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2-4 players, 40-80 minutes, 14 years and older |
Authors | Ben Pinchback Matt Riddle |
Illustrator | James Davis |
Published by | Rio Grande Games |
Online since | 2022-02-19 |
Developed by | Jim Thompson (StCharles) |
Boardgamegeek | 235533 |
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here! |
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If you are reading these rules for the first time, ignore the text along the right hand side. These rules serve as a summary to help you quickly familiarize yourself with the game.
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It all started when the Imperium seized control of Earth and declared martial law,
sentencing those who opposed their will to immediate death or worse fates.
It seemed as if all hope was lost, but before their edict could be carried out,
a group of defectors managed to wrest control of the Ridback, a Class–II jumpship,
and flee with as many of the condemned as they could save.
It has been close to seven years that these refugees from Earth have called the
Ridback home, and finally the crew has found a planet with promise. They have
managed to establish outposts around it, and now the great burden falls on you
to expand these small "alphas" into a full-fledged Beta Colony. Success will mean
that your people will be able to begin life anew on exoplanet 14 Bos c, or,
as they have renamed it, "Victus" - Latin for "way of life."
Overview
In Beta Colony, you are working to establish prosperous colonies on Victus.
If you earn the most Confidence, you will be elected as the first leader
of Victus. Players will collect the needed building materials to produce
and erect colonization pods – Defense Stations, Science and Tech Towers,
Living Quarters, Agriculture Pods, and Water Treatment Centers – on the
varied terrain of Victus.
Each round, the start player rolls his set of four dice. All other players
duplicate that roll with their own dice. Players take two actions each round,
one action at a time in turn order, with each action using two dice. Players
will use one die to move and one die to activate the location to which they
moved. Die color and value affect how the locations are used. Players will
build colonization pods in each of three colonies to gain the confidence of
the settlers and lead them to glory!
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“Victus” Game Board x1
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Round Marker x1
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Start Player Marker x1
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Player Mats x5
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Player Markers x4
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Cycle Cards x9
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Cultural Achievements x8
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Cultural Achievement Tiles x8
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Colonization Pod Tiles x40
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Player Dice x16
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Player Spaceships x4
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Artifacts x16
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Fuel x30
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Materials x72
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Player Crew x60
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Place the game board in the center of the play area.
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Place fuel, artifacts, and materials in separate piles near the
game board.
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Shuffle and place all colonization pods in a face-down pile near the
left Manufactory. Deal four rows of two face-up pods onto the marked
spaces as shown.
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Shuffle and place the four cultural achievement building cards in a
face-up stack near the board. Place the four cultural achievement
statue cards in a face-up row. Place the cultural achievement
tiles face-up near the board.
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Randomly select one of the three first cycle cards and place it face-up
on the top space of the board as shown. Repeat with the second and
third cycle cards (placing them in the second and third spaces
respectively) until there are three face-up cycle cards, one in each
space. Remove unused cycle cards from the game.
-
Place the round marker on the top space of the round tracker,
marked "1".
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Randomly select a start player and give him the start player marker.
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Players select a player mat in reverse turn order. The player to the
right of the start player takes all five player mats and selects one,
then passes the remaining player mats counterclockwise. That player
selects one, and so on, until all players have selected a player mat.
Remove unused player mats from the game.
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Players take the ship, four player markers, and fifteen crew of
one color. They also take a set of four dice (black, blue, red,
green), one fuel, and two randomly selected materials.
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Players place one player marker next to each of the three colony tracks
(not on the track itself) and one next to the score track.
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In reverse turn order, each player places his ship on one of the
seven locations in orbit around the central planet - called Victus.
Each player must select a different location.
Beta Colony is played over three cycles with
three rounds in each cycle. Each Round:
Roll Dice
The start player rolls his four dice.
All other players duplicate the roll
values with their own dice.
Perform Actions
In turn order, each player will perform
his first action using two of his
dice. Then, continuing in turn order,
each player will perform a second action
using his remaining two dice.
