world if any of the current worlds have a max population of less than 12 (including “no world”). If you draw a world with up to 12 population, you can replace a lower population world with the one you drew. (This represents identifying better worlds missed during initial surveys.) If you replace a “no world” tile, remove it from game.
1.16 Anomalies and Events
When you complete a survey in a campaign, roll percentiles to look for anomalies. On a roll of 20% or less, find an anomaly and earn 1 IP. If the system doesn’t already have an anomaly (resolved or unresolved), draw an anomaly from the pool and add it. (If there is already an anomaly or the pool is empty, just earn 1 IP.) Anomalies are placed with their combat or exploration icon face-up, representing a combat or science challenge.
You can’t perform an exploration action in a system that had a “no exploration” anomaly at the start of the turn (except for resolving the anomaly or an event).
“No bases” anomalies mean that bases can’t be built in the system, and existing bases can’t terraform, produce, sell or receive goods, or add settlements by any means until resolved (nor can you trade or terraform with ships).
As an exploration action, ships can resolve anomalies. Any number of ships can participate, but this uses the action of each. Ships of more than one player can work together as long as they agree how to divide the reward. Add up ship combat or exploration values (for combat or science anomalies; research ships count as +1 for science anomalies). Card and tech bonuses don’t apply unless indicated. Your total value must be equal to or greater than the anomaly
difficulty (printed value +1 per player in game; -1 or -2 if Starfarers or Syndicate participate for science or combat, respectively). Resolution is automatic; earn the reward listed on the front of the anomaly.
Example: Players agree Transhumanists get 2 IP and 1 bio marker, Starfarers get 1 bio marker
Difficulty is 10 for a game2-player (8+2)
Shared reward is 2 influence and 2 bio tech markers
Centaur value is 5+1=6 (research ship)
Kepler value is 3 and reduces difficulty to 9 (Starfarers)
Some anomalies yield trade goods, which may be taken into your cargo bays, added to your bases in the system, or destroyed to earn $1B. For Splinter Colony or Dissidents, you can add the settlements to any base(s) you control, or establish a new base in the system if it wouldn’t exceed your base limit (ignore habitability). Alien Derelict or Alien Remains immediately earn a level I fleet improvement or genetic manipulation (discard the drawn card if you already own it; earn it and draw a replacement for your hand if you have it in your hand).
When you resolve an anomaly, turn it over. Some are removed from the game. Others remain in the system, providing permanent benefits. Production bonuses apply during base production (even trade goods), and only at unblockaded bases. Cash and tech benefits apply only when producing the indicated product (cash or same type of tech).
Events with challenges work like anomalies (+1 per player in the game, research ships +1), except they appear during the economic phase, always occupy systems with bases, and return to the pool when resolved (or when all bases in the system are destroyed). These events affect all players in the system (or in range). Anyone can resolve them, earning an IP reward. Effects are applied either every turn, or if not resolved by the time the “Draw Event” economic phase tile is next drawn (apply the effect before returning it to the pool and drawing).
1.17 Mining & Research
As an exploration action, mining ships can mine in a system that has at least one revealed world and no base you control. Pick a world in the system and roll a die. Earn $1B automatically, or $2B if you rolled the world cash production value or less.
Alternatively, research ships can research in a system that has at least one revealed world and no base you control. Pick a world in the system and roll a die. If your roll is less than or equal to the world’s research value plus half your ship’s exploration value, earn a tech marker of the type the world produces (max 1 marker per ship).
You can only mine or research once per system each turn (and not both mine and research).
Example: Ascendance can either mine or research instead of exploring. If it chooses to mine, the ‘D’ class world would be the best choice. Ascendance would earn $2B on a roll of 1-7 or $1B on a roll of 8-10. If Ascendance chooses to research, it would earn a biology tech marker on a roll of 5 or less (3 for M-class world + 3/2 = 4.5 = 5), an engineering marker on a roll of 4 or less (2 for ‘D’ + 3/2 = 4), or a physics marker on a roll of 3 or less (1 for ‘J’ + 3/2 = 3).
1.18 Terraforming with Mining Ships
If you have the tech Atmosphere Processing, you can use a mining ship to terraform a world as its exploration action (see terraforming page 17). Any number of ships can do this in a system each turn.
1.19 Develop Techs
Tech markers are used to buy techs. You can also spend cash ($1B per point; in the campaign also IPs for 2 tech points each). For example, you could spend two ‘4’ markers and $2B on a tech costing 10. You never receive change for overspending (e.g., if you spend three ‘4’ markers on a tech costing 10).
In order to buy a tech, you must have owned all prerequisites connected to its left at the start of the turn. You can always buy techs on the left side of the chart. As you buy techs, place a faction marker (flag) on them. If you run low on markers, you only need to mark the leading edge. You can use “all faction” markers when all players own a tech.
