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ARTIFACTS

There are 4 artifacts worth 1 Victory Point each, and 4 dummy tokens. When setting up, each player places of token face down onto the board.

CUSTODIANS OF MECATOL REX

The Winnaran custodians can now protect the capital from invasion. Put both tokens on MECATOL REX during the setup phase.

DISTANT SUNS - DOMAIN COUNTERS

FINAL FRONTIER - SPACE COUNTERS

BIOHAZARD

Lose the first ground unit to land here. Discard after a player successfully invades the planet.

RADIATION

Kill all invading forces then remove the counter.

HOSTILE LOCALS

Defended by Ground Forces. If invasion attemps fails, return Locals to full strength.

LAZAX SURVIVORS

receive 3 votes towards all future political agendas.

SETTLERS

Return all of your GF. Roll 6+ two free GF. 

1-5, random opponent gets two free GF here.

TECHNOLOGICAL SOCIETY

player to your left determines a free technology advance that you qualify for.

NATURAL WEALTH

receive TRADE GOODS as shown on counter.

FIGHTER AMBUSH

A space battle against the number of fighters shown begins. Cannot use anti-fighter barrage. If battle if lost, the battle remain uncontrolled, lose all invading GFs are lost and fighters return to full strength. Discard after successful space battle.

INDUSTRIAL SOCIETY

receive a free SPACE DOCK here.

PEACEFUL ANNEXATION

nothing happens, discard the counter.

WORMHOLE DISCOVERY

you have discovered a new wormhole that leads to this system.

NATIVE INTELLIGENCE

look at any one facedown DOMAIN COUNTER

HIDDEN FACTORY

receive any number of ships worth up to 2 resources and place them in this system.

HOSTAGE SITUATION

pay TRADE GOODS equal to GFs landing or lose the GFs in landing party. Discard this token.

AUTOMATED DEFENSE SYSTEM

roll 2 dice. On each 6+ lose 1 ship+1 GF. First successful player to invade places a PDS unit.

ABANDONED TRANSPORT

ship loaded with undelivered goods, receive 2 Trade Goods and discard the counter.

ALIEN TECHNOLOGY

An ancient artifact unlocks one technology advance for which you qualify for.

DERELICT SHIP

You find a ship in need of repair, gain 1 cruiser then discard the counter.

DISCOVERY

Draw 1 ACTION CARD.

PRECURSOR SPACE STATION

The player who controls this system requires 1 less Victory point to win. Stays in play.

EMPTY SPACE

nothing here, discard this counter.

GRAVITY RIFT

This system is now treated as a GRAVITY RIFT system. Stays in play.

SPACE PIRATES

lose all TRADE GOODS or fight a DREADNOUGHT. If you have no TG, you must fight. After the TG are paid, or after battle discard this counter.

SUPERNOVA

All ships in this system are destroyed. Stays in play.

WORMHOLE DISCOVERY

you have discovered a new wormhole that leads to this system.

Reveal Domain Counters immediately after a player enters an empty system - Final Frontier - or after a player lands all his Ground Forces on a planet during an invasion. Resolve all effects immediately.

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PROBING

Immediately after the movement step of a Tactical Action, using a Fighter present in the system, the active player may look at all Domain Counters on planets present. Planets probed during an activation may not be invaded by the active player.

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SPECIAL RULE: If the domain counter LAZAX SURVIVORS is probed, remove the counter from the game. The probing player receives 1 VP and draws 3 Action Cards.

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RAZING

During Invasion Combat step of a Tactical Action once per War Sun/Dreadnought in the same system as the invaded planet(s) the active player may decide to raze a single face down domain counter. War Suns/Dreadnoughts used to raze may not bombard. Razing is a controversial act that has the following consequences: 

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:: Roll d10 with RESULT EFFECTS ::

1-7 :: no effect

8-9 :: lose 3 random action cards

0 :: lose 3 random action cards and active play exhausts all his ready planets

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SPECIAL RULE: If a player razes the LAZAX SURVIVORS he must immediately discard all his Action Cards, exhaust all his planets, and lose all his Trade Goods. Additionally, he may not vote on the next Political Agenda.

OPTIONS

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