Round End
The start player marker is passed
clockwise and the round marker is advanced
one space. At the beginning of rounds 1,
4, and 7 the bonus on the cycle card
takes effect. At the end of rounds 3, 6, and
9 the goal on the cycle card is scored.
Cycle One |
Cycle Two |
Cycle Three |
Rounds 1-3 |
Rounds 4-6 |
Rounds 7-9 |
The start player rolls his set of four dice. All
other players change their dice to match the start player's dice.
The start player rolls his
entire set of four dice. All
other players change their
dice to duplicate that roll,
i.e., change the faces on
their dice to match.
For example, if the start
player rolls the dice shown
here, each
other player must set his
dice to match: Blue = 1, Red
= 3, Green = 2, Black = 6.
An action consists of either using a first die to move one's ship and a second die to
activate the ship's new location or spending two dice to take one fuel.
Move
Select one of your unused dice and move
your ship a number of locations clockwise
around the central planet equal to the
value of the die.
Activate Location
After moving your ship, select one of your unused dice
and perform the action of the
location. The action can depend on the color and/or value of the die.
Dock for fuel
Instead of moving your ship and activating its new location,
you may spend two dice to take one fuel.
All players will use their dice to perform TWO actions.
All four dice are used each round.
Actions are performed using TWO dice per action as follows:
Example: Using the dice shown above, a player chooses to move
using the black die "6". He moves
his ship six spaces clockwise
from the left Manufactory to Nebra. He
then must select a remaining die
to perform the action at Nebra.
The player selects the blue die
"1" and performs the action. He
moves his black die "6" and blue
die "1" to his spent dice area
and now has green die "2" and red
die "3" available for his second
action when it is his turn again.
Move
Select one of your available dice and move
your ship a number of locations clockwise
around the central planet equal to the
value of the selected die. Players will
always move to one of the seven locations
in orbit. You MUST always move prior to
activating a location. Multiple players may
occupy the same location.
Activate Location
Once you have moved your ship, select an
unused die and perform the action at the ship's
location. Locations may provide bonuses
for using certain die colors and/or
values when activated. When you activate
a location, you must perform the action
if able.
Once you have performed the action, move the two used dice to the "spent dice" area on
your player mat. Then the next player in clockwise order takes a turn moving his
ship and activating its location. Repeat until all players have completed TWO
actions. You will always use each of your four dice once during a round.
Dock for fuel
Instead of moving your ship and activating its location,
you may choose to dock at your current location
and take one fuel. When docking for fuel, do
not move and do not take an action. Instead,
select two dice, move them to your spent dice
area and take one fuel.
At the end of the round move the start player marker clockwise to the next player.
At the end of rounds 3, 6, and 9, award Confidence Points to the
players who meet the goal on the current cycle card.
At the beginning of rounds 1, 4, and 7, the cycle card for the new cycle goes into effect.
(See Cycle Cards.)
After all players have performed two actions, move the start player marker
clockwise to the next player. Advance the round marker down one space. At the
beginning of rounds 1, 4, and 7, the bonus on the current cycle card activates for
that cycle. At the end of rounds 3, 6, and 9, award Confidence Points to the
players who meet the goal on the current cycle card. (See Cycle Cards.)
After round 9 players score game end Confidence Points as follows:
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Artifacts: 1 Confidence Point each.
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Cultural Achievements: Confidence Points indicated on the player's
cultural achievements.
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Colony Majority: For each of the three colonies each player compares
the number of crew he has in the colony to the number of crew the player with
the fewest crew in the colony has. The player scores Confidence Points
according to the difference as follows:
Diff. |
1 |
2 |
3 |
4 |
5+ |
Points |
1 |
3 |
6 |
10 |
15 |
The player with the most total Confidence Points wins! In case of a tie, the tied
player who placed the most crew on Victus is the winner.
The game ends after Round 9.
