H[a]igh Frontier - Rules and Reference[b]
This document is up-to-date as of 5/28/2019 using the most recent Living Rules dated 5/19/2018.
Table of Contents
(Click on an entry to bring you to the relevant section)
B5 “Ersatz Bernal”, “Ersatz Bernal Stack” 6
B9 “Freighter”, “Freighter Stack” 6
B11 “Home Orbit”, “Starting Orbit” 7
B14 “Industrialized Factory” 7
B18 “Outpost”, “Outpost Stack” 8
B19 “Politics Disk”, “Policy”, “In Power”, “Anarchy”, “War”, “Felony” 8
B20 “Rocket”, “Rocket Stack” 9
B23 “Spacecraft”, “Spacecraft Stack” 9
C1 “Voluntary” versus “Involuntary” Decommissions. 9
C2 Decommissions in General. 10
C3 Exceptions and Special Cases. 10
E. Spacecraft Mass and Fuel Management 13
E5 Fuel Grades and Mixing Fuel 14
G3.1 WT to Fuel (in Home Orbit) 17
G3.1.1 Fuel to WT (in Home Orbit) 17
G3.2 WT to FFT (in Home Orbit) 17
G3.2.1 FFT to WT (in Home Orbit) 17
G4 Dirt “Phileas Fogg” Refueling. 18
G8 Promoted Freighter Cube Swap. 18
H1.5 Freighter/Mobile Factory Restrictions. 20
H2.2 Rocket & Bernal Thruster Choice 21
H2.4 Freighter/Mobile Factory Thruster Choice 21
H2.6 Operational Thruster Requirement and Exceptions 21
H5 Sites: Landing & Lift-Off 25
H5.1 Powered Landing/Lift-Off. 25
H5.3 Aerobrake Paths & Landing. 26
H5.4 Factory-Assisted Landing/Lift-Off. 26
H6 Movement-Related Map Features 26
H6.1 Crash Hazards (skull symbol) & Hazard Rolls. 27
H6.2 Radiation Hazards (radiation symbol). 27
H6.3 Flybys (circled “+X” numbers and circled crescent moons). 27
H6.4 Synodic Comet Sites (Site with Red/Blue/Yellow border). 28
H6.5 Buggy Roads and Space Elevators (dashed lines). 28
I1.5 Extra Operations Costs. 29
I2 Income Operation (any specialization) 29
I3 Research Operation (science) 29
I4 Recruit Operation (finance) 30
I5 Hostile Recruit Operation (finance) 30
I6 Free Market Operation (finance) 31
I7 Boost Operation (engineering) 32
I8 Site Refuel Operations (engineering) 32
I8.3 Atmospheric Scooping Op. 34
I9 Prospect Operation (science) 34
I10 Industrialize Operation (engineering) 35
I10.8 Industrialization & Mobile Factories. 36
I11 ET Production Operation (engineering) 36
I12 Digital Swap (engineering) 37
I13 Promote Operation (science) 38
I13.1 Freighter, GW Thruster, & Colonist Promotion. 38
I14 Robot Emancipation Operation (science) 39
I15 Election Operation (finance) 40
I16 Antitrust Operation (finance) 40
I17 Epic Hazard & Other Operations (varies) 40
K. Supports and “Operational” 45
K5.3 Cooling During Movement 48
K5.4 Cooling Clarifications and Exceptions 49
K5.6 Radiators and Special Radiator Rules. 49
K6 Movement-Modifying Supports 50
K6.1 Thrust Modifying Supports. 50
K6.2 Solar Power Modifiers. 50
K6.3 Fuel Modifying Supports. 50
L1.3 “Blue Comets” Section. 51
L1.4 “Yellow Comets” Section. 52
L2.1 Inspiration/Exotropy Event (‘1’ or ‘2’) 52
L2.3 Pad Explosion/Space Debris Event (‘4’) 52
L2.4 Solar Flare Event (‘5’ or ‘6’, Sunspot disk in red section) 52
L2.5 Election Year Event (‘5’ or ‘6’, Sunspot disk in blue section) 53
L2.6 Budget Cuts Event (‘5’ or ‘6’, Sunspot disk in yellow section) 53
P1.4 Epic Hazard Operation. 58
This is a reorganized and rewritten version of the Living Rules that is, to the best of our knowledge, accurate and up to date. It assumes you are using every Colonization module (working their text into the body of the rules), but rules pertaining to modules you aren’t using can largely be ignored (see section R).
It consists of the rulebook proper, an extensive glossary, and a lookup for individual cards and unique map symbols. The glossary[c] contains no rules not already found within the text, and is not required reading. In Section B you will find a “Terminology” section, which is an unfortunate compromise and does contain rules not mentioned elsewhere in the book.
All text in black is a literal reading of the Living Rules. There may be times where the rules as written do not match up with what you feel is intended, but we have tried to make no assumptions on Mr. Eklund’s behalf unless absolutely necessary. If you believe a rule is not working as intended, post a comment on the Living Rules. If you believe we are mistaken in our reading of it, post a comment here.
All text in pink are official revisions made in the Living Rules that are not present in the printed 3rd Edition rulebook.
All text in red is to clarify cases where text on components (the board and cards) is expanded upon in the Living Rules.
All text in green are assumptions made by us. Feel free to completely ignore them. For the more significant revisions, we have left comments in an attempt to justify ourselves and to post the Living Rules text for people who wish to disregard us. Unfortunately, Google Docs comments don’t seem to display on every device.
Finally a note on what this book considers “canon”. The Living Rules was used as the final word. Forum posts and Living Rules comments by Mr. Eklund, as well as forum posts by playtester and Interstellar developer Andrew Doull were used to inform our personal interpretations, but these are not to be considered canon and cannot show up here in black text until they have officially made their way into the Living Rules.
A note on pronouns: For brevity and clarity, this document uses “he/his”. We by no means wish to exclude anyone of any gender.
A1 Politics and Sunspot Disks. Place a blue disk on the “start” space of both the Space Government chart and the Sunspot Cycle diagram.
A2 Moon Treaty. Place a blue “busted” disk on both Luna sites. These sites may not be prospected.
A3 Choose Factions. Deal each player a random crew card on a random side. Give each player the matching Bernal card (white side up) corresponding to their faction color.
A4 Reserves. Each player takes the 1 large cube, 1 rocket, 6 small cubes, 7 domes, 2 rings, 9 disks, and 2 cylinders of their faction color along with a playmat.
A5 Thrust and Mass Indicators. Each player takes and places near their playmat:
A6 Starting Water. Give each player 4 clear blue WT disks to put in the WT depot on the playmat.
A7 Bernal Setup.
A8 Patent decks. Separate and shuffle the nine patent decks (Thruster, Robonaut, Refinery, Generator, Reactor, Radiator, GW Thruster, Freighter, and Colonist). Shuffle and place white-side up near the game board.
A9 Resource exploitation. Place five blue disks on the starting positions of the resource exploitation tracks.
A10. Determine the starting player by any means you choose. Give them some sort of marker as a reminder. Turn order is fixed during set-up and needs to be remembered for various things.
A11. Place the 6 Glory Cards and the 4 Venture Cards orange-side up near the game board.
For a faster opening, modify set-up as follows:
A1.1 Extra WT. Players start with 1 WT per patent deck in play instead of 4 WT (i.e., 9 WT in an all-modules game).
A1.2 Idea Turns. Instead of taking a normal turn, a player may instead pay 1 WT and take the top card of any patent deck into his hand.
A1.3 End of the Idea Turns. The first player who chooses to take a regular turn instead of an idea turn becomes the starting player (A10) and begins the first round of the game. No more idea turns can be taken by any player.
While one of the goals of this book is to eliminate the need to reference the glossary of the Living Rules, there are some terms that make more sense to be defined here.
If you come across an unfamiliar term it should either
In short, these terms will not always be defined within the book and may not always contain a cross-reference to this section.
A complete glossary is included at the end of this book, but its entries are comprised of summaries and cross-references and contain no rules not found elsewhere.
Terms here are defined to the minimum extent necessary for the rest of this book to be understandable. While these entries are not “incorrect”, the corresponding entries in the complete glossary may have more detail and cross-references to other parts of the rules.
Particularly important or non-obvious definitions are highlighted in blue.
A space (B22) is adjacent to another space if you can trace a path from one to the other (along the lines of the map) without passing through another space.
Relevant Sections: Factory Assisted Landing/Liftoff (H5.4), Raygun Prospecting (I9.3), Space Elevator Venture (M2.3), Dirtside (B4)
A large space station that starts in your Home Orbit and can be moved like a rocket (with a few, listed exceptions). Represented by a cylinder figure. When promoted, provides additional player power (Bernal Privilege, Q2.9) specific to your faction. Cards in your Bernal Stack are colocated with your Bernal.
Relevant sections: Ersatz Bernal (B5), Home Orbit (B11), Bernal Privilege (Q2.9)
Shorthand for “on the same space”. A space, all figures on that space, and cards in stacks represented by those figures are considered colocated.
An Industrialized Factory on a site adjacent to your Bernal.
Dirtsides provided various benefits compared to Industrialized Factories alone.
Relevant Sections: Free market to Bernal (I6), Colonist Limit (I7.7), Factory Refuel (I8.1), ET Production at Bernal (I11), Labs (I13.1.1). Bernal Promotion (I13.2)
A “replacement” bernal that can be boosted to your Home Orbit when your Bernal has been moved. Represented by a cylinder figure. Is always promoted and indestructible. Cards in the Ersatz Bernal stack are colocated with your Ersatz Bernal.
Relevant sections: Bernal (B2), Home Orbit (B11), Bernal Privilege (Q2.9), Boost Operation (I7).
Various rules only allowed if you have an ability that “allows felonies”.
This allows you to commit the following felonies:
B6.1 Humans Required. In addition to the “allows felonies” ability, you must have a human located at the space the felony is being committed.
B6.2 Humans Prevent. Any opponent may prevent a Claim Jump or Hijacking if they control a human located at the space the felony is being committed.
Fungible Fuel Tank. 1 mass unit’s worth of fuel represented by a disk on the map. FFTs are considered cards for all purposes with the exception that they never go into a player’s hand and cannot be sold (also see Buggy Combat J5.2).
They have a “mass” of 1 and and a “rad-hardness” of 8.
Relevant Sections: Convert Fuel free actions (G3), Site Refuel operations (I8).
Any component placed on the map directly. These include figures that represent a stack’s location (Rocket figure, large Freighter cube, Bernal/Ersatz-Bernal cylinder, or Outpost ring) as well as your Claim Disks (I9), Industrialized Factories (B14), Mobile Factories (B16), and Space Colonies (G5).
A spacecraft represented by a Freighter card for transporting components around the solar system. Comes with built-in thruster that does not require fuel. Represented on the map by the large cube figure. You may only have one Freighter in play at a time. Created through the ET Production operation. Cards in your Freighter Stack are colocated with your Freighter.
Relevant Sections: Mobile Factories (B16), Digital Swap (I12), ET Production (I11), Promote Operation (I13.1), Movement (H), Freighter Futures.(P2.1)
Concentric ring-shaped zones on the map centered on the sun. These have numbers printed by them (positive and negative) that affect the efficacy of solar-powered cards (H3.1.4) and the severity of solar flares (L2.4) for stacks inside them.
Relevant Sections: Solar Flare Event (L2.4), Solar Power Modifier (H3.1.4).
Your home orbit is your Bernal’s starting orbit, the 7-pointed star in your color where your Bernal is placed during set-up.
If your Bernal leaves its starting orbit, the LEO space becomes your home orbit.
Your starting orbit is restored as your home orbit upon boosting an Ersatz-Bernal (I7.3), and will stay there as the Ersatz-Bernal can never move or be decommissioned.
Relevant Sections: WT (B25), Boost (I7), Faction Privilege (Q2.2), Bernal (B2), Ersatz-Bernal (B5), Pad Explosion (L2.3)
Several rules care if there are “humans” colocated or not or if a component is “human”.
The following are human:
Whenever the word “human” is used in this book, it is meant to refer to all kinds of humans. In some uses of the word, there will be a reminder listing only some of the types. This is not saying “for this rule, the types not listed aren’t human” but rather “this rule could never possibly apply to the types not listed so we won’t confuse you by listing it here”.
Relevant Sections: Glitch (L2.2), Murder (C3.9), Robot Emancipation (I14), Recruit (I4), Hostile Recruit (I5), Felonies (B6)
A figure (non-card component) is in play if it is on any space of the map. A card is in play if its on one of the “stack” sections of your playmat (stacks which, in turn, are represented by a figure on the map).
A cube (small or, once you have Mobile Factories, large) sitting on one of your Claim Disks. Created through the Industrialize operation (I10). Industrialized Factories provide points and many other benefits.
Once you have a promoted (purple-side up) Freighter card in play, your Industrialized Factories also become Mobile Factories and are capable of movement. They must still be sitting on a Claim Disk to be considered an Industrialized Factory, however.
Low-Earth Orbit. The closest space to Earth. This space is your Home Orbit if (and only if) you have no Bernal or Ersatz-Bernal in your starting orbit.
Cards in your “LEO Stack” are located in LEO.
Relevant Sections: Boost (I7), Solar Flare Event (L2.4), Free Market (I6), Bernal (B2)
Once a player’s Freighter card has been promoted (flipped to its purple side), all cubes he controls (including the large Freighter cube) become Mobile Factories in addition to whatever they used to be.
Mobile Factories copy the thruster triangle and abilities in the red box of your promoted Freighter card, but cannot carry other cards.
Mobile Factories are slightly easier to create than Industrialized Factories, and can move on to your empty Claim Disks to become Industrialized Factories (I10.8)
Relevant Sections: Freighter Immunity (C3.6), Freighter thrusters (H2.4), Freighter Restrictions (H1.5) , Factory Assisted Landing/Lift-off (H5.4), Promoted Freighter Cube Swap (G8), Decommission (G11), Industrialize (I10.8), Digital Swap (I12), Buggy Capture (J5.3)
A card is “operational” if all of its required support cards (if any) are in the same stack as it. Solar-Powered cards (with the sunburst symbol) are also non-operational in the Neptune heliocentric zone.
See K4 for a complete definition.
Any instances where a card is required to be operational are noted as such. All other times it does not have to be.
A Stack of cards not otherwise specified located somewhere on the map and represented by the “ring” figure. They can be created in various ways; for example, the Cargo Transfer or Jettison free actions, the ET Production operation, or the Factory Refuel operation.
You may have as many Outpost stacks as necessary on the turn, but at the end of a player’s turn there may only be two Outpost stacks. Outposts cannot move but they can be converted into a Rocket stack as a free action or transfer their cards to other, colocated stacks.
Relevant Sections: Create Rocket/Outpost (G1.2), ET Production (I11), Jettison (G2), Factory Refuel (I8.1)
The Politics Disk begins the game on the center space of the Sol Space Government chart. It can be moved along the lines, usually through an Election (I15).
The disk’s position has various effects:
B19.1 Colored Space. The depicted policy (rules text) is in effect. The corresponding colored player is in power, which grants points (N3) and enables certain operations (I14, I16).
B19.2 Anarchy. All players have the “allows felonies” ability, allowing them to commit crimes not normally allowed (B6). This is the most common source of the ability.
B19.3 War. In addition to the “allows felonies” ability, players may also declare combat (J).
B19.4 Faction Privilege Loss. The abilities printed in the colored band of your Crew card (“faction privileges”) are lost during Anarchy and War (Q2.2).
B19.5 Hand Free Market. The amount of WT received for selling a card from your hand during a Free Market operation (I6.1) is listed along the side of the space government chart.
Your rocket is your primary spacecraft for traversing the solar system. It can carry any amount of cargo limited only by total mass.
You may only have one rocket at a time, but you may convert any Outpost stack into a Rocket through the Cargo Transfer free action.
Relevant Sections: Create Rocket/Outpost (G1.2), Jettison (G2), Movement (H), Outpost (B18)
The larger, hexagonal spaces where most things of interest happen. Sites have a “size” (the number), a “spectral type” (the letter), an amount of “hydration” (0-4 water droplets), and sometimes other symbols.
A position on the map, sometimes referred to as “location”.
A space with a symbol is named after that symbol (e.g., a “Lander Burn” space, a “radiation hazard space”, etc). A space without a symbol is a pivot.
Rocket, Bernals, Freighters, and Mobile Factories are called “Spacecraft” and are capable of movement.
Ersatz-Bernals and Outposts are not spacecraft, and cannot move.
Your Rocket, Bernal, and Freighter stacks are thus called “spacecraft stacks” (Mobile Factories do not have a corresponding stack).
A collection of “cargo” (cards, FFTs, and/or towed cubes) whose location is represented by a figure on the map (Exceptions: the LEO stack and Outpost stacks in excess of two). With exceptions, cards can be moved between colocated stacks and even new stacks can be created using various free actions.
Relevant Sections: LEO Stack (B15), Rocket Stack (B20), Bernal Stack (B2), Freighter Stack (B9), Outpost Stack (B18), Jettison (G2), Create Rocket/Outpost (G1.2), ET Production (I11).