The type of points needed to develop a tech is indicated by its section on the Tech Chart (Biology, Physics, or Engineering). The cost of a tech is indicated in brackets. This cost is modified by -3 for every other player who owned it at the start of the turn; minimum cost = 5 after all modifiers. You can buy multiple techs on the same turn, but only if they cost a different type of tech points (e.g., a physics and a biology tech, or one of all three types).
Players buy techs simultaneously. Place your marker above the techs you’re buying this turn. Other players can also do so if they can pay the cost and have the prerequisite.
Campaign: all players who buy a tech that no player owned at the start of the turn earn an IP for being “first”.
Example: To buy Interstellar Logistics, the Givers need both Improved Interstellar Settlement and Advanced Interstellar Expeditions. This would cost 12 tech points because it is already owned by the Starfarers. Once the Givers have all 3 techs, marking Interstellar Logistics would be enough to indicate that they own all of them.
The Starfarers’ marker on Interstellar Logistics indicates this. Both the Starfarers and Givers own Ultra Long Distance Probes in a 2-player game, so this can be marked this using an ‘all faction’ marker.
1.20 Buy Cards
In the campaign, you can buy cards from your hand for the purchase price listed on the card (min = 5 after all modifiers). Each player’s hand holds one card of each type (2 genetic or fleet for Transhumanists or Praetorians, respectively).
Genetic manipulations cost biology tech points; fleet improvements cost engineering or physics points. Increase the cost by 5 for each card of the same type and level you already own (+3 per genetic manipulation or fleet improvement for Transhumanists or Praetorians). When you buy a card, place it on the table face-up in front of you and draw a replacement into your hand at the end of the turn. This counts as your tech purchase for the turn of that type of tech
If you don’t buy any techs or cards, you must discard your entire hand and redraw (shuffle discards back into the deck at the end of the turn).
Draw cards in initiative order if there aren’t enough for all players. You can draw your choice of level allowed by tech. For example, with Advanced Genetic Manipulation, you can choose to draw level I, II, or III genetic manipulations. You can’t have two copies of the same card; discard and redraw duplicates of cards you own or have in your hand.
2.0 Scenarios
Scenarios are a good way to learn the game or get some quick action if you don’t have time for a campaign. Each player picks a faction, but ignore all information and abilities on the faction sheets (all settlements cost $5B).
Starting tech is listed as a ‘level’, meaning all players have techs of that column or less (e.g., “level 1” means players have all 7 techs from Interstellar Settlement down to Interstellar Component Design). Only the first two scenarios allow terraforming (page 17), and the last two scenarios allow combat (page 3; section 1.7 escalation & influence is not used).
To set up scenarios, follow the scenario-specific rules. Generally, you will also follow these steps:
1. Add the century and decade markers to the turn tracks on the Tech Chart for the starting turn.
2. Players roll percentiles for initiative (highest roll = 1st, second highest = 2nd, etc.; reroll ties).
Mark order on Tech Chart. (Initiative doesn’t change in scenarios unless specified.)
3. Lay out the map sectors used in the scenario.
4. Lay out cash in an accessible location.
5. Make a pool of the world tiles.
6. Make pools of the tech markers by type (if tech is used in scenario)
2.1 Footfall among the Stars
“Earth is the cradle of humanity, but one cannot remain in the cradle forever.“
— Konstantin Tsiolkovsky
It’s time to expand into the cosmos and feel the warmth of another Sun. Establish your legacy by planting your flag into the soil of a world out there among the stars!
Type: Competitive, 1-4 players
Sectors used: Sol, Alpha Centauri
Time to play: ~1 hour
Starting year & tech: 2150, level 1
Rules: Add exploration markers indicating ‘5’ of the type specified to each system (biology, physics, or engineering). For balance, we recommend players select factions other than Consortium (due to high early cargo capacities). Each player starts with $30B and one random tech marker of each type. Each even numbered
decade (2160, 2180, 2200, etc.), players draw $10B at the start of the turn, and players with the tech Terraforming can terraform once at the end of the turn in a system where they have a base (see terraforming rules page 17). The first player to have 10+ settlements in a system with a max (printed) population of at least 25 wins. If multiple players do this, they tie; if no one does this by the end of 2300, no one wins (solo: complete by 2300).
2.2 A New Earth
“Across the sea of space, the stars are other suns.”
— Carl Sagan
Initial surveys haven’t been promising. Perhaps Earthlike planets are rarer than we thought? The survival of our species will always be precarious as long as we share a single planet. Surely there must be other Earths?