Each player’s score is the combination of Confidence Points (CP) earned during the
game from colony tracks, pod bonuses, cycle cards, and action bonuses, and end-game
Confidence Points from cultural achievements, artifacts, and colony majorities. Track
Confidence Points on the score track.
Score cultural achievements, remaining artifacts, and colony majorities:
Example: In Xian, the blue player has four crew, white has two
crew, and purple has eight crew. White has the fewest crew and
scores 0 Confidence Points. Blue has two more crew than white
(4-2) and scores 3 Confidence Points. Purple has six more crew
than white (8-2) and scores 15 Confidence Points.
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Artifacts: 1 Confidence Point each.
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Cultural Achievements: Each player scores the Confidence Points on his
completed cultural achievements.
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Colony Majority: Each of the three colonies is evaluated and scored
separately. To score a colony majority, compare how many crew each
player has in the colony to that of the player with the fewest crew in
the colony (the fewest may be 0). Each player then scores points
according to that difference as follows:
Difference |
1 |
2 |
3 |
4 |
5+ |
Points |
1 |
3 |
6 |
10 |
15 |
The player with the most total Confidence Points wins! In case of a tie, the tied
player who placed the most crew on Victus is the winner. If still tied, players
begrudgingly enjoy their shared victory.
The locations in orbit around Victus provide players with the
resources needed to complete the colonization of Victus.
Moons: Gan De, Jyo & Nebra
Each moon lets you take one (die value 1 - 4) or two (die value 5 - 6)
materials of two particular types. If two materials are taken, they can be the
same or different.
Each moon scores 1 Confidence Point if it is activated with a die of a
particular color.
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Gan De: organics (green) and steel (yellow), die color green
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Jyo: food (pink) and palladium (red), die color blue
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Nebra: polymer (orange) and water (blue), die color red
A player may never have more than 10 materials.
If cycle card 3 or your mat gives you an extra material, that extra material
is awarded after you choose the usual one or two materials.
Collection teams and mining facilities have been set up on each of the moons of
Victus to accumulate and produce the materials that are used to prepare and build
the pods.
Gan De
Gan De is rich in organics (green) and steel (yellow).
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When you use a die with value 1-4, take one material
of your choice, either steel or organics.
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When you use a die with value 5-6, take two materials
of your choice, any combination of steel and/or
organics.
Bonus: If you use your green die to activate Gan De, you
earn 1 Confidence Point.
Jyo
Jyo has an edible fruit for food (pink) and the chemical
element palladium (red).
-
When you use a die with value 1-4, take one material
of your choice, either palladium or food.
-
When you use a die with value 5-6, take two
materials of your choice, any combination of
palladium and/or food.
Bonus: If you use your blue die to activate Jyo, you earn 1
Confidence Point.
Nebra
Nebra, mostly water, is the primary local source of polymer
(orange) and water (blue).
-
When you use a die with value 1-4, take one material
of your choice, either polymer or water.
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When you use a die with value 5-6, take two
materials of your choice, any combination of polymer
and/or water.
Bonus: If you use your red die to activate Nebra, you earn
1 Confidence Point.
Materials are stored on your player mat. You may never have more than 10 total
materials at any time.
The Manufactories allow you to take a pod and build it in any of the three colonies.
You can take a pod only from the row labelled with the value of your activation die.
To take a pod, you must spend one material matching the color of the pod.
You must immediately build the pod on an open space in one of the
colonies on Victus. You may not take a pod you are not able to immediately build.
To build a pod, you must spend one material matching the
color of the space on which you chose to build the pod.
After you build a pod:
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Place one (zero or two if the pod bonus so indicates) of your crew
on the newly built pod.
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Determine the influence you gained, move on the influence track of
the colony in which you built the pod, and take any colony bonuses you earned.
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Take an artifact, fuel or points bonus if shown on the pod.
RESTRICTION: You may not build a pod on a space if doing so would
create a contiguous group of more than three pods of the same color.
Build colonization pods to expand the three colonies on Victus.