Short for Water Tank. The currency of the game. WT are kept on your player mat, but thematically are stored in your Home Orbit.
B25.1 For this reason, you may spend blue (water) and yellow (isotope) FFTs located in your home orbit as WT.
To “decommission” a card or figure is to remove it from play. The ways a card/figure can be decommissioned and what to do with it afterwards depends on the component in question.
The rest of this document assumes you know the definitions and exceptions listed here, and they apply unless explicitly said otherwise.
The type of decommission is noted whenever the term is used and an entire list would be unnecessarily lengthy, but here is a rule-of-thumb with a few examples:
The rest of this section will use “any decommission” or just “decommission” when the type of decommission does not matter.
Except when modified by the exceptions in C3, the following apply to any decommission.
C2.1 Cards. Any decommissioned cards are returned to your hand.
C2.2 Figures. Any decommissioned figures are removed from the map and returned to your available supply.
C3.1 Rocket Fuel. All fuel in a decommissioned Rocket figure is lost. Remove its Dry and Wet Mass Indicators until it reenters play.
C3.2 Discard FFTs. FFTs are considered cards (B7), but are removed from play when decommissioned and never enter a player’s hand.
C3.3 Bernal and Ersatz-Bernal Immunity. Bernals and Ersatz-Bernals can never be decommissioned by any means.
C3.4 Promoted Bernal Protection. Promoted Bernals protect colocated cards from involuntary decommission due to radiation hazards (H6.2) and Solar Flare events (L2.4).
C3.5 Freighter Figure/Card Decommission. The large cube figure representing your Freighter Stack is linked to your Freighter card. If one is decommissioned, the other is also decommissioned (convert other cards into an Outpost stack per C2.2).
C3.6 Promoted Freighter “Immunity”.[h][i][j] A promoted (purple-side up) Freighter card resurrects. If it’s decommissioned (directly or per the previous paragraph), convert the other cards in its stack to an Outpost stack per C2.2, then replace any small Mobile Factory cube on the map with your large cube. This creates a new Freighter Stack with only your Freighter card (purple-side up) in it.
C3.7 Radiator “Immunity”. A radiator card played in its “heavy” orientation (K5.6.1) flips to its lighter side when voluntarily or involuntarily decommissioned (exception: crash hazards H6.1, epic hazards P1.4, and the Free Market operation I6).
C3.8 Human Colonists to the Deck. Non-robot Colonist cards and emancipated robot Colonist cards are returned to the bottom of their patent deck when decommissioned.
C3.9 Restrictions on Voluntary Human Decommission (“No Murders”). Crew cards, non-robot Colonist cards, and emancipated robot Colonist cards are “human”.
You may not voluntarily decommission a human card except under at least one of the following circumstances:
C3.10 Voluntary Decommission Free Action.
Further exceptions are listed in G11. Those exceptions only apply to the Voluntary Decommission free action, as that free action is the only way the listed components could be voluntarily decommissioned.
At any time, you may negotiate deals with the other players. A deal can involve promises and/or the transfer of certain items (see below), but any deals that cannot be carried out in the current turn are non-binding.
A list of tradable items and specific rules for doing so follows:
D1. WT. Players may transfer WT directly to and from each other (they do not need to turn the WT into FFTs and carry it somewhere).
D2. Stack Cards. Cards (including FFTs) can be transferred to other, colocated stacks or transferred to create new Outpost stacks.
D3. Hand Cards. Players may transfer cards from their hand to other players’ hands.
D4. Claim disks, Industrialized Factory cubes, and Space Colonies. One player removes her component from the board and the other replaces it with a corresponding one of his own.
D5. Mobile Factories.[l] Mobile Factories cannot be traded, unless they are also Industrialized Factories per D4.
D6. Faction Privileges.[m] A player with the “Powersat” faction privilege (H3.1.5, Q2.2.1) may use it to add to the thrust of any pushable spacecraft (marked with the “” icon) per H3.1.5.
The purple player’s second, unnamed faction privilege (Q2.2.3) may use it to allow any spacecraft to ignore radiation hazards (H6.2) near Earth.
D7. Push Factory for Thrust and Support. A player with an Industrialized Factory on Mercury, Venus, or Io (marked with the “” icon) may use it to the benefit of the other players in two ways:
D8. Factory Assisted Landing/Lift-off. You may perform a factory-assisted landing or lift-off using an opponent’s Industrialized Factory with his consent (H5.4).
D9. Factory Refuel Operation. You may perform a Factory Refuel operation using an opponent’s Industrialized Factory with his consent (I8.1).
D10. Promotion Operation. You may perform a Promote Operation (I13) using an opponent’s Lab (of either type, I13.1.1) with his consent.
D11. Free Market at Opponent’s Bernal. You may sell to an opponent’s Bernal as a Free Market operation with his consent (I6.3).
This section deals with managing the fuel strip printed on the playermat, as well as describing the three forms fuel can take (“WT”, “FFT”, and “fuel”) and how to convert between them.
Your Rocket Stack has a blue disk for a Dry Mass Indicator and a black, blue, or yellow rocket for a Wet Mass Indicator.
Your Bernal Stack has a red disk for a Dry Mass Indicator and a black, blue, or yellow cylinder for a Wet Mass Indicator.
Freighters and Mobile Factories never track mass or fuel (though they have a Mass value as printed on your Freighter card which is relevant to towing, G1.3, or the Pad Explosion event, L2.3).
A spacecraft’s Dry Mass Indicator should always be located on the numbered space corresponding to the total Mass of all cards in its stack (indicated on the card’s corner) plus the mass of any towed freighter/Mobile Factories (G1.3).
If a stack gains or loses such “dry” mass, immediately perform a Dry Mass Adjustment. For each unit of mass gained/lost, move the Dry Mass Indicator one step to the right/left along the red lines. Then, move the Wet Mass Indicator an equal number of spaces along the red lines in the same direction.
E1.1 Limits. The Dry Mass Indicator may never pass ‘23’, as indicated.[o][p] It is allowed to have a spacecraft with a dry mass of ‘0’ but it is instead considered to have a dry mass of ‘1’.
A spacecraft’s Wet Mass Indicator should always be located on or to the right of the Dry Mass Indicator. It indicates the total mass of the spacecraft (relevant when calculating net thrust, H3) and, by subtracting the Dry Mass, the amount of fuel in the spacecraft.
E2.1 Limits. The Wet Mass Indicator may never cross to the left of the Dry Mass Indicator and may never exceed ‘32’.
In addition to moving up and down during a Dry Mass Adjustment (per E1), the indicator moves as follows:
E2.2 Adding Fuel. Move the Wet Mass Indicator one step to the right along the red lines for each unit of fuel added (see E4 for sources of fuel).
E2.3 Burning Fuel. Move the Wet Mass Indicator the indicated number of steps to the left along the black lines during a burn (H4.1) or afterburn (H3.1.1).
Blue disks on your playermat are WT (“water tanks”), the currency of the game (B25).
Black/blue/yellow disks in a stack on your playermat are FFTs (“Fungible Fuel Tanks”). They are considered “cards” with a Mass of 1 (among other things, B7).
Fuel represented by a black/blue/yellow Wet Mass Indicator is just “fuel”.
WT can be spent to add fuel to a spacecraft located in your home orbit as a Convert Fuel free action (G3.1).
FFTs colocated with the spacecraft can be spent to add fuel to it as a Convert Fuel free action (G3.3.1).
Fuel can be added to a spacecraft or, sometimes, produced as FFTs using a Site Refuel operation (I8).
Fuel and FFTs come in one of three grades: Dirt (black), Water (blue), or Isotope (yellow). This is represented by an appropriately colored Wet Mass Indicator for fuel and an appropriately colored disk for FFTs.
Higher and Lower Grade. Dirt is the lowest grade, Isotope is the highest grade, and Water is in the middle. This is relevant for thruster activation (E5.1), fuel mixing (E5.2), not being able to convert Dirt into WT (E3, G3.1.1), and the rate of the Factory Refuel operation (I8.1).
A spacecraft may hold any type of fuel, but it cannot choose a thruster triangle for movement (H2) if the color of the thruster triangle is of a higher grade than the fuel (lower is fine).
A spacecraft may only carry one grade of fuel (represented by one Wet Mass Indicator).
If a spacecraft adds fuel of a different grade than the one it's currently holding, all of its fuel becomes the lower of the two grades (swap its Wet Mass Indicator to the correct color, if necessary).
Isotope (yellow) fuel/FFTs is also one of the five Spectral Types (letters, ‘C’, ‘S’, ‘M’, ‘V’, or ‘D’), which is determined by the spectral type of the site the fuel was produced from (I8).
E5.3.1 Type Limit. You may only have one type of Isotope fuel/FFTs in play at a time. This type is determined by the spectral type of your in-play GW Thruster card.
A player may do any or all of the following on his turn, in any order: Move a spacecraft, perform an operation, perform a free action.
(for example, a player might perform an operation, move a spacecraft, perform a free action, move another spacecraft, and then perform a second operation)
The player last in turn order (as determined at the start of the game) moves the Sunspot Disk at the end of each of his turns (L).
A player may perform any number of free actions in any order on his turn (and only on his turn). They can be performed at any time other than
Exception: “Jettison” (G2) can be done during movement.
Exception: “Declare Combat” (G7) can only be done after you have moved all of your spacecraft or have decided not to move them.
Exception: The red player’s “move from anarchy to war” faction privilege (Q2.2.4) must be performed at the start of his turn.
Exception: You may voluntarily decommission (G11) disks, cubes, and domes during combat, but only if you are capturing an opponent’s component during buggy combat (J5.3) and have none available to replace it with.
The Cargo Transfer free actions include transferring cargo from one stack to another (G1.1), creating Outpost or Rocket stacks (G1.2), and towing spacecraft cubes (G1.3).
Move or swap any number of cards, FFTs (which are considered to be cards), or towed cubes (G1.3) from one stack to another, colocated stack.
G1.1.1 Spacecraft Mass Limit. The amount of cargo and fuel a Rocket or Bernal can carry is limited per E1.1 and E2.1 (as indicated by “max dry mass” and “max wet mass” on the fuel strip).
G1.1.2 Freighters and Load Limit. The total mass of all cards in your Freighter stack (not including the mass of the Freighter card itself) may never exceed the “load limit” printed on the card.
G1.1.3 “Factory Loading Only” Freighters. A Freighter labeled as such may only receive cargo when located at an Industrialized Factory or your promoted Bernal.
Create a new Outpost or Rocket stack by transferring any number of cards out of a pre-existing stack. Place a ring figure (for an Outpost) or a Rocket figure (for your Rocket) colocated with the original stack. For Rockets, place its Dry Mass Indicator on your fuel strip per E1.
G1.2.1 Swapping Outpost/Rocket.
You may also turn any of your Outpost stacks anywhere on the map into your Rocket stack or vice-versa. Swap their figures on the map and swap the cards in their stacks.
G1.2.2 Other Stacks. This action only creates Outposts and Rockets.
A Rocket or Bernal (but not a Freighter) may take a colocated cube (Freighter or Mobile Factory only) into its stack or drop off a cube at its current location.
G1.3.1 Large Freighter Cube. The total mass of all cards in your Freighter stack is added to the Dry Mass of the spacecraft (perform a Dry Mass Adjustment per E1).
G1.3.2 Mobile Factory Cubes. The mass of a Mobile Factory is the same as the mass printed on your Freighter card.
A special free action that can be done during Movement (H) but can also be done normally. A spacecraft may do any or all of the following:
G2.1 Jettison and Lander Burns.[t] You may not Jettison cargo on to a Lander Burn space (H5.2).
The Convert Fuel free actions allow you to convert WT, FFTs, and fuel on a fuel strip from one form to another. Fuel can also be Jettisoned (G2) and FFTs can be voluntarily decommissioned (G11) if you don’t want them anymore.
Spend any number of WT to move the Wet Mass Indicator of a Rocket/Bernal in your home orbit that many steps to the right (following the red line).
If your Rocket/Bernal is in your home orbit, move its Wet Mass Indicator any number of steps to the left (following the red line) and gain that many WT.
Spend any number of WT to create that many Water grade (E5) FFTs as a new Outpost stack (G1.2) in your home orbit.
Voluntarily decommission any number of FFTs located at your home orbit and gain that many WT from the supply.
Move your Rocket/Bernal's Dry Mass Indicator any number of steps to the right (following the red line) to add that many FFTs of the corresponding grade (E5) to the Rocket/Bernal stack.
Voluntarily decommission any number of FFTs in your Rocket/Bernal stack to move its Dry Mass Indicator that many steps to the left (following the red line).
Voluntarily decommission any number of cards from your Rocket/Bernal stack to move its Dry Mass Indicator one step to the left per unit of mass decommissioned (as if consuming FFTs, G3.3.1).
Voluntarily decommission a human card (Crew card, non-robot Colonist card, or emancipated robot Colonist card) colocated with one of your Industrialized Factories that does not already have a Space Colony. Place a dome figure on the Factory to represent a Space Colony.
Replace an opponent’s claim disk with one of your own if it does not already contain an Industrialized Factory (B14) and you meet the following restrictions:
Disk Limit. Your supply of Claim Disks is limited. If you wish to place one and you have none available, you must first voluntarily decommission one in play.
You may initiate Combat after you have moved all of your spacecraft or have decided not to move them this turn. See J1.1 for detail.
Exchange the large cube representing your Freighter stack with one of your small Mobile Factory cubes anywhere on the map.
Claim any Glory or Venture cards you have met the conditions for (M).
Discard cards from your hand to the bottom of the appropriate patent deck.
Voluntarily decommission any card, Rocket figure, Outpost figure, Claim Disk, large Freighter cube, small Mobile Factory cube, or Space Colony dome you have in play.
The general rules for decommission (C) are not reiterated here but exceptions listed there apply. The following apply only to this free action, as it is the only way Claim Disks, small cubes, and Space Colonies may be voluntarily decommissioned.
G11.1 Claim Disk Decommission.
Claim Disks may only be decommissioned if it does not violate dependency (see below).
G11.2 Small Cube Decommission.
Small cubes may only be voluntarily decommissioned if they are Mobile Factories and it does not violate dependency (see below).
G11.3 Space Colony Decommission.
Crew Required. A Space Colony dome may only be voluntarily decommissioned if (and only if) you have your Crew card in your hand. Remove the Space Colony, and create a new Outpost stack at its location containing your Crew card per G1.2.
G11.4 Component Dependencies.
Spacecraft (Rocket, Bernal, Freighter, or Mobile Factory) are capable of flight. Each spacecraft can move once during the player turn, and may move at any time on the turn. Movement consists of three steps:
There is no limit to the amount of figures that can be on any given space (symbol, line intersection, or corner).
No component (figure, card, or unit of fuel) may move more than once per round. Any component that moves at least one space via the movement rules cannot be moved again (by any player) until the start of your next turn.
Free Actions (G) and Operations (I) cannot be performed through the entirety of the spacecraft’s movement, with the exception of the Jettison free action (G2).
Bernals may not enter Lander Burn spaces (H5.2) or the “kreutz sungrazer” site (Q1.4).
(see also Thrust Requirement: H2.5, Operational Thruster requirement: H2.6, Burn Limit: H4.1.1, No U-Turns: H4.2.3, Landing/Lift-off: H5, No stopping on Lander Burns: H5.2, Synodic Comets: H6.4)
A card in the spacecraft’s stack with a thruster triangle must be chosen at the start of each movement.
Choose a single card in the spacecraft’s stack with a thruster triangle. Only this thruster can be used for the entire movement.
Thruster triangles are color-coded with one of the three fuel grades (E5, black -> blue -> yellow for dirt -> water -> isotope fuel).
A thruster can only be activated if the spacecraft is fueled with that grade of fuel or better (i.e., a dirt thruster can use any type of fuel while an isotope rocket may only use isotope fuel).
Your Freighter may only use the thruster triangle printed on your Freighter card. These consume no fuel (as Freighters do not track fuel).
The activated thruster must calculate a net thrust of at least 1 (H3) or it cannot be chosen[x][y].
The activated thruster must be in the stack operational at all times during the movement, even if the movement path contains no burns (H4.1), otherwise the movement must immediately end. See below for exceptions.
H2.6.1 Factory-Assisted Exception. The activated thruster does not need to be operational (but must still be in the stack) when performing factory-assisted landings or lift-offs (H5.4, i.e., being flung into space or caught out of space by a factory).
H2.6.2 Aerobrake Exception. The activated thruster does not need to be operational or remain in the stack[z] in order to follow an aerobrake path (dotted line, H5.3), provided the path ends on a site and does not enter a burn (i.e., you don’t need a thruster to fall down).
H2.6.3 Flyby Exception. The activated thruster does not need to be operational (but must still be in the stack) in order to move if you have any free burns remaining from a flyby (H6.3, i.e., using a gravity slingshot) but movement must end once those burns are used.
The left number on the thruster triangle is the base thrust. Mark the net thrust of the movement along the top of your playmat after applying the following modifiers:
H3.1.1 Afterburn. If the thruster triangle has an afterburn symbol (flame) and the thruster is operational, you may spend (E2.3) the indicated number of fuel steps (left along the black line) to increase net thrust by one. This can only be done once per movement.