Type: Cooperative, 1-4 players
Sectors used: Sol, Alpha Centauri, Tau Ceti, Epsilon Eridani
Time to play: ~1.5 hours
Starting year & tech: 2190, level 2
Rules: All systems adjacent to Sol start fully surveyed (no exploration markers). Add exploration markers indicating ‘5’ of the type specified to other systems. Remove 10xM, 6xO, 6xL, and 4xH from the world pool. Then draw worlds to fill the slots of systems adjacent to Earth; redraw any world with a max population of 10+ until all slots are filled with lesser worlds. All players act as a single faction with one set of settlements, cash, and tech markers, but each uses a different faction’s ships. (Count as single player for completing surveys; i.e., tech value of 2+.) Players start with $75B to spend on initial ships or save (no settlements) and draw $20B each even numbered decade Initial ships may start in any system in range of Sol. Players can collectively perform a terraforming action at the end of each even numbered decade in one system with a base (see terraforming rules page 17; mining ships can also terraform during exploration with the tech Atmosphere Processing). To win, players must have 25+ settlements in a system with an M-class planet by the end of 2380, 2370, 2360, or 2350 for 1, 2, 3, or 4 players.
2.3 These are the Voyages
“Space, the final frontier.”
— James T. Kirk
Humanity has established the first outposts beyond the solar system. Follow in the footsteps of early pioneers, leading an interstellar fleet to discover what’s out there.
Type: Competitive, 2-4 players (or cooperative 1-4)
Sectors: All except Tau Ceti and Epsilon Eridani
Time to play: ~1.5 hours
Starting year & tech: 2250, level 3
Rules: All systems adjacent to Sol start fully surveyed (no exploration markers); draw worlds to fill the slots of these systems. Add exploration markers indicating ‘5’ of the type specified to other systems. In reverse initiative order, each player can place one base of 25 settlements at either Barnard’s Star, Luhman 16, or Alpha Centauri. Each player starts with $25B and one randomly drawn tech marker of each type, and draws $5B at the start of every even numbered decade. Before you start, make a pool of anomalies. These can be discovered and resolved during exploration (see campaign rules page 7), but ignore rewards and keep anomalies you resolve (ignore faction abilities). The first player to resolve 4 anomalies (at least 1 science and 1 combat) wins. For cooperative, players must resolve anomalies equal to 4× the number of players by the end of 2400 (at least 1/3 science and 1/3 combat; solo 4, at least one of each type).
2.4 The Altarian Strain
“Human intelligence was more trouble than it was worth.”
— Michael Crichton
A deadly virus is spreading through the galaxy. Driven by fear, ships fled the origin and are now spreading it from system to system. All traces of outbreak must be hunted down and eradicated before too many lives are lost.
Type: Cooperative, 1-4 players
Sectors used: Sol, Alpha Centauri, Altair, Delta Pavonis
Time to play: ~45 minutes
Starting year & tech: 2250, level 5 (no exploration or tech development)
Rules: All systems start fully surveyed; draw worlds to fill their slots. Players start with $15B to spend on initial ships or save, and draw $1B each turn. No REs may be built. Add a ‘3’ exploration marker to Altair, the origin (exploration markers represent outbreaks). Set up initial ships at Altair and/or Sol; later ships may only be built at Sol. At the start of each turn including the first, check for additional outbreaks. Roll one die per player and add 1 outbreak to each system with a world whose lowest digit for max population matches the roll. For example, on a ‘3’, you would add 1 outbreak for worlds with max populations of “3”, “13”, and “23” (treat a ‘10’ roll as ‘0’). On the first turn, reroll all dice if you don’t get any outbreaks. Ignore duplicate rolls (e.g., treat two “4s” as a single “4”), but systems can get more than one outbreak per turn if two worlds match the number, or from different numbers rolled. You can cure a system with outbreaks during the exploration phase if you have a sum of ship exploration values equal to 1 plus the number of outbreaks in the system plus the number of players in the game (e.g., for 2 outbreaks in a 3-player game, you’d need exploration values totaling 1+2+3=6). Research ships count as +1. When you cure a system, remove all outbreaks and add a faction marker to it; no outbreaks can occur there. Additionally, armed ships impose a quarantine on their system, preventing further outbreaks (including Altair after the initial 3). If any unquarantined system has 4+ outbreaks, roll an extra die for outbreaks. The players lose if any system gets more than 5 outbreaks, or win if there are ever no outbreaks on the map.
2.5 The Void
“It’s not safe out here. It’s wondrous, with treasures to satiate desires both subtle and gross; but it’s not for the timid.”
— Q
A mysterious force is extinguishing star after star in an expanding void sweeping across the galaxy. The Union of Sol has ordered you to gather samples and resources and then rendezvous with an interstellar ark at Tau Ceti so that civilization can be rebuilt beyond the reach of the void.