The Manufactories allow you to select a pod and build it in any of the three colonies
– Xi’an, Thebes or Cuzco. You select a pod based on the die value you chose to
activate with when at either Manufactory.
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If you activate with a die value 1-2, you must select
a pod in the row labeled 1-2.
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If you activate with a die value 3-4, you must select
a pod in the row labeled 3-4.
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If you activate with a die value 5, you must select a
pod in the row labeled 5.
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If you activate with a die value 6, you must select a
pod in the row labeled 6.
To take a pod, you must spend one material matching the
color of the pod that you are taking
i.e. a science and
tech tower (red) costs a palladium (red), a water treatment
center (blue) costs a water (blue).
After you select a pod, you must immediately build it on an open space in one of the
colonies on Victus. You may not take a pod you are not able to immediately build.
Finally, draw a tile to fill the empty spot in the Manufactory.
Building Pods
Example: After taking a science
& tech tower (red pod) and
spending a palladium (red), it
now must be built on Victus.
Building it on the yellow space
would require a steel (yellow).
Building it on the green
space it would require an
organics (green). A crew is then
placed on the pod.
You must build a pod on an open space in one of
the three colonies.
The material required to build a pod is
determined by the color of the space on which
you choose to build it. To build a pod, you
spend the material matching the color of the
chosen space.
After a colonization pod is built, you:
-
Place one of your crew on the newly built pod.
-
Determine your influence and adjust the
matching colony track. (See Colony
Influence.)
-
Immediately take any bonus shown on
the pod tile. (See Colonization Pod
Bonuses.)
RESTRICTION FOR CONSTRUCTING A POD
A contiguous group of pods of the same type
(color) may never be larger than THREE pods
i.e. no more than three pods of the
same color can be connected in a group at any time
.
Take one fuel if the activation die value is 1 or 2, two fuel if the
value is 3 or 4, and three fuel if the value is 5 or 6.
Get Fuel.
The Ridback allows you to get fuel:
-
If you activate with a die value 1-2, take one fuel.
-
If you activate with a die value 3-4, take two fuel.
-
If you activate with a die value 5-6, take three fuel.
The Azophi Nexus lets you either take one material and one fuel or take and build
a cultural achievement.
If you already have 10 materials, you can take just the fuel.
The value of the die has no effect, but you score
1 Confidence Point if the die is black.
To build a cultural achievement:
- Choose a face-up cultural achievement.
- Pay the cost (3 artifacts or 4 specified materials) shown on the cultural achievement.
- Choose an empty colony space not adjacent to a colony center.
- Pay one material of the color of the space.
- Place the cultural achievement's tile on the space.
After building a cultural achievement:
- Place a crew on the cultural achievement tile.
- If a bonus is shown on the cultural achievement, take the bonus.
Confidence points from cultural achievements are scored at game end.
A player may build at most two cultural achievements.
Take any one material and one fuel OR
Build a cultural achievement.
The Azophi Nexus allows you to take any one
material of your choice and a fuel OR build a
cultural achievement.
Take any one material and one fuel.
The value of the activation die has no effect. Take one
fuel and one material of any color.
OR
Build a cultural achievement. (See Cultural Achievements).
The value of the activation die has no effect. Select an available cultural achievement
and pay the cost shown on it (three artifacts for statues, four
materials for buildings). The top cultural achievement in the building pile and any
available statues can be built.
You then take the matching cultural achievement tile and must build it on an open
space in any colony, but NOT adjacent to a colony center. To build the cultural
achievement tile, you spend the material matching the color of the chosen space.
After building a cultural achievement, you:
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Place one of your crew on the newly built cultural achievement tile.
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Place the cultural achievement face-down next to your player mat and take
the bonus indicated on it, if any. Confidence Points are scored at game
end.
NOTE: A player may never build more than TWO cultural achievements
during the game.
Bonus: If you use your black die to activate the Azophi Nexus, you earn 1 Confidence
Point.