H3.1.2 Mass Modifier. Increase or decrease net thrust by the amount shown in the colored band below your spacecraft’s Wet Mass Indicator (-2, -1, +0, +1, or +2).
H3.1.3 Thrust-Modifying Supports. Some supports (K6.1) show a thrust modifier. Apply this modifier only if the support is part of the thruster’s support chain (K3.4, i.e, if the support is required for the thruster to be operational).
H3.1.4 Solar-Power Modifier. If the thruster or any card in its support chain (K3.4) has the “solar-powered” icon (☀, K6.2), increase or decrease the net thrust depending on which heliocentric zone its in (-6 to +2, as indicated on the map).
H3.1.5 Beamed Power Modifier. If the thruster has the “pushable” icon ( ), add a +2 modifier if you have an Industrialized Factory on Mercury, Venus, or Io (marked with the same icon). Players with the “Powersat” faction privilege (Q2.2.1) can also add a +1 modifier.
Net thrust is only calculated at the start of the move. Changing mass (e.g., jettisoning fuel or cargo, spending fuel), losing supports, or moving on the map does not affect Net Thrust until the next movement.
A spacecraft may freely move any distance along the lines of the map until it has used a number of burns (H4.1) up to its net thrust. Afterwards it may coast (H4.3, continue moving without entering a space that requires burns).
A spacecraft may stop on any space (map symbol, intersection, or sharp corner. Exception: Lander Burns, H5.2) or may be forced to stop due to landing on a site (H5) or by not having an operational thruster (H2.6).
A spacecraft is required to use a burn whenever it:
For each burn used, move the spacecraft’s Wet Mass Indicator a number of steps left along the fuel strip (following the black line) according to the number on the right of the activated thruster triangle.
H4.1.1 Burn Limit. The total amount of burns you may use during a movement (not including free burns from flybys, H6.3) may not exceed the spacecraft’s net thrust, as calculated before movement (H3.2)
H4.1.2 Fuel Use. You may not perform a burn if the spacecraft does not have enough fuel (the Wet Mass Indicator may never pass the Dry Mass Indicator).
H4.1.3 Fuel Mass. The Wet Mass Indicator is moved rightwards along the red line when adding fuel, but moves leftwards along the black line when burning fuel. Adding one step of fuel along the red line pays for a varying amount of steps along the black line depending on the mass of the spacecraft (see fuel strip).
H4.1.4 Fractional Fuel Use. Some thrusters use a fractional amount of fuel steps per burn. Move the Indicator partially along the black line to show this. At the end of movement, the total number of steps used is rounded up (move the marker left along the black line to the next numbered space).
H4.1.5 Fuel-Modifying Supports. Some supports (K6.3) show a “fuel consumption” modifier. Apply this modifier only if the support is part of the thruster’s support chain (K3.4, i.e, if the support is required for the thruster to be operational).
H4.1.6 Free Burns. Free Burns can be acquired by moving through flybys (H6.3).
H4.1.7 Freighters/Mobile Factories and Burns
Freighters and Mobile Factories do not track fuel, and are thus only limited by their Net Thrust per H4.1.1 (this is usually ‘1’).
A spacecraft must follow the lines on the map and may only change direction (switch lines) at an intersection or a sharp corner.
H4.2.1 Spaces with symbols. If the intersection has a symbol on it then changing direction there requires no additional burns. This includes:
H4.2.2 Pivots. If there is no symbol on the intersection or corner, then turning the spacecraft must use two burns to turn.
H4.2.3 No U-turns. A spacecraft may never reverse direction on the line it came from (no matter how many burns it can use or if it is on a symbol or not).
H4.2.4 Distinct Movements. A spacecraft may begin its movement in any direction regardless of the direction or line it was travelling on in a previous turn.
A spacecraft that has no burns remaining (either it’s normal allotment of burns -- H4.1 -- or free burns from flybys, H6.3) may continue to move provided it does not enter any burn or Lander Burn spaces (spaces that require using a burn).
Entering or exiting a site (hexagonal space) follows special rules.
Unless a spacecraft is using aerobrakes (H5.3) or is receiving assistance from an Industrialized Factory (H5.4), the activated thruster must have a net thrust greater than the site’s size (large number on site) in order to enter or leave it.
Lander Burn spaces (pink lander vehicles) are a special type of burn space (H4.1) abstracting out the fuel required to land on a site.
Entering a site by following an aerobrake path (dotted line with an arrow) allows a spacecraft to land ignoring the site’s size if the path leads directly into the site (e.g., some aerobrake paths are near sites but do not directly lead into them).
H5.3.1 Aerobrake Hazards. Entering an aerobrake hazard (parachute symbol) is treated as a Crash Hazard (H6.1) for all purposes and incurs a Crash Hazard roll (roll 1d6, 1=spacecraft destroyed, may pay 4WT to skip rolling).
If a site has an Industrialized Factory, a spacecraft may enter or exit that site ignoring its size.
H5.4.1 Heavy Gravity Restriction. A spacecraft may not use factory assistance to move into or out of a Lander Burn space (H5.2).
H5.4.2 Crash Hazard. Factory-assistance is treated as a Crash Hazard (H6.1) for all purposes and incurs a crash hazard roll (roll 1d6, 1=spacecraft destroyed, may pay 4WT to skip rolling).
H5.4.3 Thruster-less Movement. A spacecraft may move with factory assistance even if its activated thruster is not operational (H2.6).
H5.4.4 Hijack Opponent’s Factory. Using an opponent’s Industrialized Factory is allowed if he permits you OR
H5.4.5 Mobile Factories. A Mobile Factory (B16, including the promoted Freighter) may use itself to land or lift-off.
The following spaces were described above:
Map features not presented in this section are described in Q1.
Entering a space with a crash hazard symbol incurs a crash hazard roll. Roll one die (1d6). If you roll a one, each card in the spacecraft’s stack is involuntarily decommissioned and, if its stack is now empty, the figure itself is decommissioned.
Entering a space with a radiation hazard incurs a radiation hazard roll. Roll one die and subtract your spacecraft’s net thrust (1d6 - net thrust). Compare the result to the rad-hardness of each card in the spacecraft’s stack (listed in the top-right corner). Any card with a rad-hardness less than the result is involuntarily decommissioned.
H6.2.1 Failure Is an Option. You may not pay WT to skip this roll.
H6.2.2 Active Red Sunspots. If the Sunspot Cycle disk (L1) is in the red section, add +2 to all radiation hazard rolls.
H6.2.3 Promoted Bernal Protection. All of your[ab] cards colocated with your promoted Bernal or Ersatz-Bernal are protected from radiation hazards and Sunspot Events (L2).
H6.2.4 Fungible Fuel Tanks (B7). FFTs are considered to be a card with a rad-hardness of 8.
H6.2.5 Mobile Factories (B16). Mobile Factory cubes are considered to be a card with the same rad-hardness as your promoted Freighter card for this purpose. Decommission the cube if the result is higher than this.
H6.2.6 Solar Flare Protection. Stacks on a radiation hazard space are immune to solar flare events (L2.4).
H6.2.7 Boosting through Hazards. Cards entering play through a Boost operation (I7) that traces a path from LEO through a radiation hazard (i.e., boosting to any Bernal except the purple player’s) incur a radiation hazard roll with a “net thrust” of 3 (1d6 - 3).
Entering a space with a flyby grants the spacecraft a number of free burns (H4.1) equal to the amount printed on it.
H6.3.1 Free Burns. They do not count towards your burn limit per H4.1.1, require no fuel, and can be spent any time you’d normally require a burn (exception: H6.3.2). If you have both free and non-free burns remaining, you may choose the order you use them in.
H6.3.2 No Lander Burns. Free burns cannot be used to enter Lander Burns (H5.2).
H6.3.3 Thruster-less Movement. A spacecraft with free burns remaining may continue to move even if it has no operational thruster (H2.6).
H6.3.4 Lunar Flybys. The moon-shaped flybys grant +1 free burn (the symbol is for flavor only and has no associated rules aside from this).
H6.3.5 Multiple Flybys. A spacecraft may benefit from multiple flybys during a movement, and may even benefit from the same flyby multiple times.
A Synodic Comet site cannot be entered by a spacecraft unless the Sunspot Cycle disk is in the matching-colored sector (L1) or the spacecraft is a Rocket (specifically) using a card with a starship thruster triangle to move.
A player may perform a number of operations each turn depending on the amount of Colonists she has in play (I1.2).
Operations can be done before and/or after moving a spacecraft. You may choose the order your Colonists and Crew perform their operations in. It is allowed to perform the same operation multiple times.
A Crew/Colonist can only perform an operation matching one of its listed specialities: Science (microscope), Engineering (wrench), or Finance (handshake). A card with multiple specialities can still only perform one operation per turn.
(the operations below have been color-coded by their specialty)
The location of the card performing the operation is irrelevant (they teleconference), with the following exceptions:
I1.4.1 Remote Crew/Colonist ISRU. The ISRU Refuel Operation (I8.2) and Prospect (I9) operations require a card with an ISRU rating to be on the space where you’re performing the operation. If you wish to use the ISRU rating printed on a Crew/Colonist card, not only must it be on the space but also either
When using the ISRU rating printed on non-Crew/Colonist cards (i.e, Robonaut cards), the location of the Crew/Colonist card performing the operation is irrelevant (as normal).
I1.4.2 Epic Hazards. When performing an Epic Hazard Operation (P1.4) in an attempt to score a Future (P), the card performing the operation and the card containing the Future must be on the space the operation is being performed at.
Operations your Colonists perform (i.e., not your Crew’s) are “extra”. Your first extra operation in each specialty costs 1 WT, paid before performing the operation, in addition to any WT the operation requires. The second operation in a given specialty costs 2 more WT, the third costs 3 WT, and so on.
“Adjacency” (B1) and “Dirtside” (B4) are referenced frequently in this section.
Receive 2 WT from the supply. For the purposes of extra operation costs (I1.5), this counts as an operation of the colonist or crew’s specialty (pick if they have multiple specialties).
I2.1 Capitalism Policy (all players). If the Politics Disk (B19) is on the “Capitalism” space, you instead receive 1 WT per Industrialized Factory you own.
I2.2 Nationalism Policy (all players but white). If the Politics Disk is on the “Nationalism” space, only the white player may perform the Income operation.
I2.3 Egalitarianism Policy (all players). If the Politics Disk is on the “Egalitarianism” space you may instead take the 2 WT from a player who is “richer” than you.
Choose one of the patent decks (A8) and auction off the top card.
I3.1 Auction Limit. A player may only perform one operation that auctions off a card (Research or I4, Recruit) per turn.
I3.2 Hand Limit. A player with four or more cards in hand (not counting his Crew card) may not initiate or bid in an auction.
I3.3 Procedure. The active player must make the first bid (minimum of 0 WT) after which bids can be made or raised in any order and may even match bids made by other players. Continue until no player wishes to raise his bid. Bids are made in WT.
I3.4 Win Procedure. The winning bid is paid to the active player (or to the supply if the active player wins). The winner adds the card to her hand.
I3.4.1 Supports. If the card requires supports (K) the winner also takes the top card of the corresponding patent deck for each required support into his hand.
I3.5 Information.
I3.6 Colonist Patents. The colonist patent deck is treated like any other patent deck (i.e., you may auction a card from it with a Research operation).
I3.7 Paleoconservatism Policy (all players but white). If the Politics Disk (B19) is on the “Paleoconservatism” space, players other than the white player cannot perform Research operations unless they control at least one[ad] Lab[ae] (I13.1.1).
Draw the top three cards of the Colonist deck (revealing the fourth) and choose one to auction off as described in I3 (keep in mind Hand Limit and Auction Limit). Return the two unchosen cards to the bottom of the deck in any order.
Move a colonist card from an opponent’s stack (not hand) into one of your colocated stacks if the following four requirements are met.
I5.1 Colonist Limit. The number of Colonist cards you may have in play (not including robot or emancipated robot Colonists and not including your Crew card) at a time is limited (see I7.7). You may not Hostile Recruit a colonist if you are at or above your limit.
I5.2 Minimum Card Requirement. Your colocated stack must contain at least one card (i.e., you cannot steal a Colonist into your LEO or Ersatz-Bernal stack without having a card in them. Other stacks will have cards in them by definition)
I5.3 Peace Requirement. The Politics disk (B19) must be on any non-War space.
I5.4 Loyalty Requirement. The chosen colonist must be Loyal to you.
I5.5 Press Gangs Policy (red player). If the Politics Disk (B19) is on the “Press Gangs” space, the red player may ignore loyalty for this purpose.
Sell either a card either from your hand, a black card from the map in LEO, or a black card from the map to a Bernal.
I6.1 Free Market from Hand.
Return a card from your hand to the bottom of its corresponding patent deck. Receive 2 to 6 WT from the supply as indicated by the position of the Politics disk (B19).
I6.2 Free Market from Map to LEO.
Voluntarily decommission a black card located in LEO to the bottom of its corresponding patent deck. Receive 6, 8, or 10 WT according to the exploitation track (I10.3) corresponding to its spectral type (letter on the card; ‘C’, ‘S’, ‘M’, ‘V’, or ‘D’).
I6.3 Free Market from Map to Bernal.
Voluntarily decommission a black card colocated with a Bernal in its home orbit or with a Bernal that has at least one Dirtside (B4). Receive 6, 8, or 10 WT according to the exploitation track (I10.3) corresponding to its spectral type (letter on the card; ‘C’, ‘S’, ‘M’, ‘V’, or ‘D’).
I6.4 You may not sell a black card if its corresponding exploitation track is on the “start” space.[af]
I6.5 Radiators and Free Market. A Radiator sold in its “heavy” orientation (K5.6.1) does not rotate per K5.6.1.1 but instead goes to your hand or the deck as described above.
I6.6 Anti-Nuke Policy (all players). If the Politics Disk (B19) is on the “Anti-Nuke” space, players may not Free Market or Boost “Reactor” cards or cards with On-Board Supports (K3.2).
Bring one or more cards into play from your hand, white side up, by spending WT equal to the combined mass of the cards (printed in the red box).
I7.1 Bernal or LEO. Newly boosted cards are placed into your LEO stack, your Bernal/Ersatz-Bernal stack (whichever is in your starting orbit, and only if one is in your starting orbit), or a combination of the two.
I7.2 White Cards Only. Cards entering play through boosting can only enter white-side up. Cards without a white side (freighters, GW Thrusters, some colonists) cannot be boosted.
I7.3 Ersatz-Bernal. Cards can only be boosted to your Bernal if it’s in its starting orbit. If your Bernal is not at its starting orbit, you may boost your Ersatz-Bernal as a Boost Operation by spending 10 WT. Place your second cylinder figure in your starting orbit. Cards may be boosted to your Ersatz-Bernal immediately as part of this operation.
I7.4 No Movement Restriction. A card may move in the same turn it enters play.
I7.5 Boosting Radiation Hazard. Cards entering play through a Boost operation that traces a path from LEO through a radiation hazard (i.e., boosting to any Bernal except the purple player’s) incur a radiation hazard roll (H6.2) with a “net thrust” of 3 (1d6 - 3).
I7.6 Radiator Orientation. Radiator support cards (K5.6) have both a heavy and light orientation. Choose the card’s orientation as it enters play (and pay the appropriate amount of WT for its mass).
I7.7 Colonist Limit. The number of Colonist cards (not Crew) you may have in play at a time is limited.
I7.8 Anti-Nuke Policy (all players). If the Politics Disk (B19) is on the “Anti-Nuke” space, players may not Free Market or Boost “Reactor” cards or cards with On-Board Supports (K3.2).
The following three operations produce fuel from a location, which can be immediately used to refuel a Rocket/Bernal at that location, add FFTs to a Rocket/Bernal at that location, or -- for a Factory Refuel (I8.1) only -- produce FFTs directly into a new Outpost (G1.2) at that location.
Important: See E2.2 for adding fuel to a spacecraft. See E5 for rules regarding the three grades of fuel (Dirt, Water, and Isotope). In particular, fuel mixing (E5.2) and Isotope fuel type (E5.3).
An Industrialized Factory on a site can produce 20 units of dirt fuel, 8 units of water fuel, or 1 unit of isotope fuel (with a spectral type matching the site’s letter).
I8.1.1 Procedure. Each unit of fuel produced moves the Wet Mass Indicator of a colocated Rocket/Bernal one step to the right, adds 1 FFT to the spacecraft’s stack, or produces 1 FFT as an Outpost Stack, in whatever combination desired.
I8.1.2 No Spacecraft Necessary. A Factory Refuel Operation is allowed even if no spacecraft is colocated (in which case the fuel is produced entirely as FFTs).
I8.1.3 Using Opponents’ Factories. Using an opponent’s Industrialized Factory is allowed if he permits you OR
I8.1.4 Factory Refuel Op with Dirtsides. Fuel produced at a factory that is a Dirtside of a Bernal (B4) may be produced at that Bernal (to refuel the Bernal or as FFTs) instead of or in combination with the site.
A spacecraft stack containing an operational card with an ISRU rating can refuel at any site with enough hydration (water droplet symbols), regardless of who owns a factory there or if there’s even a factory there at all.