Type: Cooperative, 1-3 players
Sectors: Tau Ceti, Sol, Altair, Gamma Serpentis Time to play: ~45 minutes
Starting year & tech: 2450, level 5 (no exploration or tech development)
Rules: Each player selects one fast ship to control. All systems start fully surveyed (no exploration markers), and draw worlds to fill their slots. Players can start their ships in any system. Place the True Path ship Celestial Ark at Tau Ceti. At the start of each turn roll one die per player and randomly draw a corresponding trade good for each roll. You can place the goods in any system with i) a world whose lowest digit for max population matches the roll, and ii) a world type that could produce the good (could be different worlds; E counts as M for trade). For example, on a ‘3’ with a fauna draw, you could add the fauna to a system with an M or E class world and max populations of “3”, “13”, or “23”. Tau Ceti can’t receive goods. Each other system can hold only one good, but you can replace or destroy goods at any time. Ships can carry any number of goods (ignore cargo capacity). Once you drop off a type of good at Celestial Ark, you can remove all of that type from the pool (so you no longer draw it). At the start of 3rd, 2nd, or every turn (for 1, 2, or 3 players) starting in 2470, the void swallows one column of systems from right to left starting with 72 Herculis and 26 Draconis (remove all worlds; any goods or ships are destroyed). To win, players must deliver at least 8 of 10 types of goods (including at least 1 flora and 1 fauna) to Celestial Ark before Tau Ceti is swallowed by the void.
2.6 Search & Destroy
“All those moments will be lost in time, like tears in the rain.”
— Roy Batty
AI has progressed to the point where artificial beings can blend into the population, reshaping their form to avoid detection. Agents managed to plant a tracking device undetected inside the endoskeleton of the shadowy leader of the Syndicate, Yttab Yor. The Syndicate has too much political influence for an arrest, so the Union of Sol council has decided to send out modified probes on an assassination mission. Type: Solo (1 player)
Sectors used: All
Time to play: ~20 minutes
Starting year & tech: 2450 (no exploration, tech chart not used)
Rules: Set up the four Starfarer REs at Earth and Viper at Epsilon Indi. Find the 10 ‘survey’ directives and add them to a pool. Remove the “no world” tiles, and then draw worlds to fill the slots of the 10 systems named on these directives. Draw one of the 10 directives without revealing it and set it aside face-down. This is Yttab Yor’s location.
You control the REs. Each turn during the movement phase, you can move each RE to any adjacent system (ignore normal movement). After, move Viper one system toward the closest RE (break ties clockwise starting from the top). Viper destroys all REs in systems it occupies. During the exploration phase, you can search one time for each RE in a system with worlds. Roll a die. The search is successful if the roll is equal to the lowest digit for max population of any world in the system (e.g., on a ‘3’, if the system contains worlds with “3”, “13”, or “23”; treat a ‘10’ roll as ‘0’).
When a search is successful, look at Yttab Yor’s location. If it matches the searched system, you win. Otherwise, remove the directive for the searched system from game and remove its worlds. Return Yttab Yor’s location to the pool and draw a replacement (which could be the same marker).
2.7 Scramble for the Future
”Bury it in the sand for a thousand years, and it becomes priceless.”
— René Emile Belloq
A mysterious artifact has been found at an archeological dig. Scientists have determined that it’s a key piece of alien technology that includes a stellar map pointing the way to the next component. Follow the trail to unlock the technology. But beware, some may resort to any means to get the artifacts first.
Type: Competitive, 2-7 players (combat allowed). Or cooperative 1-3.
Sectors used: All
Time to play: ~1.5 hours
Starting year & tech: 2350 (no tech development)
Rules: Find the 10 ‘survey’ directives and add them to a pool. Remove the “no world” tiles, and then draw worlds to fill the slots of the 10 systems on these directives. Draw one of the 10 directives to be the first system to search and add a ‘1’ exploration marker to this system. Until this directive is earned, only this system can be explored (and must be explored by all ships in the system capable of exploration). Your goal is to complete a survey, which earns the directive (also roll for malfunction but ignore any other effects). At the end of the turn in which a directive is earned, remove the exploration marker to mark artifacts found, and randomly pick a new directive. Add a ‘1’ exploration marker in the newly named system, indicating that it can be explored. Continue until all directives are earned. Directives are each worth one point, plus an additional point for each M or E class world in their named system. The player with the most points wins. Each player starts with $25B. Players draw $10B and re-roll initiative at the start of each even numbered decade. No bases can be built. If playing cooperatively, players start with $15B each, draw $1B instead of $10B, and must earn the last directive by the end of 2500, 2490, or 2480, for 1, 2, or 3 players to win.
2.8 Hercules and the Scorpion
“Primitive life is common but intelligent life is rare. Some say that it has yet to appear on Earth.”