When you build a colonization pod you gain the following influence:
- The influence shown on the pod (0, 1, 2, or 3),
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1 influence for every other pod in the contiguous group of pods
of the same color containing the built pod (0, 1 or 2), and
- 1 influence if the pod is built on a space adjacent to a colony center.
When you gain influence in a colony,
move your marker forward one space per influence along the colony track.
Take the bonuses shown on the spaces you move over or land on.
Every time you build a colonization pod in a colony, you gain influence in that
colony. Adjust your position on the colony's influence track by moving your
player marker forward (clockwise) along the track a number of spaces
equal to the influence you gained. This influence earns you bonuses as
you progress towards the end of the colony track. (See colony bonuses.)
After you build a colonization pod, you receive influence for that pod as follows:
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The influence shown on the pod (0, 1, 2, or 3).
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1 bonus influence for each other colonization pod of the same type (color)
in a contiguous group (this will never be more than 2 bonus influence
because a contiguous group of like tiles may never be larger than a
group of three).
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1 bonus influence if the new pod is built adjacent to a colony center.
When you make progress on any of the colony tracks that surround each colony,
you may earn a bonus. You earn a bonus when your player marker lands on or passes
a space that contains a bonus. Take bonuses immediately. Multiple bonuses can be
received on the same turn.
Each colony track has different bonuses and you must progress up each track separately
to receive them.
Bonuses:
Take any one material from supply.
Take any two materials from supply.
Take one artifact from supply.
Take two fuel from supply.
Place a crew on any colonization pod (even another player’s pod).
Take any one face-up colonization pod without paying the cost and build it for free.
Take a cultural achievement from
the Azophi Nexus without paying
the cost and build it for free.
You take colonization pod bonuses immediately when you build a pod in a colony. The
bonus is shown on the pod.
Yellow Defense Station
Red Science and Tech Tower
Pink Living Quarters
Green Agriculture Pod
Blue Water Treatment Center
Bonuses:
Earn two Confidence Points.
Take one artifact from supply.
Take two fuel from supply.
Place two crew on this pod instead of one.
Do not place crew on this pod. Note: You still gain the influence
Player mats
A player's mat shows the two unique powers the player has throughout the game.
Artifacts
Artifacts can be spent in place of any color material.
Artifacts can not be substituted for material when scoring
the "points for material" cultural achievement.
Nor can they be discarded in place
of material for the "discard pictured materials" cycle card goal.
Cultural achievement statues cost 3 artifacts.
At game end unused artifacts score 1 Confidence Point each.
There is a limit of 16 artifacts in the game.
Spent artifacts are returned to the supply.
Fuel
Fuel is used to modify die values. Each fuel spent changes the die value by
+/– 1, e.g. a "4" roll can be changed to a "3" or a "5" by spending one fuel, and
a "6" can be changed to a "4" or "8" by spending two fuel. You may not
modify a die to "0" or a negative value. The fuel supply is unlimited.
Cycle Cards
Three randomly selected cycle cards are used in each game, one for each cycle.
Each cycle card has a goal that earns Confidence Points for players who
fulfill it at the end of the cycle and a bonus that adds a special rule during
the cycle.
Cycle One |
Cycle Two |
Cycle Three |
Rounds 1-3 |
Rounds 4-6 |
Rounds 7-9 |
Cultural Achievements
There are two types of cultural achievements:
buildings and statues. All statues are available to be built
from the start of the game, but only the topmost building in the stack
of buildings is available to be built.
After the topmost building has been taken and built, the next
building is revealed and becomes available to be built.
Statues cost three artifacts.
Buildings cost the four materials shown on the building.
After purchasing a cultural achievement, take
it and the matching cultural achievement
tile. Immediately build the tile on an empty colony space that is not adjacent
to a colony center by spending the material matching the color of the colony space.
When you build a cultural achievement building, you take the shown bonus, if any, immediately.
Confidence Points for both types of achievements are scored at game end.