I8.2.1 Water or Isotope Fuel. Produce a number of units of water or isotope fuel (with a spectral type matching the site’s letter) equal to one plus the site’s number of water droplets minus the ISRU rating of the required card (1 + hydration - ISRU).
I8.2.2 Dirt Fuel. This operation can instead produce 10 units of dirt fuel, regardless of the ISRU rating of the card or the site’s hydration (dirt is easy to find).
I8.2.3 Procedure. Each unit of fuel produced moves the Wet Mass Indicator of a colocated Rocket/Bernal one step to the right or adds 1 FFT to the spacecraft’s stack. A spacecraft’s presence is required.
I8.2.4 Busted Sites. A busted site (I9.1) can still be used to ISRU refuel.
A spacecraft stack containing an operational card with the “scoop” ability may refuel on an aerobrake hazard (H5.3.1) space. This produces 8 units of water fuel (and only water fuel). Each unit of fuel produced moves the Wet Mass Indicator of a colocated Rocket/Bernal one step to the right or adds 1 FFT to the spacecraft’s stack.
A successful Prospect operation allows you to place a claim disk on a site, claiming it for yourself. Attempting to prospect a site is a four step process:
(words to remember: You need a low ISRU and high hydration to attempt a roll; you need a high site size for it to be successful.)
Reminder: To use the ISRU rating printed on a Crew/Colonist, either it needs to be the one performing the operation (and have a science specialty) or another Crew/Colonist on the same space must be performing the operation (with a science specialty) per I1.4.1.
I9.1 Busted Sites. A site with a blue disk is “busted” (containing nothing of interest). It cannot be prospected again by any player. It can still be landed on and used to ISRU refuel (I8.2). It still qualifies for Glory and Venture cards (M) and Futures (P) that require visiting a site, unless specifically mentioned otherwise.
I9.2 Disk Limit. A player’s supply of claim disks is limited. If you wish to place a claim disk and have no more remaining, you may remove one from another of your claimed sites as a free action (G11).
If the used card has a raygun symbol next to its ISRU rating it may prospect multiple sites with a single operation and may prospect at range. Choose any number of sites with high enough hydration located at and/or adjacent (B1) to the card’s stack, then resolve each roll separately in the order of your choice.
If the used card has a buggy symbol next to its ISRU rating it may reroll a failed prospecting roll once per attempt (as written).
Instead of using this ability, it may prospect multiple sites connected by a buggy road (yellow dashed line) with a single operation. Choose any number of sites with high enough hydration on and/or connected to the card’s stack by a buggy road, then resolve each roll separately in the order of your choice.
If a stack has multiple cards containing an ISRU rating, or if a single card has multiple types of ISRU ratings, only one of them can be chosen before making the roll.
Voluntarily decommission an operational “robonaut” and “refinery” card, along with their required support chains (K3.4), located at a site containing your claim disk. Place an available cube (small or large) on the claim disk (I10.6). The claim disk plus cube pair is an Industrialized Factory.
I10.1 Stacking Limit. You may only have one Industrialized Factory on each site.
I10.2 Spectral Type. The spectral type (letter) of an Industrialized Factory is the same as the spectral type of its site.
I10.3 Exploitation Track. Use the blue disks on the exploitation track (printed on map) to keep track of the total number of Industrialized Factories of each spectral type in play. Adjust the disk up or down as appropriate: 1 Factory, 10 VP. 2 Factories, 8 VP. 3+ Factories, 6 VP.
I10.4 Radiator and Cooling Exception. It is not required to decommission or even have a radiator support (K) in order to industrialize. Any card that requires cooling (K5) has its requirements met for this purpose (night time in space is cold enough).
I10.5 Space Colonies. A Space Colony can be built on an Industrialized Factory as a free action now or at any time in the future (G5).
I10.6 Cube Limit. A player’s supply of cubes is limited. If you wish to place a cube and have no more remaining, you may decommission your large Freighter cube or a Mobile Factory as a free action (G11).
I10.7 On-Board Supports. Certain Freighter and Colonist cards can be used as Supports (K3.2), as indicated on the card) and thus voluntarily decommissioned as part of an Industrialize operation.
Once you have a promoted (purple-side up) Freighter card in play, all of your cubes, large and small, are considered to be Mobile Factories in addition to whatever they used to be.
I10.8.1 Industrialization via Movement. A Mobile Factory can move on to one of your vacant Claim Disks as part of its movement (this does not require performing an operation).
I10.8.2 Mobile Factory Industrialization at Site. An Industrialize operation can create a new Mobile Factory at a site with your claim disk in the usual way (decommissioning a robonaut, refinery, and non-radiator supports).
I10.8.3 Mobile Factory Industrialization at Bernal. An Industrialize operation can also create a new Mobile Factory at your Bernal or Ersatz-Bernal (again, in the usual way).
Bring a single card from your hand into play, black side up, at one of your Industrialized Factories. Place the card in a new Outpost stack (G1.2) at the location.
I11.1 Spectral Type. The spectral type (letter) of the card must match the spectral type (letter) of the Industrialized Factory (I10.2).
I11.2 Black Cards Only. An ET Production operation can only produce cards on their black side. A card without a black side (Crew and non-robot Colonists) cannot be ET Produced.
I11.3 No Movement Restriction. A card (or freighter) may move in the same turn it enters play.
I11.4 ET Production at Bernal. A card produced at the Dirtside of a Bernal (B4) may enter play at the Industrialized Factory’s location or the Bernal’s location.
I11.5 No Felonies. Unlike Factory Refueling (I8.1) or Promoting (I13), you may not use an opponent’s factory to ET Produce even if you have an ability that “allows felonies”.
I11.6 Freighter Production and Limit. You may only have one Freighter card in play at a time. ET Producing a Freighter card is the only way to create your Freighter stack (B9). Place your large Freighter cube at the card’s location.
I11.7 GW Thruster Limit. You may only have one GW Thruster card in play at a time (including its reverse “TW Thruster” side).
I11.8 Radiator Orientation. Radiator Support cards (K5.6) have both a heavy and light orientation. Choose the card’s orientation as it enters play.
Voluntarily decommission any number of cards with enough total mass (see below) colocated with either your large Freighter cube or a Mobile Factory in order to bring a card from your hand into play, black side up.
I12.1 Colocation Requirement. All cards decommissioned must be colocated with the used cube (Freighter or Mobile Factory). The produced card is placed at that location as an Outpost.
I12.2 Mass Requirement. The total mass of all cards being voluntarily decommissioned must be at least as high as the mass of the black card entering play.
I12.3 Spectral Type Requirement. The spectral type (letter) of your Freighter card, all cards being decommissioned, and the black card entering play must match.
I12.4 Decommission Exceptions.
I12.5 No Movement Restriction. A card (or freighter) may move in the same turn it enters play.
I12.6 Freighter Production and Limit. You may only have one Freighter card in play at a time. ET Producing (I11.6) a Freighter card is the only way to create your Freighter stack (B9).
I12.7 GW Thruster Limit. You may only have one GW Thruster card in play at a time (including its reverse “TW Thruster” side).
I12.8 Radiator Orientation. Radiator Support cards (K5.6) have both a heavy and light orientation. Choose the card’s orientation as it enters play (and decommission enough cards for its mass).
Flip a single in-play card with a purple backside (Bernal cards, Freighter cards, GW Thruster cards, and Colonist cards) to that purple backside.
This operation can be performed on a card located at a Lab to promote it to its purple side.
I13.1.1 Labs. A Lab is one of the following:
I13.1.2 Using Opponent’s Labs. You may perform this operation with an opponent’s Lab if she permits you OR
I13.1.3 Promoted GW Thrusters and GW Thruster Limit. You may only have one GW Thruster card in play at a time. The purple side of a GW Thruster (a “TW Thruster”) is still considered a GW Thruster for all purposes.
This operation can promote your Bernal card to its purple side if either a) it's in its starting orbit (B11) or b) it has at least one Dirtside (B4).
I13.2.1 Support Requirement and Depromotion. In order to be promoted, the Bernal’s stack must have an operational support of the type shown. Once promoted, it becomes depromoted (flipped back to its white side) if at any moment it does not have an operational support of the listed type (e.g., it is blown up in a crash hazard or is moved to another stack).
I13.2.2 Hampered Solar Supports. As indicated on your Bernal card (except the green player’s), a solar-powered support (K4) is non-operational in the Ceres heliocentric zone or beyond for the purpose of supporting a Bernal.
I13.2.2.1 Push Factory Exception. If you (or a player who agrees) have an Industrialized Factory on Mercury, Venus, or Io (marked with a icon), a solar-powered Bernal is non-operational in the Uranus heliocentric zone or beyond.
I13.2.3 Cargo Swap Clarification. A Bernal does not demote during a Cargo Transfer free action (G1) unless it is missing an operational support at the conclusion of the action (i.e., you may swap out its support with another with no ill effects).
This operation can be used to become the Robot Emancipator. In order to perform this action there must be at least one robot colonist in play (owned by any player) and you must be in power (the Politics Disk must be on a space matching your faction’s color, B19).
I14.1 Procedure. Roll one die (1d6). A result less than the number of purple cards in play owned by any player (promoted Bernal cards, Freighter cards, GW Thruster cards, and Colonist cards) is successful.
I14.2 Effects of Successful Emancipation.
I14.3 Effects of being the Emancipator.
This operation can be used to initiate an Election Auction, the winner of which may move the Politics disk one space along a line (B19).
I15.1 Blue Timing Restriction. This operation can only be performed while the Sunspot Cycle disk (L) is in the blue section.
I15.2 Auction Procedure and Maximum Bid. Players secretly and simultaneously bid an amount of WT between 0 and 10. Then all players reveal their bid.
I15.3 Colonist Votes and Loyalty. Colonists add their indicated number of votes to the bid of the player they are loyal to (if any).
I15.4 Winning Procedure. The player with the highest total of bid plus votes may (optionally) move the Politics Disk one space along the lines.
If you are in power (the Politics disk is on a space matching your faction’s color, B19), you may use this operation to steal a card from another player’s hand into your hand.
I16.1 Greedy Victim. You may only steal from a player that has two or more cards in hand with the same category (from the same patent deck: thruster, GW thruster, robonaut, refinery, generator, radiator, reactor, freighter, or colonist).
I16.2 Victim’s Choice. The targeted player may choose the stolen card. It must be from one of the categories he has two or more cards of in hand (i.e., any category that made him eligible to be stolen from via I16.1).
I16.3 No Hand Limit. This operation can be performed regardless of the number of cards in your hand.
Certain Futures scorings (P) require spending an operation to attempt an epic hazard roll. See (P) for the process.
Some Glories (M1) require spending an operation to claim them.
Combat can be initiated in two ways, assuming the requirements (J1.3, J1.4, J1.5) are met:
J1.1 Attack. As a free action[ah] (G7), you may initiate combat with one opponent in a space where you have at least one attack-capable component (J2.2) colocated with an opponent’s figure (stack, Industrialized Factory, or Mobile Factory).
J1.2 Movement Interception. As an opponent’s spacecraft exits (not enters) a space as part of a movement (H), you may prevent it from leaving and initiate combat if you have at least one attack-capable component (J2.2) on the space being exited.
J1.3 War-Time Requirement. The Politics disk must be on a “War” space (B19) to initiate combat.
J1.4 No Multiple Combats. Except for interceptions by multiple players (J1.2), combat may not be initiated twice in the same space in a single turn.
J1.5 LEO Security Zone. Combat may not be initiated on the LEO space.
J2.1 Attacker and Defender. The active player is always considered the “Attacker”. The other player is considered the “Defender”.
J2.2 Attack-Capable Components. The following components are capable of performing an attack (whether you are the attacker or defender).
J2.3 Attack Types. An attack-capable component has one of three attack types, which determine when and how it can attack (J2.9).
J2.4 Attackable Components. Exactly which components can be destroyed as a result of an attack depends on which combat step it is (J3, J4, J5).
J2.5 Entrenchment. Any card that has been on the same site space (and only site spaces) since the start of the active player’s turn has its rad-hardness increased by 2 for the purposes of combat.
J2.6 Combat and FFTs. FFTs (B7) are “cards” with a rad-hardness of 8 (and a mass of 1).
J2.7 Non-Card Rad Hardness.
J2.8 Combat and Towed Freighters. If your Freighter is being towed by your Rocket/Bernal (G1.3), that stack and your Freighter stack are considered to be a single stack for the purposes of combat and sharing supports.
J2.9 Combat Steps in Brief.
J2.1[aj]0 Free Actions and Combat. You may not perform free actions during combat (exception: see buggy capturing J5.3).
First the Defender may attack once with each of his operational raygun-equipped components (J2.3), then the Attacker may attack once with each of his operational raygun-equipped components. Resolve each component separately before moving on to the next component.
J3.1 Attack Procedure. Choose a single card, Industrialized Factory, or Mobile Factory as the target. Roll one die (1d6). If the result is greater than the target’s rad-hardness, it is decommissioned.
First the Defender may attack once with each of his operational missile-equipped ISRU cards (J2.3), then the Attacker may attack once with each of his operational missile-equipped ISRU cards. Resolve each card separately before moving on to the next card.
J4.1 Attack Procedure. Target all cards in a single, chosen stack along with all enemy Industrialized Factories, Mobile Factories, large Freighter cube (if the Freighter card itself isn’t already a target), and Space Colonies on the space. Roll two dice (2d6). Compare the sum to the rad-hardness of each target. If the sum is greater than the target’s rad-hardness, it is decommissioned.
J4.2 One-Use Missiles. After[ak] performing all of your missile attacks, the missile-equipped cards and all the cards in their respective support chains (K3.4) are decommissioned.
During its movement, a non-Bernal spacecraft may receive any or all of the following benefits:
In order to do so, it must follow the kamikaze promise:
J4.3.1 Promise Timing. The promise is made once any of the benefits of kamikaze movement are used. If a spacecraft cannot fulfill the promise, decommission it and all the cards in its stack.
Unlike the previous steps, only one player may attack with his buggies. Both players perform a “breakthrough check” and the winner will be allowed to attack with any buggies that participated in the check.
J5.1.1 Stack Nomination. First the attacker nominates a single one of his stacks to perform the check, then the defender does the same.
J5.1.2 Calculate Thrust. Both players, attacker then defender, choose an operational thruster in their stack and calculate Net Thrust per the movement rules (H2, H3).
J5.1.2.1 Buggy Site Calculation
(this represents just driving the buggies along the ground)
You may use the following calculation for your stack’s net thrust instead of the normal net thrust calculation (use whichever will be higher).
J5.1.3 Comparison. Only the player with the highest calculated net thrust is allowed to attack with his buggies. In case of a tie, neither player attacks (thus, a net thrust of ‘0’ could still prevent an attack).
The winner of the breakthrough check may attack with each of his operational buggy-equipped ISRU cards in the nominated stack. Resolve each card separately before moving on to the next card.
J5.2.1 Choose a single card as the target. If and only if the opponent has no cards colocated (or the only cards colocated are FFTs), you may instead target a cube (Industrialized Factory or Mobile Factory).
Roll two dice (2d6). Do not apply the result to the target’s rad-hardness, but rather:
A successful buggy attack against a card decommissions it.
A successful buggy attack against a cube captures it or a Space Colony on it (see below).
For each of these paragraphs, keep in mind Disk, Cube, and Dome limits (I9.2, I10.6, G5).
Reminder: You may not normally perform free actions during combat, but you may voluntarily decommission figures (G11) if and only if you have none available to replace a captured component.
J5.3.1 Space Colony. If you successfully buggy attack an Industrialized Factory that has an opponent’s Space Colony on it, replace the opponent’s Space Colony dome with one of your own (place it on his cube).
J5.3.2 Industrialized Factory. If you successfully buggy attack an Industrialized Factory without an opponent’s Space Colony, replace the opponent’s cube and Claim Disk with a small cube and Claim Disk of your own.
J5.3.3 Mobile Factory. If you successfully buggy attack a Mobile Factory, replace the opponent’s cube with a small cube of your own.
J6.1 Space Colony Disbandment. Due to raygun attacks, missile attacks, or buggy capturing, a player might own a Space Colony without an Industrialized Factory or with an Industrialized Factory in an opponent’s color.
J6.2 Exploitation Reminder. The exploitation track (I10.8) should always match up with the number of Industrialized Factories in play. Adjust it if an Industrialized Factory is decommissioned.
Cards from the Generator, Reactor, or Radiator patent decks are considered Supports.
Many cards require support cards in order to function (including some supports themselves). A card without its supports cannot be used for most purposes.
The winner of the auctioned card during a Research operation (I3) also receives the top card of the corresponding patent deck for each of its required supports.
Supports can be brought into play from your hand in the same way as any other card, through the Boost (I7), ET Production (I11) or Digital Swap (I12) operations.
A card is only operational (K4) if all of its required supports (the ones indicated on its card) are in the same stack and are also operational.
K3.1 Support Types. Often a card will need not just a support of a given category, but a specific type of support within that category. The type is designated by a symbol (or symbols) on the support and cards requiring it.