— Stephen Hawking
The agricultural revolution never took off, so humanity is still a nomadic species swinging stone tools. But intelligent beings have been observing us from the darkness, and they’ve decided to incorporate our primitive planet into their expanding empire.
Type: Competitive, 2 players (combat allowed)
Sectors used: All except Tau Ceti and Epsilon Eridani
Time to play: ~1.5 hours
Starting year & tech: 2450, level 6 (all techs)
Rules: One player runs the Syndicate, starting in 18 Scorpii, while the other runs the Praetorians, starting in 72 Herculis. These represent enemy alien empires. Neither can enter the other’s
starting system. Add ’50’ settlement markers to the starting systems. Ships may only be built or repaired in these systems, and with no capacity limit. Add exploration markers indicating ‘5’ of the type specified to all other systems, including Sol (use a bio marker). No exploration can be conducted, but if there are no enemies in a system during the exploration phase, remove a point from the exploration marker for each full 5 points of exploration value in the system until markers are removed. At the start of the turn, either player can build an outpost (a ‘1’ settlement marker) in any system that i) doesn’t have an exploration marker and ii) is adjacent to one of their existing outposts or starting system. They must have a ship in the system, and each outpost costs $10B. Ships can only move up to 1 system away from either i) their starting system or ii) a chain of outposts leading to their starting system. Destroy any outpost at the end of a turn if there are only enemy ships in the system (outposts don’t otherwise count for combat, repair, etc. and other bases can’t be built). Each player starts with $30B. Players draw $10B and re-roll initiative at the start of each even numbered decade. The player who removes the exploration marker from Sol wins.
3.0 Campaign
The campaign, taking 6-10 hours to play, includes the full range of strategic options available to the factions. Suitable for 1-7 players, it’s the most fun way to play, but also includes more rules, so we recommend that you start with a scenario first.
Cooperative and solo mode
Instead of competitively, you can play the campaign solo (1-player) or cooperatively. If you do, ignore combat rules and remove the cards Minefields, Hypersonic Missiles, Military Academy, Enhanced Strength, and Cultural Dominance from the game. For cooperative victory, take the average of all players’ scores to determine your group’s rank.
Initial truce
At the start of the campaign, there is a truce in place such that no faction can attack another.
Starting in 2110, roll percentile dice at the end of each turn to see if the truce ends (on 1%, adding +1% every turn – i.e., 1% in 2110, 2% in 2120, 3% in 2130, etc.).
(Optional rule – Demilitarized Earth: attacks aren’t ever allowed in the Sol system)
Campaign setup
The campaign game starts with the exploration phase of 2100. To set up the campaign:
1. Add the century and decade markers to the turn tracks on the Tech Chart (2100/00 for 2100). (You don’t have any techs at start.)
2. Players roll percentiles for initiative (highest roll = 1st, second highest = 2nd, etc.; reroll ties).
Mark order on Tech Chart
3. Lay out the map and add exploration markers (‘5’ side) of the type specified to each system (biology, physics, or engineering).
4. Lay out cash in an accessible location.
5. Make a pool of the world tiles, and set aside 8xM, 6xO, 6xL, and 6xH worlds to add later during terraforming phases.
6. Make pools of the tech markers by type.
7. Make a pool of the trade goods.
8. Add the Sol demand marker to Sol (Earth) and make a pool of the other demand markers.
9. Make a pool of anomalies, and a separate pool of events.
10. Make a pool of the economic phase tiles.
11. Make a pool of the escalation markers.
12. Each player takes initial cash and tech markers as if performing Earth production for 2100 (see Earth production rules page 16).
13. Make shuffled decks of genetic engineering and fleet improvement cards by type and level (6 decks). Each player draws 1 level I of each for their hand (2 genetic or fleet cards for Transhumanists or Praetorians, respectively).
Set up initial ships. Some are set up with transfer markers (in brackets) indicating how many turns they will take to arrive. For example, Nostromo is set up in Lalande 21185 with a ‘1’ transfer marker, meaning it will arrive at Lalande 21185 next turn. Sapphire is set up in Alpha Centauri with a ‘3’ marker, meaning it will arrive in 3 turns (2130).