A player may never build more than TWO
cultural achievements during the game.
Player Mats
A player's mat stores materials, artifacts, fuel, and player dice. The player mat
also shows each player the two unique powers he has throughout the game.
Artifacts
Artifacts can be spent in place of any color material, i.e., they act as a
"wild" material, but only for spending purposes.
Artifacts can not be substituted for material when scoring
the "points for material" cultural achievement.
Nor can they be discarded in place
of material for the "discard pictured materials" cycle card goal.
Artifacts are needed to pay the cost of cultural achievements statues.
At game end unused artifacts are worth 1 Confidence Point each.
There is a limit of 16 artifacts in the game.
A player can hold any number of them.
Spent artifacts are returned to the supply.
Fuel
Fuel is used to modify die values. One fuel grants +/– 1 to a die
value. e.g. a "4" roll can be used as a "3" or a "5" using one fuel.
A "6" can be used as a "4" or "8" using two fuel. You may use as
many fuel on a die or during a turn as you are able. You may not
modify a die to "0" or a negative value. You may use fuel on any
action or movement. The fuel supply is unlimited.
Cycle Cards
Confidence Points
Goal
Bonus
There are separate cycle cards for the first, second,
and third cycles in the game. Each cycle has three
cards and one of the three is randomly selected for
each game. This means out of the 9 cards, only three
will be used each game. Each cycle card has a goal
for the end of the cycle and a bonus that applies to
all players for the duration of the cycle.
The cycle bonus is activated at the beginning of
each cycle (rounds 1,4,7). The goal is scored at
the end of each cycle (rounds 3,6,9). Each player
who meets the requirement of the goal earns the
Confidence Points shown on the cycle card.
Cycle One |
Cycle Two |
Cycle Three |
Rounds 1-3 |
Rounds 4-6 |
Rounds 7-9 |
Cultural Achievements
Cost
End of Game CP
Bonus
There are two types of cultural achievements:
buildings and statues. You purchase them at the Azophi
Nexus. After purchasing a cultural achievement, take
it and place it face-down next to your player mat.
You then take the matching cultural achievement
tile and immediately build it on an empty colony space
that is not adjacent to a colony center
by spending the material matching the color of the colony space.
You pay for buildings by spending the four materials
shown on the cultural achievement building you
selected. Only the topmost building in the stack
is available to be built. After it has been taken and built, a new
cultural achievement building is revealed and is available to be built.
You pay for statues by paying three artifacts. All statues are available to be built
from the start of the game.
When you build a cultural achievement, you take the shown bonus immediately, if any.
Confidence Points are scored at game end. A player may never build more than TWO
cultural achievements during the game.
+1 food when you collect from Jyo.
Your black die acts as a "6" when collecting materials.
+1 water when you collect from Nebra.
When taking pods, your black die may be used as any value.
+1 steel when you collect from Gan De.
+1 fuel when you take fuel from the Azophi Nexus or the Ridback.
+1 organics when you collect from Gan De.
When taking pods, you may use two matching materials as any material.
This applies only to taking pods, not to building them.
+1 palladium when you collect from Jyo.
You may move your ship counterclockwise when using your black die.
Cycle One
GOAL: Have four or more matching materials.
BONUS: At the beginning of each round after the dice roll
each player may change one of his dice to a "6".
GOAL: Have two or more crew that are adjacent to the same colony center.
BONUS: At the start of the cycle
in turn order each player may take one material from the supply.
GOAL: Have an artifact.
BONUS: +1 polymer when you collect from Nebra.
Cycle Two
GOAL: Have two or more crew in each colony.
BONUS: At the start of the cycle
in turn order each player gains one influence on any colony track.
GOAL: Have crew on colonization pods of four or more different colors.
BONUS: Polymer can be used as any material.
GOAL: Have four or more influence in each colony.
BONUS: At the start of the cycle add a pod tile to each row of the Manufactory,
creating a third column. Refresh as normal.