K3.2 On-board Nuclear Supports. Certain Freighter and Colonist cards have a support (or supports) printed on them. These cards are treated as support cards of those types for all purposes, in addition to the normal rules regarding Freighter and Colonist cards.
K3.3 Sharing Supports. A single support satisfies all other cards in its stack that require that type of support.
K3.4 Support Chains. Usually it is not necessary to specify which support is supporting which card. For the purposes of supporting a thruster during Net Thrust calculation (H3), supporting a promoted Bernal (I13.2.1), supporting missiles during combat (J4), and when using afterburner cooling (K5.5) you must specify at that moment which supports are being used.
K3.4.1 Necessary Parts Only. If a card requires a support card of a given type, you may only include one such support card in the support chain for this purpose (e.g., if a card requires a 💣 reactor you may only include one 💣 reactor for this purpose).
A card is considered “operational” only while the following holds true:
A card ceases to be operational the moment one of these requirements is violated.
K4.1 Non-Operational Allowances.
This book makes an effort to use the word “operational” whenever a rules requires a card to be supported. A card does not need its supports if that word is not used.
Below is a (hopefully) exhaustive list of such cases, but these are all implied in the rest of the book by the omission of the word “operational”.
Any free action, operation, movement, support requirement, combat step, or printed ability that requires a card to be in play and is not covered by K4.1 is considered “using” the card. A card must be operational in order to be used (this book specifically points this out by use of the word “operational”).
K4.2.1 Common Examples of Using a Card.
This list is not exhaustive.
K4.2.2 Uncommon Examples of Using a Card.
Below are easy to forget cases where the card must be operational.
All cards that list a radiator as a required support also list an amount of required therms (units of cooling denoted by a symbol). Radiators (K5.6, and afterburn cooling, K5.5) provide these therms, which in turn are spent by the cards requiring them whenever those cards are used.
Each radiator produces the amount of therms listed each turn (but see K5.3). Therms can then be spent to provide cooling to cards in the same stack as the radiator per K5.2.
K5.1.1 Radiator Flip. If a radiator is rotated from its “heavy” to “light” orientation (K5.6.1), “discard” therms from it equal to the difference between the two orientations.
K5.2.1. Each time a card that requires cooling is used (by the definition in K4.2), therms must be spent from a radiator (or radiators) in the card’s stack as indicated on the card.
The most common and notable examples:
K5.2.2. A radiator’s therms can be divided between cards however you wish and a card may receive therms from multiple radiators (up to the required amount of therms).
K5.2.3. While using a card, a radiator is considered to be part of the card’s support chain (K3.4) if it provided at least one therm to the card.
A spacecraft’s movement is considered a separate “turn” for the purposes of cooling, i.e., a radiator can be used to cool cards during a movement and then used to cool more cards outside of the movement.
K5.3.1. At the start of the movement (before activating the thruster, H2), each radiator produces its listed amount of therms again.
K5.4.1 Promoted Bernals. A promoted (purple-side up) Bernal automatically depromotes if unsupported (I13.2.1). Any therms required to cool its supports must be spent at the start of each turn (or at the moment of promotion, if promoted in the middle of a turn) or it demotes.
K5.4.2 Industrialization Exception. No cooling is required for any card used as part of an Industrialize Operation (I10).
K5.4.3 Losing Therms Mid-Use. It is possible for a radiator to flip or leave the stack in the middle of using a card (e.g, the support’s of a promoted Bernal which are always in use or cards used during a movement). The supported card immediately becomes non-operational unless enough therms remain to support it.
If a card with a thruster triangle afterburns (H3.1.1) as part of its movement or during the buggy step of combat (J5), it produces one therm of cooling as if it were a radiator.
Radiators provide an amount of therms as indicated (denoted “COOLS: X”). These can be used to satisfy the cooling requirements of other cards in its stack per K5.2.
K5.6.1 Orientation. Radiator cards have two orientations: a heavy (more mass) or light (less mass) orientation. A radiator card’s orientation is set when it enters play from your hand through a Boost, ET Production, or Digital Swap operation. It may only change orientation via K5.6.1.1
K5.6.1.1 Radiator Decomissions and Orientation. A radiator card played in its “heavy” orientation flips to its lighter side when voluntarily or involuntarily decommissioned (exception: crash hazards H6.1, epic hazards P1.4, and the Free Market operation I6).
K5.6.2 Bernal Protection Exception. A promoted Bernal does not protect an in-use (K4.2) radiator from radiation hazards and Solar Flare events (L2.4) like it would other colocated cards.
A spacecraft that includes an operational movement-modifying support in the support chain of its activated thruster might gain or lose net thrust or might consume more or less fuel during a movement.
A support with a triangle and a positive or negative number in that triangle is a thrust-modifying support. When calculating a spacecraft’s net thrust (H3), modify it by this number.
A support with the sunburst symbol (☀) is a solar-powered support. If the thruster’s support chain contains at least one solar-powered support (or if the thruster itself is solar-powered), modify its net thrust by the amount depicted in the spacecraft’s heliocentric zone (-6 to +2).
A support labeled “X Fuel Consumption” is a fuel-modifying support. When a spacecraft performs a burn (H4.1), multiply the number on the right side of the thruster triangle (the number of fuel steps consumed) by this amount.
At the end of each his turns, the player going last in turn order moves the Sunspot Cycle disk one space clockwise along the Sunspot Cycle diagram.
There are two important features on the diagram: The three colored sections and the red “event” lines.
The Sunspot Cycle diagram is divided into three colored sections, labeled “red comets”, “blue comets”, and “yellow comets”. Various effects are in place if the Sunspot Cycle disk is within a given colored section.
L1.1.1 Synodic Comet Sites.
A site with a red, blue, or yellow border is a Synodic Comet site. They are subject to the following:
L1.1.2 Section-Specific Events. An Event Roll (L2) of ‘5’ or a ‘6’ results in the event listed in the current colored section.
The following rules are in effect:
The following rules are in effect:
The following rules are in effect:
When the Sunspot Disk passes a red “event” line on the Sunspot Cycle diagram, resolve a Sunspot Event before the next player takes his turn. Roll one die (1d6) and resolve the event listed in the nearby table.
Turn Order: If an event instructs multiple players to do something, they resolve it beginning with the starting player and going clockwise.
Put the topmost card of each patent deck on the bottom of that deck.
Each player, in turn order, involuntarily decommissions one of their in-play cards with the greatest mass, considering only cards not protected by (colocated with) at least one of the following they control:
If multiple cards are tied for most mass, the player may choose between them.
If (and only if) all of a player’s cards are protected, nothing happens.
Each player, in turn order, involuntarily decommissions one of their in-play, non-Bernal cards with the greatest mass, considering only:
Exception: If your Bernal is promoted, any card colocated with it is not considered (e.g, a promoted Bernal in LEO would provide complete immunity to this event).
If multiple cards are tied for most mass, the player may choose between them.
If (and only if) all of a player’s cards are protected, nothing happens.
Roll one die (1d6) any apply the single result to every card in play (but see protections below). For each card:
Exception/Note! For this event Mobile Factories are considered to be cards with a rad-hardness equal to your promoted Freighter card.
L2.4.1 Promoted Bernal Protection. Cards you control[at] colocated with your promoted Bernal (Ersatz-Bernal or purple side up Bernal) are immune to this event.
L2.4.2 Earth Protection. Cards located in the LEO space or the HEO space connected to the LEO space are immune to this event.
L2.4.3 Magnetic Field Protection. Cards located on a Radiation Hazard space (H6.2), with the exception of the 14 surrounding Sol, are immune to this event.
L2.4.4 Site Protection. Cards on sites are immune to this event.
Carry out an Election (in the same manner as the Election operation, I15).
Each player, in turn order, returns a card of their choice from their hand to the bottom of the corresponding patent deck (if possible).
As a free action (G), a player may claim any Glory or Venture cards he qualifies for.
Reminder: Only the orange side of each Glory or Venture is available (the yellow side is only used in games without Futures).
M1.1 Golden Apples of the Sun
Claim if you’re the first to voluntarily decommission (as a free action or as part of an Industrialize operation[au]) a refinery card along with its required support chain (K3.4) at the “Kreutz-Sungrazer” site (Q1.4).
M1.2 Outer Diaspora
Claim if you’re the first to have a Space Colony (G5) in at least five different heliocentric zones.
M1.3 Saving the Earth
Claim if you’re the first to voluntarily decommission (as a free action or as part of an Industrialize operation[av]) a refinery card along with its required support chain (K3.4) at both the “Hermes A” and “Hermes B” sites (Q1.3).
!! M1.4 Search for CUDOS
Claim if you’re the first to:
Claim if you’re the first to:
M1.5.1 ET Search operation. As a science-specialty (I1.3) operation, your Crew/Colonist can attempt to search for life at a site with a leaf symbol. Roll one die (1d6), a ‘1’ or ‘2’ is a success.
This operation can only be performed once per site (whether it succeeds or fails). Track this in whichever way you like.
!! M1.6 Submersible Prospectors
Claim if you’re the first to:
M1.5.1 Ocean Search operation. As a science-specialty (I1.3) operation, your Crew/Colonist with a buggy colocated can attempt to search for a subsurface ocean at a site with a wave symbol. Roll two dice (2d6), a result less than or equal to the site’s size is a success.
This operation can only be performed once per site (whether it succeeds or fails). Track this in whichever way you like.
M2.1 Ventures in General.
In addition to its prerequisites, you must spend 5 WT to claim a Venture (as indicated).
If you can’t or don’t wish to claim the card immediately (due to lack of WT):
If necessary, place the card in front of you sideways to remember this until you officially claim it.
Each Venture claimed and paid for provides a special ability.
M2.2 Space 3D Printing Venture
Prerequisite: First to own a claim on at least 3 ‘M’ sites.
Ability. You receive 1 WT from the supply at the end of each of your turns for each ET Production and/or Digital Swap operation you performed that turn.
M2.3 Space Elevator Venture.
Prerequisite: First to own a claim on at least 4 ‘C’ sites.
Ability: You own both space elevators (near Earth and Mars). The spaces connected by a space elevator are considered to be the same space when you wish them to be.[az][ba][bb][bc][bd]
Benefits of this:
M2.4 Space Pharmacy Venture
Prerequisite: First to own a claim on at least 3 ‘S’ sites.
Ability: You receive 1 WT from the supply at the end of each of your turns if you performed a Research operation that turn.
M2.5 Space Tourism Venture
Prerequisite: First to own a claim on at least 3 ‘V’ sites.
Ability: You receive 1 WT from the supply at the end of each of your turns if the Politics Disk (B19) is not on an “Anarchy” or “War” space.
The end of the game is triggered when the number of Future Stars with disks on them (P1.3, either claim disks from players or blue “busted” disks) is one less than the number of players (also printed next to the Stars themselves).
The game continues for a few more rounds, and ends after the Sunspot Cycle disk passes two more event lines (L2). The game ends immediately after the resolution of the second event.
Footfall Ending. A successful scoring of the “Footfall Future” (P2.2) immediately ends the game.
Regardless of how the game ends, carry out an Election (in the same manner as the Election operation, I15), even if the Sunspot Disk is not in the blue section (L1.3).
The player with the most Victory Points (“VP”) at the end of the game is the winner. VP are awarded for the following:
Summary:
In-Detail:
In case of a tie, the tied player with the most WT is the winner.
Throughout this book, and especially in the following sections, red text is used when the wording printed on a component may be misleading. A few cases are placed here, for lack of a better spot.
O1 Felonies in War. Players have the “allowed felonies” ability when the Politics Disk is on a “War” space (B19), even though this text is missing from the space government chart.
O2 Bernal Labs. The key on the map implies that science sites are Labs (I13.1.1) if they are the Dirtside of a Bernal (B4). This is not true, the Bernal itself is the Lab. TNO Science sites are Labs if they have an Industrialized Factory but, like normal science sites, they also turn a Bernal into a Lab if they’re a Dirtside.
O3 Map Aids. The Future Stars, Event table, and politics chart printed along the bottom of the map are incorrect in several places. The information on the included placard is correct.
O4 Fuel Strip Red Arrows. Arrowheads are missing, refer to this image. Draw in arrow heads, or always remember to take the lower path when moving your Dry or Wet Mass Indicators backwards along the red line.
O5 Replacement Cards. Two cards were printed incorrectly. Replacements were sent, but your copy may not have them.
Freighter cards, Colonist cards, and GW Thruster cards each have a unique Future printed on their purple side. If you satisfy its conditions, you score points. Once the players collectively score enough Futures, the end of the game is triggered.
The following apply to all Futures.
P1.1 Operational Requirement.
You must control the card, the card must be in play with its purple (promoted, I13) side up, and it must be operational.
P1.2 No Negotiation.
Unlike other cases, you may not use an opponent’s components (usually factories) to satisfy a Future, even with his permission. You must own all components mentioned.
The moment the conditions listed on the Future are met, you must place a claim disk on the highest-valued, unoccupied Future Star (printed on the board).
P1.3.1 Total Limit. Only 4 futures can be scored in total (as there are only 4 stars).
P1.3.2 Personal Limit. You may only score one Freighter Future, one Colonist Future, and one GW Thruster Future.
P1.3.3 Failed Futures. An attempted Future might fail due to an Epic Hazard Roll (P1.5). Place a blue disk on the Future Star instead (or, for the latter, replace your claim disk with a blue disk). This Future Star cannot be claimed and counts towards triggering the end of the game (N1).
Many Futures will ask you to perform an Epic Hazard Operation (marked with “[skull] Op”). This requires using an operation following the normal rules (i.e, it uses up one of your allowed operations for the turn and may cost extra WT; I1.5) to attempt an Epic Hazard Roll (P1.5). The roll must be successful in order to score.
P1.4.1 Specialty. The operation can be performed by a colonist/crew of any specialty (I1.3) unless otherwise noted. For the purposes of extra operation costs (I1.5), this counts as an operation of the colonist or crew’s specialty (pick if they have multiple specialties).
P1.4.2 Promoted Card Location Restriction. The card with the Future must be at the location where the operation is performed and also be operational.
P1.4.3 No Remote Control. The colonist/crew card performing the operation must be at the location where the operation is performed.
P1.4.4 Future Requirements Restriction. You may only perform an Epic Hazard operation if the Future you are scoring requires it, the rest of the Future’s listed conditions are met, and you would not be in violation of the two scoring limits (P1.3).
P1.4.5 Epic Hazard operations made to satisfy one Future cannot simultaneously satisfy another Future.
Roll one die (1d6). Only a ‘6’ is a success, a ‘1’ through ‘5’ is a failure.
P1.5.1 Increasing Odds. You succeed on a ‘2’ through ‘6’ instead (failing only on a ‘1’) if you have at least one of the following:
(meeting multiple conditions provides no further benefits)
P1.5.2 Effects of Failure.
P1.6 Tracking.
Many futures require you to track various things (such as how many times an operation has been performed, the number of rounds it has been since a certain action, etc.). Players should track these in a way they find agreeable; no rules are provided for doing so.
P1.6.1 Progress Reset. If the card containing the Future is decommissioned or leaves your control for any reason, any progress towards scoring that Future is reset.[be]
The following is a list and clarification of all futures. It is sorted alphabetically by the Future’s name with the promoted card’s name in parenthesis.
It is recommended to read these when you acquire a card with a Future, as the printed description may differ from the actual rules. Complicated cases are marked with red text.
These entries do not reiterate the general restrictions stated in P1.1 through P1.4
(Easy to Forget: The card with the future must be colocated with the location of any Epic Hazard roll, but unless otherwise specified it does not matter where the card is in-play).
!! Antimatter Creation Future (Antiproton Sail and Harvester) Perform an Epic Hazard operation (engineering specialty)[bf] using a promoted (purple-side up) Colonist card at a science site (microscope symbol) containing your Industrialized Factory.
Beanstalk Future (D-nanotube Dirt Launcher)
You have an Industrialized Factory on both Pluto and Charon and you have claimed the ‘C’ or ‘V’ Venture (“Space Elevator” or “Space Tourism”).
Beehive Ark Future (KESTS Hoop Dirt Launcher) Perform an Epic Hazard operation (any specialty) with an emancipated robot colonist (I14) at any letter ‘D’ site containing your Industrialized Factory. Then, if successful, the factory (and Space Colony, if it has one) is decommissioned.
Climate Mirror Terraform Future (Archimedes Palmer Lens) Perform an Epic Hazard operation (any specialty) at your promoted Bernal if:
Planet Hunt Future (Fission GCR) You have an Industrialized Factory on Sedna (top-left corner of the map).
Spacefaring Future (Z-pinch 3He-D Target Fusion) The total hydration (number of water droplet symbols) of your Bernal’s Dirtsides (B4) is at least 10.
Star Wisp Future (Magnetic Mirror Beam-Rider) You have all of the following simultaneously:
!! Artificial Consciousness (RENAISSANCE MAN) Cannot score a new Future. Instead, if a Future Star is marked with a blue disk (P1.3), perform an Epic Hazard operation with this colonist at your Industrialized Factory on a site with a TNO Science symbol (microscope with a star). If successful, replace the blue disk with your own claim disk. If you fail, in addition to the usual penalties (P1.5.2), involuntarily decommission all human cards and human figures in play (owned by any player).