Ship System
Prospector Luhman 16
Prosperity Barnard’s Star
Surveyor Wolf 359
Nostromo Lalande 21185 (1)
Sapphire Alpha Centauri (3)
Kuiper Lalande 21185
Messier Barnard’s Star (1)
Syndicate
Praetorians
Kepler Wise 0855-0714 (1)
Copernicus Luhman 16 (2)
Orion Alpha Centauri (2)
Nomad Wise 0855-0714
Harbinger Lalande 21185
Vagabond Wolf 359 (1)
Viper Barnard’s Star (1)
Cobra Luhman 16 (2)
Peregrinus Luhman 16
Fidelis Wolf 359 (1)
Audax Wise 0855-0714 (1)
Odyssey Alpha Centauri (2)
Lightbringer Wise 0855-0714
Faithful Lalande 21185
Pathfinder Alpha Centauri (1)
Ardent Spirit Luhman 16 (2)
Pilgrim Barnard’s Star (3)
Linnaeus Wise 0855-0714
Mendel Wolf 359
Humboldt Lalande 21185 (1)
Bougainville Luhman 16 (2)
Darwin Alpha Centauri (3)
Hawking Barnard’s Star
Foucault Lalande 21185 (1)
Smaller map
If you don’t have much table space, you can play the campaign without some map sectors. This is the recommended order for dropping sectors, and an additional score to add to all players for the sector dropped: Beta Aquilae (20), Gamma Serpentis (30) Tau Ceti (15), Epsilon Eridani (10). So, for example, if you dropped all four sectors, each player would add 75 to their final score.
Additionally, for each sector dropped from the campaign, add 1 to the tech value required to complete a survey during exploration, up to 5 (e.g., with 3 players and 2 sectors dropped, you would complete a survey on 3 + 2 = 5). If this value would be higher than 5, keep it at 5, but for each excess add a second exploration marker to four systems. These are allocated to any system, one system at a time in player initiative order (max 1 extra per system), but must be the same type as the system’s exploration type. Treat these systems as having a single exploration marker of value ‘10’ but with a maximum marker exploration modifier of ‘5’ (i.e., the first 5 completed surveys reduce the value of the extra marker until it is removed but don’t impact the second marker – all other survey actions still are performed).
If you are supposed to set up a starting ship in a system that you aren’t playing with, you can choose a new system adjacent to Sol instead.
Advanced campaign start
If you want a shorter campaign, you can start the game at the beginning of 2250. Players start with the first two columns of techs developed, no initial ships, and take their Earth production in cash and tech (for 2200 century) plus $60B. (Note: starting with no ships but more cash and tech gives players the ability to customize the fleet they can build on the first turn.) All systems adjacent to Sol start fully surveyed (no exploration markers), and draw worlds to fill the slots of these systems. Retain the initial truce but start checking at the end of 2250 at 10%. Players add 40 points to their final score.
Franklin Wolf 359 (1)
Daedalus Alpha Centauri (2)
Curie Luhman 16 (2)
More futuristic end
If you want to experience a longer development arc, start rolling for game end in 2550 at 1% (5 extra turns; see below). Players subtract 50 points from their final score.
Campaign end
Start rolling for campaign end after the 2500 turn, starting at 1% and adding +1% per turn (i.e., 1% in 2500, 2% in 2510, 3% in 2520, etc.). Add +1% to the chance for each player who has developed every tech of each type on the Tech Chart (i.e., +1% for all biology, physics, or engineering techs, up to +3% per player).
When the game ends, count victory points for each player as follows:
Category
Victory Points
Titles (optional) 10 per title owned
Directives (optional)
Genetic manipulations and fleet improvements
Points as indicated on markers, -15 for each unfulfilled from your goal
Points as indicated on cards
Technologies -5 per tech not developed
Settlements (based on distance from Sol system)
VP per settlement = half the distance from Sol (e.g, 0.5 for Alpha Centauri, 1 for Altair, 1.5 for Delta Pavonis, 2 for Gamma Serpentis, 2.5 for Beta Aquilae)
Galactic Rank
Compare your score with the table below to determine your rank(s):
Score Rank
49 or less Galactic scum
50-99 Scoundrel
100-124 Recruit
125-149 Lieutenant
150-174 Commander
175-199 Captain
200-224 Admiral
225-249 Grand Admiral
250-274 Viceroy
275-300 Overlord
300+ Emperor
Large base bonus
Largest base
+1 for each full set of 5 settlements at each base
+10 to the player with the most settlements at any base (don’t count for solo)
Exploration markers kept from last system survey 1 per marker
Escalation markers
Positive as indicated; -1 per marker with a negative effect (red)
Influence points (IP) 1 per 2 IPs remaining at end of game
Tech points
1 per full set of 10 (add all types together)
Cash 1 per full set of $10B
Bonus for players in game (competitive only)
+5/+10/+20/+30/+40 for 3/4/5/6/7 players in game
4.0 Economic Phase
At the beginning of each campaign turn, draw one economic phase tile to determine which action(s) players perform:
i. Roll initiative and discard escalation markers
ii. Draw event
iii. Earth production
iv. Base production
v. Draw trade goods
vi. Settlement growth and migration
vii. Terraforming and add new world tiles
After you draw a tile, set it aside until all tiles have been drawn – at which point, shuffle them back into a pool to start again. You can’t perform the same action(s) two turns in a row; if you draw the same tile as the last (possible after reshuffling), shuffle it back in and draw another.