Discard the third column at the end of the cycle.
Cycle Three
GOAL: Discard the seven pictured materials.
Artifacts cannot be substituted for the materials.
Note: If you have the "points for materials" cultural achievement and
a total of 7 or 8 materials, this goal will be automatically
declined so that you will score 12 points for the cultural achievement
instead of only 8 for the goal plus 0 or 2 for the cultural achievement.
BONUS: At the beginning of each round after the dice roll
each player may flip one die.
GOAL: Have seven or more fuel.
BONUS: Gain an extra influence when building a colonization pod you bought from a Manufactory.
This does not apply when building a cultural achievement tile or a colonization pod
that is built for free via a colony bonus.
GOAL: Have six or more crew on pods not adjacent to colony centers.
BONUS: When you build a colonization pod that you bought from a Manufactory
you may spend an additional material of your choice or an artifact to score two points.
This does not apply when building a cultural achievement tile or a colonization pod
that is built for free via a colony bonus.
Statues
At game end score 2 points for each material you have. You can not substitute
artifacts for material. (maximum 12 points)
If you use the "points for depicted materials"
cycle card goal, those materials are discarded and therefore are not scored
by this achievement.
At game end score 2 points for each crew in your longest chain of crew on adjacent tiles. (maximum 12 points)
At game end score 2 points for each of your crew that is adjacent to the same colony center. (maximum 12 points)
At game end score 3 points for each colonization pod of any one color on which you have crew. (maximum 12 points)
Buildings
At game end score 7 points.
Bonus: Immediately place a crew on any colonization pod.
At game end score 7 points.
Bonus: Immediately gain 1 influence on any colony track.
At game end score 8 points.
BONUS: Immediately take 1 fuel.
At game end score 9 points.
The number of crew (top number) and the colony majority points they will earn at game end
(bottom number) is shown for each player at the top of each colony.
The projected game end points for players do not include points for cycle card
goals for the current and future cycles.
After a player has paid to build a colonization pod, the order of the next steps is:
1 - place crew on the pod;
2 - if the relevant cycle card is in effect, optionally spend 1 material to buy 2 Confidence Points;
3 - take a possible pod bonus of fuel, an artifact or Confidence Points;
4 - advance on the influence track and take colony bonuses.
Usually after a colonization pod or a cultural achievement building has been bought
and built, a new one is not revealed until the player finishes his turn.
There are three exceptions:
-
If only one pod or building remains in the talon or building stack then that pod or building
is revealed after the player builds the current pod or building.
-
If more than one pod remains in the talon and the player
earned the colony bonus of building a free pod then a new pod is
revealed after the player builds the current pod. In this situation
choosing the material or artifact to pay to build the pod is irreversible.
-
If more than one building remains in the building stack, the player
built the building that awards one influence in any colony, the
player chooses to gain influence in Thebes, and thereby gets the
colony bonus of building a free achievement then the next
building is revealed after he chooses to gain influence in Thebes.
In this situation choosing Thebes is irreversible.
Click directly on mats and cultural achievements in the player info area, cycle cards, and colony bonuses
in the influence tracks to pop up their help information.
Click on the pod talon, which is between
the manufactory pods and the rondel, to see the remaining colonization pods.
Click on the question mark icons to pop up help for rondel sectors and the available
cultural achievements.
The number of fuel that must be spent to change the value of the chosen die to the value required
to move your ship to a particular rondel sector, buy a colonization pod from a particular row,
or take 1 or 2 materials from a moon sector is displayed in red.
The supplies of fuel and materials are unlimited.
The supplies of artifacts and players' crew are not.
A player can never have more than 10 materials.
Colony spaces are numbered 0-17 (Xi'an), 18-35 (Thebes), and 36-53 (Cuzco).
Within each colony start with the top space of the outer
ring and proceed clockwise, then do the same for the inner ring.
When you hover over a colony space number in the gamelog with your mouse,
the corresponding space gets highlighted with a small white hexagon.
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