!! Footfall Future (EUGENIC PILGRIMS) As a free action, voluntarily decommission a promoted (purple side up) GW Thruster and its required support chain (K3.4) at your Industrialized Factory on a Synodic Comet site (red/blue/yellow border).
Move the Politics disk to a war space of your choice (B19). This does not score the Future immediately, but rather announces your intentions to crash the comet into Earth.
At the start of your 12th turn following the announcement (i.e., the start of your turn in the round where the Sunspot Cycle disk is once again in the spot it is now), destroy the comet site as per P1.5.2 and score an unoccupied Future Star if any still remain. The game ends immediately!
Only one attempt may be in process at a time. If the Industrialized Factory is removed from the site in any manner before the 12th turn (even if it is replaced within that time), the attempt fails. Nothing happens, and you may try again without waiting for the 12th turn to pass.
NEO Mines Future (GYPSY ALCHEMISTS) You have a claim disk on at least three sites of size 1 within the Mars, Earth, and/or Venus heliocentric zones (B10).
!! New Venus Future (WET-NANO SEED SAIL) As a free action, voluntarily decommission a promoted (purple side up) GW Thruster and its required support chain (K3.4) at your Industrialized Factory on a Synodic Comet site (red/blue/yellow border).
Move the Politics disk to a war space of your choice (B19). This does not score the Future immediately, but rather announces your intentions to crash the comet into Venus (as a terraforming effort, not to destroy it).
At the start of your 12th turn following the announcement (i.e., the start of your turn in the round where the Sunspot Cycle disk is once again in the spot it is now), destroy the comet site as per P1.5.2 and score an unoccupied Future Star if any still remain. Also decommission all cards and figures on the “Venus Aerostat-Xity” site (regardless of who owns them), remove the claim disk there (if any), and replace it with one of your own along with a small factory cube (to create an Industrialized Factory there).
Only one attempt may be in process at a time. If the Industrialized Factory is removed from the site in any manner before the 12th turn (even if it is replaced within that time), the attempt fails. Nothing happens, and you may try again without waiting for the 12th turn to pass.
!! Pan-Sapiens Future (GROUP MIND
IMMORTALISTS) As indicated by this card’s ability, you may perform an Epic Hazard operation with this colonist which, if successful, performs a Hostile Recruit operation (I5) at that location regardless of the target colonist’s loyalty. Score a Future if you have recruited two colonists this way.
Revolution Future (NEW ATTICA
SECESSIONISTS) Perform an Epic Hazard operation with this colonist on any space if the Politics disk (B19) is on a “War” space and you have at least three human colonist or emancipated robot colonists anywhere in play.
!! SETI Future (BLUE GOO SYBONTS) Have an Industrialized Factory on at least one “Jovian Trojans (Trojan Camp)” site and on at least one “Jovian Trojans (Greek Camp)” site.
Supreme Cult Leader Future (JOSEPHSON IMPLANTS) Win an election while the Politics disk is on any non-War space (B19, before moving it as part of the election).
In addition, not only must you win the election (through votes plus WT spent), you must have also received more votes from colonists (I15.3) than each other player (considered individually).
If the Josephson Implants colonist is decommissioned after scoring the Future, replace your claim disk with a blue disk (P1.3).
Time Vault Future (CRYOLIBRARIANS) Perform an Epic Hazard operation with this colonist at your Bernal if it has at least one Dirtside (B4) in the Neptune heliocentrix zone.
Uplift Future (CREEPER NEOGEN) Perform an Epic Hazard operation (science specialty) at a Lab (I13.1.1) but only if you are the Robot Emancipator (I14).
Von Neumann Future (NEUMANN TURINGS) Perform an Epic Hazard operation (any specialty) at any of your Industrialized Factories but only if at least two of your emancipated robot colonists (I14) are colocated with it and one of them performs the operation.
Daedalus Future (Daedalus 3He-D Inertial Fusion) You have all of the following simultaneously:
Tip/Reminder: You can powered lift-off (but not land) at an aerostat site regardless of its size (H5.1).
!! Enzmann Starship Future (Colliding FRC 3He-D Fusion) As part of a movement, enter a Sol exit arrowhead (see below) with a rocket stack (not any other kind of spacecraft) containing at least the following:
Roll for a Crash Hazard (H6.1, not an epic hazard. Standard results for Crash
Hazard failure apply) except you may not pay WT to skip the roll. If successful, voluntarily decommission each card/figure in the rocket stack and score this Future.
The three Sol Exit Arrowheads are the “Sol Exit Oort” in the top-left of the map, the “Sol Exit Neptune” in the middle-left, and the “Jupiter-Sol-Jupiter Exit” near Jupiter.
!! Fusion Candle Future (Zubrin-GDM) Perform an Epic Hazard operation (any specialty) at the “Uranus Aerostat” or “Neptune Aerostat” sites if the following is true:
If successful, decommission this card and score this Future.
(the moon sites are anything near their respective planet with no real surprises, but a full list is below)
Uranus: Oberon, Titania, Umbriel, Ariel, Miranda, Puck, Juliet, Portia, Belinda, Cordelia, Sycorax, Setebos, Prospero, Uranus Aerostat.
Neptune: Tuenela Plantia, Mahilam Plume, Proteus, Larissa, Galatea, Despina, Sao, Nereid, Neptune Aerostat.
!! Lithiated Ammonia Ice Starship (Solem Medusa Tugged Orion)
As part of a movement, enter a Sol exit arrowhead (see below) with a rocket stack (not any other kind of spacecraft) containing at least the following:
Roll for a Crash Hazard (H6.1, not an epic hazard. Standard results for Crash Hazard failure apply) except you may not pay WT to skip the roll. If successful, voluntarily decommission each card/figure in the rocket stack and score this Future.
The three Sol Exit Arrowheads are the “Sol Exit Oort” in the top-left of the map, the “Sol Exit Neptune” in the middle-left, and the “Jupiter-Sol-Jupiter Exit” near Jupiter.
Mass Beam Future (Dusty Plasma) You have an Industrialized Factory on each of Mercury (either site), Venus, and Io (either site).
Mini-Black Hole Creation Future (Amat-initiated H-B Magnetic-inertial) Perform an Epic Hazard operation (any specialty) at a size-1 site with an ‘S’ spectral type while you have a promoted colonist with the scientist specialty colocated (it does not necessarily need to be the card performing the operation).
Protium Fusion Future (Crossfire H-B Focus Fusion) Perform an Epic Hazard operation (any specialty) at a site with at least four promoted cards colocated, at least one of which must be a colonist with the scientist specialty (it does not necessarily need to be the card performing the operation).
This section contains a reference for map symbols not covered under the movement section as well as rules for individual cards where the printed text is not sufficient.
Important! Several map symbols or cards contain rules not thoroughly described near/on them. These entries will be colored red and marked with an exclamation point.
See H4.1, H4.2, H6, L1.1.1 for symbols not listed here.
Q1.1 Atmospheric Sites.
Sites near Venus, Mars, Saturn, Titan, Uranus, or Neptune are atmospheric sites.
You also may not raygun prospect (I9.3) into an atmospheric site, and individual cards may mention them.
!! Q1.2 The “Eureka” Site
(Mars heliocentric zone)
Determine if it is a science site or not the moment anyone lands there (use whatever method and marking you deem appropriate).
!! Q1.3 Hermes A, Hermes B
(Ceres heliocentric zone, bottom of map)
A spacecraft may move from the Hermes A site to the Hermes B site or vice-versa along the blue line even if the Sunspot Disk is not in the blue section (unlike the usual rules of Synodic Comets, L1.1.1).[bi]
Also see the “Saving the Earth” glory, M1.3.
!! Q1.4 Kreutz Sungrazer.
(Saturn heliocentric zone)
In addition to the usual rules for Synodic Comet sites (L1.1.1), all figures[bj] and cards on it are decommissioned when the Sunspot Disk leaves the yellow section of the Sunspot Cycle diagram (L).
Q1.5 Leaf / Wave Symbols.
Only relevant for certain Glories (M1)
!! Q1.6 Microscope Symbols.
These mark science sites (no star) and TNO science sites (with stars). Important for scoring (N3) and creating Labs (I13.1).
Q1.7 Signposts & Colored Lines.
These have no gameplay meaning. They are a helpful aid, highlighting a possible path to the depicted location and listing the number of burns, hazards, and net thrust required. The purple and blue lines list two amounts for the number of burns required. The left number is only relevant in the basic game, where free burns from flybys do not exist.
!! Q1.8 Solar Oberth Flyby.
(Mercury heliocentric zone)
A special flyby (H6.3) that grants a number of free burns equal to the base thrust of the spacecraft’s activated thruster triangle (left number on the triangle), plus an additional free burn if you chose to afterburn (H3.1.1) when calculating net thrust.
Q1.9 Sol-Mercury Rabbithole.
(Mercury heliocentric zone)
No rules, just a picture of a rabbit. Like all map intersections with symbols, you may turn there without spending burns (H4.2).
!! Q1.10 Space Elevator
(Earth, Mars)
See “Space Elevator Venture” (M2.3).
Q1.11 Venus Flyby.
(Venus heliocentric zone)
This flyby (H6.3) may be entered at any time but only provides free burns when the Sunspot Cycle disk is in the blue section of the Sunspot Cycle diagram (L1).
Q1.12 Map Text
Most map text has no meaning, rules-wise. Exceptions are pointed out above, in the rest of this text, and/or on specific, individual cards.
Rules that apply to an entire category of cards (e.g., all radiator cards or all Bernal cards) are not reiterated if they have been mentioned elsewhere in the book. Check the Index or the relevant Glossary entry.
!! Q2.1 All Cards
!! In General (rules that apply to all Crew):
!! Q2.2.1 ESA Space Unionists (green) /
ISRO Radicals (white)
Q2.2.2 Shimizu Corp Entrepreneurs (Orange)
!! Q2.2.3 United Nations Cosmonauts /
Radical B612 Foundation (Purple)
!! Q2.2.4 PRC Taikonauts /
ROSCOSMOS Radicals (Red)
!! Q2.3.1 Mag Sail
Q2.3.2 n-6Li Microfission
Q2.3.3 Solar Sails (Photon Heliogyro, Electric Sail, Photon Kite Sail, Mag Sail)
Q2.4.1 Lorentz-propelled Microprobe
Q2.4.2 MagBeam
Q2.5.1 Atmospheric ISRU Scoop
Q2.5.2 Femtochemistry
Q2.5.3 Ilmenite Semiconductor Film /
Ionosphere Lasing
Q2.5.4 Laser-heated Pedestal Growth
Q2.5.5 Von Neumann Santa Claus
Machine
Q2.6.1 Magnetoshell Plasma Parachute
Q2.6.2 Marx Capacitor Bank / Casimir Battery
!! Q2.7.1 Metallic Hydrogen
Q2.7.2 Nuclear-pumped Excimer Flashlamp
!! Q2.7.3 Optoelectric Nuclear Battery
Q2.7.4 Project Orion
Q2.7.5 Project Valkyrie
Q2.8.1 Li Heatsink Fountain /
Thermochemical Heatsink Fountain
!! Q2.8.2 Magnetocaloric Refrigerator
!! Q2.9.1 Ersatz-Bernals
An Ersatz-Bernal is considered to be a Bernal and considered to be promoted for all purposes.
Q2.9.2 unionist PEOPLE'S BERNAL (promoted green Bernal)
Q2.9.3 private enterprise BUSINESS BERNAL (promoted orange Bernal).
!! Q2.9.4 multinational POLITICAL BERNAL (promoted purple Bernal).
Q2.9.5 socialist MILITARY BERNAL (promoted red Bernal)
Q2.9.6 national SCIENCE BERNAL (promoted white Bernal).
Q2.10.1 Inflatable Solar Heated /
!! Archimedes Palmer Lens
Q2.10.2 Fission GCR
Q2.10.3 HIIPER Beam-Rider /
Magnetic Mirror Beam-Rider
!! Q2.11.1 “In Bernal” If a Colonist’s ability says “In Bernal ...” then the Colonist must be located at your Bernal or Ersatz-Bernal.
Q2.11.2 BABBAGE HALBONAUT
Q2.11.3 BLUE GOO SYBONTS
Q2.11.4 BOTANY BAY CONVICTS
!! Q2.11.5 CALYPSO 2 SEED-SAIL /
WET-NANO SEED SAIL
The Living Rules and the card itself are in disagreement.
Q2.11.6 CRYOLIBRARIANS
Q2.11.7 EUGENIC PILGRIMS
Q2.11.8 FRANKENSTEIN NAVIGATORS
Q2.11.9 GROUP MIND IMMORTALISTS
Q2.11.10 GYPSY ALCHEMISTS
Q2.11.11 HEAVY WATER SURVIVALISTS
Q2.11.12 JOSEPHSON IMPLANTS
Q2.11.13 MALCOLM
Q2.11.14 NEUMANN TURINGS
!! Q2.11.15 NEW ATTICA SECESSIONISTS
Q2.11.16 ROCK RATS MINERS' UNION
Q2.11.17 SECURITY SYSTEM
Q2.11.18 SIREN CYBERNAUTICS INC.
Q2.11.19 SMART PETS
Q2.11.20 SOLDIER CASTE
Q2.11.21 SQUID TURING
Q2.11.22 UTILITY FOG HALBANAUT
Q2.11.23 VATICAN OBSERVERS
For a simpler game, the following is a list of rules that should be changed when not using certain modules. Only changes are listed; rules that should be ignored because they’re irrelevant without the module are not.
R2.1 ET Production of Freighters.
When performing an ET Produce operation, you may put your large Freighter cube into play in addition to the black card produced.
R2.2 Dedicated Freighter.
Your Freighter may only hold the card it was produced alongside of.
R2.3 Freighter Movement.
R7.1 New End Game Trigger.
The end of the game is triggered when there are a number of Industrialized Factories in play simultaneously[bt] depending on the number of players. The number of Industrialized Factories needed to trigger the end of the game is four (if 2 players), six (if 3 players), or seven (if 4+ players).
Finish out the round and then all players get one final turn.
A Note: For players who want a “shorter than Futures” game but don’t want to go “basic game short”, I suggest Living Rules variants V9, V10, or V11.
For easy navigation, there is an index at the end of this glossary.
Active Thruster
Activism Operation
Renamed to Election operation (I15)
Adjacent
A space is adjacent to another space if you can trace a path from one to the other (along the lines of the map) without passing through another space.
Adjacency is mostly relevant for Dirtsides and Raygun Prospecting (I9.3).
Aerobrake Hazard
Special type of Crash Hazard found along aerobrake paths.
Aerobrake Hazards are treated identically to Crash Hazards, with a few exceptions:
Aerobrake Path
Dotted line containing at least one Aerobrake Hazard with an arrowhead on one end of the line.
A Spacecraft following an aerobrake path that leads directly into a site (i.e., not one that just happens to be near the site) may ignore the site’s size for landing purposes (see “Powered Landing” for the usual case).
A Spacecraft that has lost its operational thruster may enter and travel along aerobrake paths provided the path ends on a site, does not enter a burn, and the path is followed completely (H2.6.2).
A Spacecraft may stop on spaces in an Aerobrake Path (i.e, it is not forced to keep moving except per the previous paragraph or if it is on a Lander Burn).
A Spacecraft may move in either direction along an Aerobrake Path; only the arrowhead itself restricts movement to one direction.
Afterburn | Afterburn Cooling
Anarchy
When the Politics Disk is on an “Anarchy” space:
Reminders/Clarifications:
Anti-Nuke (top-left green Policy)
If the Politics Disk is on the “Anti-Nuke” space, players may not Free Market (I6) or Boost (I7):
This applies both to selling from your hand and from the map.
Antitrust Operation
See I16.
Atmospheric Scoop
See I8.3.
Atmospheric Site
See Q1.1.
Base Thrust
The bottom-left number on a thruster triangle.
The Base Thrust of the active thruster is used to calculate a spacecraft’s Net Thrust during movement (H3).
The active thruster’s base thrust, not net thrust, is considered when passing through the Solar Oberth Flyby (Q1.8).
Beamed Power Modifier
A part of Net Thrust calculation, see H3.1.5.
See Push Factory for other uses.
Bernal
A large space habitat, represented by a cylinder in your player color which designates the location of your Bernal and your Bernal Stack.
Begins play in the Starting Orbit corresponding to your color along with your crew card.
Provides extra benefits if it moves adjacent to one of your Industrialized Factories, creating a Dirtside.
Bernals are Human.
If your Bernal is in its Starting Orbit, you may Boost cards there (I7.1).
The presence or lack thereof your Bernal determines if LEO or your Starting Orbit is your Home Orbit.
After moving your Bernal from its Starting Orbit, you may boost an Ersatz-Bernal as part of a Boost operation (I7).
Moving your Bernal from its Starting Orbit causes you to lose your Faction Privilege until you move it back or boost an Ersatz-Bernal.
Bernals are Spacecraft and move in the same manner as Rockets, but cannot enter Lander Burns, enter the Kreutz Sungrazer, or perform Kamikaze movement (J4.3).