4.1 Roll Initiative & Discard Escalation
Players declare IPs to spend increasing their initiative roll (up to 3), then all players roll percentiles. Modify rolls by +20% per IP spent (e.g., 96% with one IP spent = 116%).
Now reset the initiative order of players in order from highest to lowest roll (i.e., highest roll gets the #1 slot, second highest gets the #2 slot, etc.). Ties go to players who previously had better initiative (use tiebreaker rolls first turn).
After rolling initiative, players discard half their escalation markers (choosing which to keep).
4.2 Draw Event
Draw a random event tile. If it doesn’t have a combat or science challenge, perform the action listed and return it to the pool. If it does have a challenge, the player with the last (worst) initiative who has at least one base must choose a system with one of their bases to place the event in. If no players have bases, ignore the event and return it to the pool.
4.3 Earth Production
Collect Earth production in cash and tech markers (which vary by century; see Faction Sheets). Note that trade goods are produced (“assigned”) in a different step.
4.4 Base Production
Before base production, players can declare blockades in reverse initiative order. In order to blockade a player’s base, you must have ships in the system with a sum of combat value higher than:
• the sum of combat values of the target player’s ships in the system, plus
• the target player’s settlements in the system.
You can blockade multiple player’s bases, but you must meet the criteria simultaneously (i.e., more combat value than all ships and settlements of all players combined). Draw an escalation marker for each base you blockade; the blockaded player(s) draw(s) 1 IP. Blockaded bases halve their production.
For production, each base can produce either cash or one type of tech (your choice). The amount of cash or tech markers produced is equal to the highest world production value in the system (for cash or chosen tech type), plus a bonus based on the number of settlements at your base (see Faction Sheet). Note that some anomalies also allow bases to produce trade goods (find these in the pool; if there aren’t enough take $1B instead).
4.5 Draw Trade Goods
Draw the number of trade goods indicated on your Faction Sheet by century. Assign each good to either one of your bases or Earth. The chosen location must have at least one of the world types indicated on the front of the good (Earth and E-class count as M-class for trade). (Note: several genetic manipulations like Gifted Artists allow you to ignore world assignment restrictions.)
The number of goods that can be assigned to a base per turn is limited by settlements (see “Base Production” on Faction Sheet). The storage capacity of a base is double this. Earth can hold up to 10 goods per faction, and each player can have at most 12 goods anywhere (checked after assignment). Goods can be discarded at any time except during combat (this applies even to trade goods you can’t or choose not to assign); earn $1B per discarded or unassigned good.
4.6 Settlement Growth & Migration
Before growth, players can declare blockades in the same way as for base production (also draw escalation and IPs). Blockades prevent growth and migration.
For non-blockaded bases, roll percentiles, and if the base has more than 10 settlements, also roll a ten-sided die at the same time (3 dice).
For growth, if a base has 10 or fewer settlements, add one to the base. Otherwise, for each full 10 settlements, add one; for any remaining fraction of 10, add a settlement if the ten-sided roll was that number or less (e.g., for a base with 13 settlements, add 1 for the set of 10, and add a second on a roll of ‘1’, ‘2’, or ‘3’; for a base with 35 settlements, add 3 automatically, or 4 if the roll was 1-5). Apply any additional growth (from cards, anomalies, etc.) after regular growth and migration (blockades still apply).
For migration, add one settlement if the percentile roll is equal to or less than the system’s habitability (i.e., a system with a habitability of 80% would gain a settlement on a roll of 80% or less). For each full 10 settlements at all bases you have less than the player with the most (at start of the phase), increase your migration chance at all bases by +10% (max 100%; e.g., if your bases have a total of 15 settlements and the player with the most has 36, increase your migration by 20%).
The population limit for growth and migration is the sum of the system’s world max populations. Subtract 10 for every other player with a base in the system. Cards that increase population limits apply only to the owner of the card, so the limit of a system can vary by player. Ignore any settlement growth and migration above this limit unless stated otherwise (this doesn’t prevent you from dropping off more settlements.)
Example: The Consortium and True Path both have bases in the Luhman 16 system with 2 and 15 settlements, respectively. Since both players have bases, the system max population for growth and migration is 26 + 1 - 10 = 17. The Consortium automatically adds 1 settlement (10 or fewer) and rolls a die for migration. The roll is ‘36%’, under the habitability of Luhman 16 (60%) so the Consortium gets to add another settlement, making 4 total. The True Path gets one settlement for having a full 10 settlements, then rolls a die
plus percentiles, getting a ‘4’ and ‘78%’. The ‘4’ is lower than the 5 remaining settlements, allowing a second settlement to be added. The True Path has an ability that treats habitability as +20% (effectively 80%), so normally they would add a third settlement, but since that would exceed the maximum population for growth, their base doesn’t expand beyond 17 settlements.
4.7 Terraforming and Add Worlds
If you have the tech Terraforming, you can terraform one world in a system where you have a base (unless it has a “no bases” anomaly). The Givers can terraform an extra time from the start of the game (i.e., one time without tech, twice with it), but not the same world twice. When you terraform a world on its “I” side, simply flip it over to its “II” side. When you terraform a world on its “II” side, draw a new world from the pool. You can choose to replace the old world (II side) with the newly drawn world (I side) if the new one has a higher max population (for you, including modifiers) but is not more than 10 higher in printed value. Otherwise, return the drawn world to the pool, or if has a smaller max population than the original world (including “no world”), you can remove it from the game (if pool is empty, each player chooses 1 removed world to add back in). Gas giants (J-class), asteroid belts (D-class), and Earthlike moons (E-class) can’t be terraformed beyond their “II” side, and you can never terraform into these types of worlds.
If you flip a world from its “I” side to its “II” side, earn 1 IP. If you replace a world with a new one, earn 2 IPs. After terraforming, add to the world pool one of each type of world set aside at the start of the game.
5.0 Optional Campaign Rules
You can add directives and titles to introduce more strategy and flavor to campaigns.
5.1 Directives
At game start, make a pool of directives (remove combat directives in solo and cooperative games; also remove directives referencing systems you aren’t playing with for smaller maps). Players draw 3 and choose 1 to keep. These are instructions from your government you can fulfill to earn victory points.
The condition of a directive must be met on the turn you fulfill it. Earn 1 IP and reveal the directive to all players; you will score points at game end. At the start of next turn, draw 2 directives and choose 1 as next to fulfill (if there is only one in the pool, just draw the last).
Directive type
Players must fulfill a number of directives of the specified type(s), or lose 15 points for each they fail to fulfill (if more than one type is specified, any of those types count):
Faction Directive Goal
Consortium 4 production or trade
Syndicate 4 combat or trade*
Starfarers 4 anomaly or survey
Praetorians 4 anomaly or combat*
True Path 3 production or terraform
Givers 2 terraform
Transhumanists 5 of any type
*In solo or cooperative play, 3 trade for Syndicate and 3 anomaly for Praetorians
For anomaly directives, resolving with other players counts. For combat directives, determine the target player by only counting settlements at bases (choose which for ties). For production directives, you can use multiple ships or bases (on the same turn).
Once per turn, you can spend 1 IP to discard an unfulfilled directive and redraw (draw 2, pick 1). Also redraw unfulfilled survey directives for fully surveyed systems (remove from game, draw 2, pick 1).
5.2 Titles
At game start, lay out Admiral, Warlord, Chancellor, and 3 additional randomly chosen titles face-up near the board (in solo or cooperative, remove Admiral and Warlord from the game). These are available for purchase at any time for the indicated influence cost by a player who has fulfilled the prerequisite (must be fulfilled this turn, or currently be fulfilled for “have” or “own” prerequisites; priority goes by initiative; for Admiral, you can consider escalation before or after combat; for Guardian and Mastermind, resolving anomalies with other players counts). When you buy a title other than Admiral, Warlord, or Chancellor, draw a random replacement and make it available for purchase.
When you own a title, you get the indicated benefit. You can buy additional titles, but the cost is +5 for each title you already own (+5 for the 1st, +10 for the 2nd, +15 for the 3rd, etc.). (Exception: for Warlord; you can’t buy any and must renounce any you have.) You can renounce a title at any time, returning it to the pool (for Admiral, Warlord, Chancellor, or if there are less than 3 others available, make it available instead).
6.0 Combat Table
Add up your combat value (CVs as indicated + 1 per settlement up to 30 settlements) and roll a die. Add a die roll modifier equal to 1/10th the sum of enemy CV sizes, with fast ships counting as 1 size less (e.g., 0.3 for a fast CV-4), plus 1/10th the number of enemy settlements (up to 30 for +3). Both players roll simultaneously. The result shown in the table is the number of hits inflicted. Damage is inflicted on the attacker first, with hits applied in alternating player order, starting with the owner.
6.1 Raid Table
Choose one armed undamaged CV to raid a base in a system with no armed CVs owned by that faction. Roll a die and percentiles. You must apply the effect if able* (otherwise ignore). The raiding ship takes 1 damage if the percentile roll was 25% or less (20% for fast ships), or 2 damage if the roll was
or
Roll Effect
1-2 Steal $1B from player
3-4 Steal $2B from player (or $1B if they only have $1B)
5-6 Steal random tech marker from player (your choice of type)
7-8 Steal (into cargo bay) or destroy (earn $1B) a good of your choice at the base
9-10 Destroy a settlement at the base (can’t destroy the last by raiding)