Bernals cannot be decommissioned, voluntarily or involuntarily (G11).
Cards can be sold to any player’s Bernal as a Free Market action (I6), with a benefit for selling to other player’s Bernals and a restriction on the spectral type of the card sold.
Bernal cards can be promoted (I13.2) if they have their required support and are either in their Starting Orbit or have at least one Dirtside. See “Bernal, Promoted”.
Mobile Factories can be Industrialized at a Bernal instead of on a site (I10.8.3).
Cards colocated with your un-promoted Bernal (or in LEO) are vulnerable to the “Pad Explosion” event (L2.3).
Bernal, Promoted
Bernal cards can be promoted (I13.2) if they have their required support and are either in their Starting Orbit or have at least one Dirtside.
A Promoted Bernal depromotes if it loses its required support or if it becomes non-operational (X.X.X).
Radiation Protection. Promoted Bernals protect colocated cards from involuntary decommission due to radiation hazards (H6.2) and “Solar Flare” events (L2.4).
Pad Explosion Protection. Cards colocated with your promoted Bernal are immune to the “Pad Explosion” event (L2.3).
(Promoted or unpromoted Bernals protect from the “Glitch” event, as they are human)
Colonist Limit (I7.7). If your Bernal card is promoted, you may have your Crew plus a number of non-robot Colonists equal to half of the total hydration (number of water droplet symbols) of your Bernal’s Dirtsides, to a minimum of 1.
Bernal Lab. A Promoted Bernal can become a Lab if it has a Dirtside on a Science Site.
“Factory Loading Only” Freighters. A Freighter labeled as such may only receive cargo when located at an Industrialized Factory or your promoted Bernal.
It may give cargo anywhere.
Black-Side Card
Boost | Boost, Hazards
Budget Cuts (event)
See L2.6.
Buggy
Buggy Road
Burn
Burn Limit
Burn Space
Busted
Capitalism (orange Policy)
If the Politics Disk is on the “Capitalism” space, you instead receive 1 WT per Industrialized Factory you own when performing an Income operation (I2).
This is misprinted as “2 WT per factory” on the large board (see O).
Cargo Transfer | Cargo
Claim Jump
Claim | Claim Disk
Coasting
Colocated
Colonist Limit
Colonist | Colonist, Emancipated Robot | Colonist, Human | Colonist, Non-Robot | Colonist, Robot
Combat | Combat, Buggy | Combat, Declare | Combat, Missile | Combat, Raygun
Component Dependency
Component Limits
Convert Fuel
Cooling | Cooling, Afterburn
Corner
Crash Hazard
Crew | Crew, Card
Cube, Large | Cube, Small
Cylinder
Declare Combat
Decommission | Decommission, Involuntary | Decommission, Voluntary
Digital Swap
Dirt
Dirtside
An Industrialized Factory you control adjacent to your Bernal.
A Bernal can only be promoted with the Promote Operation (I13.2), sold to with a Free Market operation (I6), or used to Industrialize a Mobile Factory (I10.8.3) if it is in its Starting Orbit or it has at least one Dirtside.
Free Market Letter Restriction (I6.3). A card cannot be sold (via the Free Market operation) to a Bernal that has a Dirtside whose spectral type (site’s letter) matches the letter of the card.
Colonist Limit (I7.7). If your Bernal card is promoted, you may have your Crew plus a number of non-robot Colonists equal to half of the total hydration (number of water droplet symbols) of your Bernal’s Dirtsides, to a minimum of 1.
Factory Refuel Operation with Dirtsides (I8.1.4). Fuel produced at a factory that is a Dirtside of a Bernal may be produced at that Bernal (to refuel the Bernal or as FFTs) instead of or in combination with the site.
ET Production at Bernal (I11.4). A card produced at the Dirtside of a Bernal using an ET Production operation may enter play at the Industrialized Factory’s location or the Bernal’s location.
Bernal Lab (I13.1.1). Your Bernal is considered to be a Lab if it has at least one Dirtside on a Science site.
Synodic Dirtside Lab & Epic Hazards. One method to improve your chances during an Epic Hazard roll (P1.5) is to have a claim disk on at least two Synodic Comet sites anywhere, one of which is both a Science site and a Dirtside for your Bernal.
Discard
Return a card from your hand to the bottom of its corresponding patent deck.
Can happen as a free action (G10), as a Free Market from hand operation (I6.1), or as part of the “Budget Cuts” event (L2.6).
Your Crew card may never be discarded.
Dome
See Space Colony.
Dry Mass Adjustment | Dry Mass Indicator
ET Production
Egalitarianism
Election
Emancipated Robot, Robot Emancipator
All Robot Colonist cards are considered “emancipated” for the rest of the game as soon as someone successfully performs the Robot Emancipation operation (I14). That player is considered the “Robot Emancipator”.
Emancipated Robots are treated as human for all purposes except they still do not count towards the Colonists in space limit (I7.7).
Effects of being the Emancipator:
Epic Hazard Operation
A special operation with a chance of failure; required to score some Futures (P).
Ersatz-Bernal
A replacement Bernal, represented by a cylinder in your player color which designates the location of your Ersatz-Bernal and your Ersatz-Bernal Stack.
Enters play at your Starting Orbit as part of a Boost operation (I7.3) at the cost of 10 WT and only after you have moved your Bernal from its Starting Orbit.
Is considered to be a Bernal (and also a Promoted Bernal) for all purposes except it cannot move and is thus not a Spacecraft.
Eureka Site
See Q1.2
Event
An event occurs each time the player last in turn order moves the Sunspot Cycle disk across a line labeled “event”.
See L2.
Exploitation Track
A record of how many Industrialized Factories of each spectral type are in play (totaling all players). Update this as Industrialized Factories are created (through Industrialization or moving a Mobile Factory onto a claim) or destroyed (through decommission or moving a Mobile Factory off of a claim).
0 Factories: “Start” space
1 Factory: “10 VP” space
2 Factories: “8 VP” space
3+ Factories: “6 VP” space
The exploitation track determines how many additional VP each Industrialized Factory is worth during scoring (N3) and how many WT you receive when you sell a card from the map to a Bernal or LEO as part of a Free Market operation (I6).
FFT
Fungible Fuel Tank. 1 mass worth of fuel represented by disks placed in your stacks (in the same manner as cards). Use a black, blue, or yellow disk corresponding to the FFT’s grade.
An FFT is a considered a card with a mass of ‘1’ and a rad-hardness of ‘8’ for all purposes with the following exceptions:
FFTs can be created or used to refuel a spacecraft as a Convert Fuel free action (G3).
FFTs can also be created using the Site Refuel operations (I8).
Blue and Yellow (Water and Isotope) FFTs located in your Home Orbit can be spent as WT directly or converted into WT (and vice-versa) as a Convert Fuel free action (G3).
Yellow (Isotope) FFTs belong to a spectral type, and you are restricted on the type that can be in play (E5.3).
Add note on buggy combat FFT capture.
Faction | Faction Privilege
Factory
Factory Assisted Landing/Liftoff
Factory Loading Only
Factory Refuel | Factory Refuel, With Bernal
Failure is Not an Option
Before making a Crash Hazard roll (whether it’s via a Crash Hazard space, an Aerobrake Hazard space, or a factory-assisted landing/liftoff) you may pay 4 WT before rolling to automatically succeed.
You may not use “FinaO” when making any other type of roll, such as Radiation Hazard rolls or Epic Hazard rolls.
You may not use “FinaO” on the Crash Hazard roll required for the Enzmann Starship Future or the Lithiated Ammonia Ice Starship Future (P2.3).
Felony
Figure
Flyby | Flyby, Lunar
Free Action
Free Burn
Free Market
Freighter Stack,
Freighter | Freighter, Card | Freighter, Cube Swap | Freighter, Stack
Fuel Grade | Fuel Mixing
Fuel | Fuel Strip | Fuel, Convert | Fuel Use
Fuel-Modifying Support
Future | Future, Star
GW Thruster
Generator
Glitch (event)
See L2.2.
Glory
Hand Limit
A player with four or more cards in hand (not counting his Crew card) may not initiate or bid during Research (I3) or Recruit (I4) operations.
Otherwise, there is no limit to the number of cards a player may have in his hand.
Heliocentric Zone
Hermes A, B
Hijack
Home Orbit
Hostile Recruit
Human
Hydration
ISRU
ISRU Refuel
In Play
In Power
Income Operation
See I2.
Industrialize Operation
See I10.
Industrialized Factory
Inspiration/Extropy (event)
See L2.1.
Intersection
Isotope
Jettison
Kreutz Sungrazer
See Q1.4.
LEO Stack,
LEO | LEO, Stack
Lab
A Lab is one of the following:
A Lab is necessary to perform the Promote Operation on a GW Thruster, Freighter, or Colonist card (see I13.1).
Humans can return to a Lab (or LEO) to claim the “Search for ET Life” or “Submersible Prospectors” glories (M1.5, M1.6).
TNO Lab & Epic Hazards. One method to improve your chances during an Epic Hazard roll (P1.5) is to have a Lab on a TNO Science Site.
Synodic Dirtside Lab & Epic Hazards. One method to improve your chances during an Epic Hazard roll (P1.5) is to have a claim disk on at least two Synodic Comet sites anywhere, one of which is both a Science site and a Dirtside for your Bernal.
Lagrange Point
Lander Burn
Lander Burn Half Lander Burn
Landing & Lift-Off | Landing & Lift-Off, Aerobrake Landing | Landing & Lift-Off, Factory Assisted | Landing & Lift-Off, Powered Landing
Letter
Line
Load Limit
Location
Mass
Mass Limits
Mass Modifier
Missile
Mobile Factory
Moon Boost
Movement | Movement, Freighter & Mobile Factory | Movement, Restrictions
Movement-Modifying Support
Murder
Nationalism
Negotiation
Net Thrust
Non-Robot
On-Board Support
Operation | Operation, Extra Cost | Operation, Limit | Operation, Specialty
Operational, Non-Operational
Outpost Stack,
Outpost | Outpost, Stack
Pad Explosion/Space Debris
Patent Deck
Peacetime
Phileas Fogg Refuel
Pivot
Policies
Depending on the location of the Politics Disk, the rules of the game may be modified in various ways:
Capitalism (orange, top). Any player performing the Income Operation (I2) receives 1 WT per Industrialized Factory he owns instead of the usual 2 WT.
Anti-Nuke (green, top-left). Players may not Free Market (I6) or Boost (I7):
This applies both to selling from your hand and from the map.
Egalitarianism (green, bottom-left). Any player performing the Income Operation (I2) may instead take the 2 WT from a player who is “richer” than you.
Paleoconservatism (white, top right). Players other than the white player cannot perform Research operations unless they control at least one[by] Lab[bz] (I13.1.1).
Nationalism (white, bottom right). Only the white player may perform the Income Operation (I2).
Press Gangs (red, bottom). The red player may ignore the loyalty requirement (I5.4) when performing the Hostile Recruit Operation (I5).
See also: Politics, War, Anarchy, In Power
Politics | Politics Disk
Press Gangs
Product Letter
This has been reworded as “spectral type”.
Promote
Promoted
Prospect
Purple-Side Card
Push Factory
Rad-Hardness
Radiation Hazard | Radiation Hazard Roll
Radiator | Radiator, Orientation
Raygun
Raygun Prospecting
Reactor
Recruit
Refinery
Research
Robonaut
Robot Emancipation
Robot | Robot, Emancipated
Rocket | Rocket, Figure | Rocket, Stack
Round
Science Site | Science Site, TNO
Scoop
Signpost
Site
Site Refuel
Site Refuel
Solar Flare
Solar Oberth Flyby
Solar Power Modifier
Solar-Powered
Space
Space Colony
Space Elevator
Spacecraft | Spacecraft Stack
Spectral Type
Stack
Starting Orbit
Sunspot Cycle | Sunspot Cycle Diagram
Support
Support Chain
Symbol
Synodic Comet Site
See L1.1.1.
Synodic Dirtside Lab & Epic Hazards. One method to improve your chances during an Epic Hazard roll (P1.5) is to have a claim disk on at least two Synodic Comet sites anywhere, one of which is both a Science site and a Dirtside for your Bernal.
TNO Science Site
Thrust, Base | Thrust, Net
Thrust-Modifying Support
Thruster | Thruster Triangle | Thruster, Activated
Tow
Towing
Turn
Turn Order
The starting player determined during set-up and then going clockwise.
The player last in turn order is responsible for moving the Sunspot Cycle disk (L).
Events (L2) and multiple instances of interception combat (J1.2) are resolved in turn order.
Turning
Use
Venture
Venus Flyby
War
WT
Water
Wet Mass Indicator
White-Side Card
Zone
See Heliocentric Zone.
[a]A recent bunch of clarifications were made to the Living Rules (as of 5/19). Posting them here till I work them in; some I'm waiting for further clarification on.
*Actual changes:*
~ Cooling rules need a rewrite: The same card must be cooled multiple times if you wish to use it multiple times in one turn (with the exception that therms used to move can be reused). This should make them far simpler.
~ All faction privileges *and Bernal privileges* are tradable. What this actually means is unclear for some of them; awaiting clarification. Most importantly, colonist limit is listed as a Bernal privilege.
[b]Recent Fixes:
5/11 - *Added interpretation*: I6.4 - You may not free market a black card if its corresponding exploitation track is on the "start" space.
5/11 - Not a fix, but a section has been added in front of the glossary for rules in place when not using certain modules.
-------------------------
5/10 - *Clarification from Mr. Eklund*. Space Colonies cannot be murdered -- they can only be voluntarily decommissioned by using your crew card.
-------------------------
4/30 - Dry Mass is never adjusted during movement. Net Thrust not changing was already in, but this also means jettisoning does not improve fuel efficiency.
-------------------------
4/29 - Added a warning in O3 not to use the aid printed along the bottom of the map -- it is inaccurate in several places.
As well as other component errata.
-------------------------
4/28 - The purple player's "ignore radiation hazards around earth" privilege _(Q2.2.3 here)_ only functions if the purple player has their Bernal in their Home Orbit _(Living Rules K2)_.
_Take Care: This is not mentioned on the card._
-------------------------
4/23 - Loading a "Factory Loading Only" freighter can be done only at your promoted Bernal (or factory), not an unpromoted Bernal.
-------------------------
4/22 - The Synodic dirtside required to improve your Epic Hazard roll chances must also be a science site (a Bernal Lab) - P1.5
_(this is only relevant for Hermes A/B, as all other Synodics are science sites)_
4/22 - Revised note on fuel-modifying supports, K6.2. Offered suggestion for (unintentional?) abuse of fuel-modifying supports.
[c]Work in Progress.
[d]This is the second instance of section A1.
[e]This is what the rules literally say, so normally I would leave it at that.
I am only making this comment as I've seen at least one person miss this rule, and also to offer reasons to take it literally.
1) Adjacency is as much about line of site as it is distance. You can't raygun prospect a site connected by a buggy road because you can't see it.
2) If we went with a gentler interpretation, the only sites connected by a Buggy Road that are not also connected by a Lander Burn are the" North Pole" on Mars and the "Conamara Chaos/Subsurface Ocean" near Jupiter. If you're willing to go that far, you might as well scrap this rule entirely.
[f]Any instances of adjacency in the Living Rules have been clarified to include "on or adjacent to".
[g]The Living Rules sometimes state these hazards as the figures themselves being decommissioned, which in turn decommissions all cards. Reversing this is the same effect, but with many less exceptions that have to be added such as Freighter decommission and Bernal decommission.
[h]"A promoted Freighter Card cannot be decommissioned while you have any factories remaining."
Then later:
"If a small cube is decommissioned (e.g. by combat, radiation, flares, landings, or lift-offs), return it to your reserves (you can build a new one per P6). If your big cube is decommissioned, convert any surviving cargo into an Outpost Stack. As a dedicated card, your big cube is decommissioned any time your freighter card would be decommissioned. Once promoted, you can voluntarily decommission your mobile factories.
*Promoted.* If your Freighter Card is promoted, and you have any mobile factories (small cubes) remaining, replace one of them with the big cube. The freighter card remains in the freighter stack.
*Unpromoted.* If the card is not yet promoted, or if it is promoted but you have no remaining mobile factories in play, return the big cube to your reserves and return the Freighter Card to your Hand (it can be rebuilt per P3)."
[i]So Mr. Eklund has framed this as a replacement effect; that the "decommission" still applies but it's not called a decommission because the Freighter stays in play.
What is not clear is if this applies to voluntary decommissions, as all examples listed are involuntary. For simplicity, this book has taken the looser interpretation.
[j]I would think it applies to all decommissions. As I understand it, the logic of the game suggests that all instances of the freighter (in the form of small Mobile Factory cubes) are equivalent, so destroying one of them does not remove that freighter design from service. Once the last mobile factory is destroyed, that freighter design is out of service and gets removed from play.
The point of the "cannot be decomissioned" rule is that you can't straightforwardly replace all your freighters by decommissioning the card and making a new one. Effectively you need to destroy *all* factory cubes and then rebuild them all to the new template represented by the card.
[k]This is a fail-safe rule to mirror the one used for free actions, as transfers of components as part of a deal are very similar to free actions. There is no such restriction in the Living Rules, which simply state "any time". An example of abuse would be trading all of your stuff to a neutral 3rd party during Combat in order to protect it.
Feel free to disregard this if you're not playing with lawyers.
[l]Living Rules, D3.
"At any time, you may exchange WTs, FFTs, claims, factories, space colonies, stack cards, or services or actions as terms of a deal."
(Note that the Living Rules explicitly note that Mobile Factories are not factories.)
If you wish to allow the trading of Mobile Factories, follow rules the rules of Buggy capture (J5.3): You may only receive a non-Industrialized Mobile Factory if you have a promoted Freighter card.
[m]Note to me: The implications of conferring faction privileges probably needs an entire section. Maybe a section for faction privileges in general. Maybe under the card lookup, then put a cross-reference here.
[n]The Living Rules only mention Jettisoning whenever this is brought up, but are quite clear that any Dry Mass Adjustments should be made at the end of the move.
[o]In June, 2017, Mr. Eklund thumbed a post on BGG stating a Bernal can have unlimited dry mass as long as it doesn't move. If this is still true, it has not made its way into the Living Rules.
https://boardgamegeek.com/article/26188649#26188649
[p]I highly recommend this, and would also extend it to include rockets.
[q]There is no such restriction in the Living Rules, but allowing free actions "at any time" in combat breaks so much of the combat rules that this is necessary.
The alternative is a precise, moment-to-moment ruleset for when, exactly, you can use free actions in combat without destroying their intent (e.g., "you may not use free actions between attacking with a missile and decommissioning its supports. You may not...").
[r]The Living Rules says this:
Living Rules E6:
_"LIMIT: You can only have two outposts at the end of *any* turn."_
_"You may, however, have more than two outposts *at any given time* provided you *start and end* your turn with no more than two"._
(emphasis mine).
You could also rule that you are allowed to keep these extra outposts until the start of your turn, but each player only has two rings with which to mark Outposts so memory is required.
[s]Rarely, this may not be enough to comply with the Outpost limits (e.g., if you have three humans in separate outposts and a human in your rocket such that none of them can be decommissioned).
In a casual game, you could probably reset some moves. If this is not possible (because dice have been rolled, cards have been revealed, or some other non-reset- able event), then we suggest the following:
You announce at the end of your turn that you cannot comply and your opponents may offer suggested courses of action that would get you within limits. This could involve using free actions, available operations (which you can pay for), unused spacecraft movement, and negotiated trades. You must accept one of these suggestions if you can't come up with a course of action of your own.
If no one can think of anything, you are allowed to decommission a human as a special exception.
[t]The Living Rules only prevent you from ending movement on a lander burn space. They do not prevent you from jettisoning cargo onto that space.
Normally an outpost on a lander burn would be fairly useless (nothing can stop there to pick it up), but an outpost on a lander burn can be turned into a rocket as a free action.
Also note that Jettisoning every card out of a rocket causes it to decommission, which is not the same as ending movement (or, at least, someone could argue that). It is legal to pull a "ship of Theseus" type maneuver, completely dismantling a rocket and then turning all of its parts into an outpost only to form a completely identical rocket there. For rockets, the rule about not being able to stop on lander burns effectively does not exist.
This also prevents bizarre interactions with the Combat rules, such as leaving an outpost behind on a Lander Burn to intercept people or strange interactions with the kamikaze rules.
[u]The Living Rules do not explicitly state this, but this brings it in line with the similar rule allowing an operational dirt thruster to chew up rocks during an ISRU refuel.
[v]This has been added to the Living Rules for the Digital Swap operation, which we have extended to include this free action.
[w]The Living Rules, F, only state:
"Cards, figures, and fuel (e.g. stored on the fuel strip) that that move on a given player's turn (e.g. as cargo) cannot move again until the start of that player's next turn."
This addition is in the spirit of the rule, and also follows the precedent set by the Big Cube Swap free action (living rules P8) which has similar measures for preventing double moves.
[x]In Living Rules F2, this sentence is followed by a list of exceptions, but those exceptions seem to refer to solely the "operational" part of the preceding sentence.
" *Movement Requirements.* The rocket’s activated thruster must be operational (O1) with a net thrust of at least 1.
EXCEPTIONS: No operational thruster is needed when ... "
[y]In effect, this means that a spacecraft that is too heavy cannot follow the thruster-less movement exceptions, which makes thematic sense.
[z]The two of the three exceptions listed under Living Rules F3 for moving without an operational thruster have been clarified to say that the thruster must still exist _(presumably, it still functions well enough for minor course correction)_. The rules for aerobrake landing explicitly allow the thruster to be missing, and it's the only way landing via a solar sail _(which are destroyed by aerobrakes)_ makes sense.
[aa]The Living Rules only prevent you from ending movement on a lander burn space. They do not prevent you from jettisoning cargo onto that space.
Normally an outpost on a lander burn would be fairly useless (nothing can stop there to pick it up), but an outpost on a lander burn can be turned into a rocket as a free action.
Also note that Jettisoning every card out of a rocket causes it to decommission, which is not the same as ending movement (or, at least, someone could argue that). It is legal to pull a "ship of Theseus" type maneuver, completely dismantling a rocket and then turning all of its parts into an outpost only to form a completely identical rocket there. For rockets, the rule about not being able to stop on lander burns effectively does not exist.
This also prevents bizarre interactions with the Combat rules, such as leaving an outpost behind on a Lander Burn to intercept people or strange interactions with the kamikaze rules.
[ab]While the Living Rules do say "all", I assumed the protection was due to the Bernal's thick coating, hence why the radiators outside of it are not protected.
Living Rules, Q6:
_"Furthermore, if your Bernal is promoted (Q6), all colocated cards except radiators in active use are immune to radiation hazards, events, and solar flares."_
[ac]It has also been stated by playtester Andrew Doull that each mass unit of water/isotope fuel in a spacecraft in your home orbit counts towards this as well.
This has not made it into the Living Rules, however.
https://boardgamegeek.com/thread/1785470/egalitarianism-ffts-and-hiding-your-money
[ad]The board and the Living Rules simply state _"at a Lab"_.
There has been some confusion on if this "at" overrides the usual rules allowing a card to perform its operation remotely or if the "at" is just flavor text. This text goes with the gentler interpretation.
[ae]It has also been stated by playtester Andrew Doull that a player allowed felonies can hijack a Lab for this purpose (whereas the Living Rules lists permits this only for Factory Refuels and Promotion).
In any case, doing so would be difficult as the politics disk isn't on anarchy/war, you would need a human present, and Bernals are human and thus prevent felonies. Only TNO Labs not protected by a human (including space colonies, remember) would apply.
https://boardgamegeek.com/article/25921117#25921117
[af]Pawel Garycki brought this up, and provided the thematic explanation that consumers aren't willing to buy from you if there's no factory capable of making replacement parts.
[ag]Because of free actions, it is always possible to convert an Outpost into a Rocket, ISRU refuel, and convert back with almost no penalties (Any fractional amount of fuel in the original rocket can't be converted into an FFT and is thus dumped).
Consider ignoring this requirement entirely.
[ah]Living Rules section T simply states you may declare combat _"after all of your spacecraft have completed movement in your turn"_. I have taken this to not mean "immediately after" but rather "any time after".
[ai]This is not explicitly stated, but I feel the wording of the opening of Living Rules section T leans towards this.
An alternative is declaring all combats simultaneously, then resolving them one at a time.
[aj]This is a safety-net rule to prevent the active player from manipulating their stacks during combat to, say, avoid enemy missiles or prevent their own missiles from self-decommissioning.
[ak]This is to bring it in line with kamikaze missile attacks, which specifically say to decommission only after all attacks have resolved. One could also argue that normally missiles are fired one at a time and that kamikazes are an exception.
[al]This paragraph is made up, as the current rules for Kamikaze attacks lead to (I believe) unintended maneuvers. For example, there is nothing preventing you from simply separating out any cards you'd like to save into an Outpost stack before declaring combat. They could even perform operations, even though they just slammed into the site at high and fatal speed.
Here's the Living Rules T3:
_" *Kamikazes*. When declaring a missile attack, a non-Bernal spacecraft can end its movement on a site without needing a net thrust higher than the site size, and may ignore fuel for lander burns. The entire stack is decommissioned after missile attacks are resolved."_
It would also be possible to interpret this as a combat declared during and as part of a movement, but that leads to its own similarly complicated set of exceptions.
[am]I had difficulty understanding the exact process for Buggy combat, in particular how it is handled with many stacks or buggies present, so this section is a possible interpretation.
To be clear, I am not saying this is how Buggy Combat is intended to be and I am not saying this is how Buggy Combat should be. I encourage everyone to read the combat section of the Living Rules and draw their own conclusion.
Luckily, in practice, situations where a buggy is involved in combat are usually simple, with at most only a single buggy and stack per side.
The rules laid out here capture how I would handle the simple case and extends it for cases involving many stacks and buggies.
-------
A possible, but lengthier alternative is to allow both sides to attack with buggies, attacker then defender. Calculate net thrust for each attacking stack and defending stack -- you may only attack a stack with a lower net thrust.
[an]This is actually a rarer case than one might think (see the contrived example below).
We believe this is in line with the Living Rules O1, which only state:
_"If you have multiple cards that can act as a support, only one can be chosen."_
[ao]Here is the entirety of the open-cycle cooling rules:
O5: "You can use afterburning to satisfy 1 therm of cooling for any component in your thruster chain used during a move or operation. Components cooled by paying the afterburning cost can be used for non-thrust purposes as well (e.g. combat, supporting a Bernal, robonauts)."
Open-Cycle Cooling glossary entry:
"If you afterburn at any point in a move, in addition to adding to your thrust, you can also satisfy one therm of cooling. (This simulates dumping coolant into the exhaust to increase thrust and get rid of heat.) Afterburners can be used to cool missile robonauts during prospecting or site-refuel, if they have expended the afterburning fuel that turn.
Expenditure of afterburning fuel also counts as cooling during combat, for combat-capable thrusters or missile robonauts."
[ap]This is not stated in the rules themselves, but the example given in the Open-Cycle cooling glossary entry makes this very clear.
The "it must make the thruster operational" is an interpretation, but is supported by the example's theme that states the thruster would melt down otherwise.
_"Example [Support Module]: A rocket uses a vortex-confined thruster (1 therm) and a D-T Tokamak as a support (2 more therms). This rocket has but a single 2-therm radiator, however, and thus must use open-cycle cooling every move the thruster is used, to keep from melting down. This increases the thrust (from 6 to 7), at a cost of an extra fuel step."_
[aq]This is to bring it in line with the Magnetocaloric Refrigerator, which is the only radiator that can be non-operational.
[ar]It could also be argued, chronologically, that the cooling occurred at the moment of the afterburn and thus the thruster doesn't need to be operational or exist at all but whatever.
[as]The Living Rules have two lines dedicated to how these actually work.
_"Fuel Economy Reactors (Support Module) – Some reactors have a triangle that reduces your fuel expenditure, if used in support of a thruster (O1)."_
_" Afterburning fuel consumption (F1) is not affected by these supports."_
[at]While the Living Rules do say "all", I assumed the protection was due to the Bernal's thick coating, hence why the radiators outside of it are not protected.
Living Rules, Q6:
_"Furthermore, if your Bernal is promoted (Q6), all colocated cards except radiators in active use are immune to radiation hazards, events, and solar flares."_
[au]The literal text of the card is:
_"First to decommission a refinery plus non-radiator supports on ..."_
with nothing stated about the type of decommission. Read literally, this would include Digital Swapping or Free Marketing at the location, as well as involuntary decommissions (though I don't see how someone could abuse that case).
This interpretation is based on the card's description of setting up infrastructure at the site.
[av]The literal text of the card is:
_"First to decommission a refinery plus non-radiator supports on ..."_
with nothing stated about the type of decommission. Read literally, this would include Digital Swapping or Free Marketing at the location, as well as involuntary decommissions (though I don't see how someone could abuse that case).
This interpretation is based on the card's description of setting up infrastructure at the site.
[aw]While this rule is only found in the official "Herme's Fall" variant written by Mr. Eklund, it is phrased as a general rule and the map is indeed highlighted with a blue line at these two locations.
[ax]Living Rules I1 clearly requires you to decommission the card to obtain a glory that requires you return to Earth:
_"If the card specifies returning humans to the Earth’s surface, they must travel the entire distance by spacecraft (e.g. no decommissions), and be decommissioned in LEO."_
It does not mention Labs, which could be because either
a) I1 is in the base game section of the rulebook, and thus this case doesn't come up.
or
b) Decommissioning is not required if you bring the card back to a Lab.
As none of the Glory cards list this decommission requirement, the intent is not clear here.
[ay]Living Rules I1 clearly requires you to decommission the card to obtain a glory that requires you return to Earth:
_"If the card specifies returning humans to the Earth’s surface, they must travel the entire distance by spacecraft (e.g. no decommissions), and be decommissioned in LEO."_
It does not mention Labs, which could be because either
a) I1 is in the base game section of the rulebook, and thus this case doesn't come up.
or
b) Decommissioning is not required if you bring the card back to a Lab.
As none of the Glory cards list this decommission requirement, the intent is not clear here.
[az]I wish to say, "for all purposes good and bad" but that's clearly not the case. E.g., having to use the Arisa Mon's size 10 when seeing if you can land there is not required.
The more accurate wording would be "for all purposes good and some, undefined amount of bad purposes".
Playtester Andrew Doull confirmed, and was thumbed up by Phil Eklund, that owning a space elevator makes you more vulnerable to the Pad Explosion event. There are clearly some cases where using this ability is non-optional.
https://boardgamegeek.com/thread/1420508/pad-explosion-l2-space-elevator
I could not find any other official drawbacks of owning a space elevator, but consider the following with your group:
- Can an opponent declare combat or interception combat with stacks on the opposite end of a space elevator?
- If combat is declared (the normal way or as above), are both sides of the space elevator involved in combat or can the elevator's owner pick and choose which cards get to attack and be attacked.
[ba]And I'm sure there are a number of other scenarios where considering the spaces to be the same is bad for you.
[bb]Not an example of a drawback, but there is a thread on BGG about whether you can factory-assist take-off from one end using a factory on the other. My take on it is that no, you cannot. The sites are adjacent and co-located but they are not the same site.
https://boardgamegeek.com/article/31596998
[bc]I'd think any answer to this would come from the real life physics involved, rather than the literal rules or even an interpretation of the rules.
For example, here's the exact opposite conclusion that I don't believe is contradicted anywhere in the rules:
Assertion: You can use a space elevator mid-movement _(though I don't see this in the rules, so I've changed this section to be green text)_. This is not a free action, but something similar to a free action that can be done during movement. _(see the LEO-L2 elevator example in this section)_
Assertion: Moving across an elevator isn't "Moving - the rules definition" so entering a site via the mars elevator doesn't end your movement.
Therefore: Launching on Phobos, traveling across the elevator, and continuing movement is legal.
So again, it's a question of what's actually possible in real life.
[bd]Which I can't claim to understand; I'm not trying to say my ruling is correct.
[be]The Living Rules make no mention of this, but the converse (that progress is tracked even if you lose the card) would be a logistical nightmare. Handle this however you like.
[bf]This is me being pedantic, but its also possible to interpret the living rules as "perform the operation with an engineer, but not necessarily as an engineering specialty if they have more than one specialty".
[bg]Reminder: Bernal cards are human, hence "additional".
[bh]The card implies that this is a normal Hostile Recruit op in every way other than the loyalty requirement.
The text of the card is:
" *CHARISMA*: As an Epic Hazard Op, this card may perform a Hostile
Recruit regardless of the loyalty of the victim."
[bi]While this rule is only found in the official "Herme's Fall" variant written by Mr. Eklund, it is phrased as a general rule and the map is indeed highlighted with a blue line at these two locations.
[bj]No mention of Space Colonies in the text printed on the board. The Living Rules actually do handle a Space Colony losing its factory (see J6.1 in this text), which says it will last until the end of your next turn. A Starship could enter the Kreutz "out of season" to re-industrialize the site in time.
Still, I believe the intent is that all must burn.
[bk]Scientifically, the Oberth maneuver is not a gravitational slingshot but rather falling towards the Sun and firing your thrusters when you've reached max speed. Pulling an Icarus leaves you without the required thruster.
[bl]Mr. Eklund has gone on record about wanting to eliminate the need for figure-swapping shenanigans (in this case, moving all collocated cards into your rocket stack at the end of each turn). This wording is most in line with that sentiment while limited to what the card actually says. Feel free to consider all of your collocated cards protected instead.
https://boardgamegeek.com/article/26782102#26782102
[bm]This is how the "Mass Beam" Future works, and avoids issues with negative ISRU ratings.
[bn]Literal text: "a Bernal" implying "any player's Bernal" but this ability represents using the Bernal's infrastructure (the "power station" referred to in the flavor text).
Play it literally, allow negotiated use, whatever. Felonious use of an opponent's Bernal would not apply as Bernals are human and thus prevent felonies.
[bo]For the tenuous reason of the ISRU glossary entry only mentioning ISRU ratings of 0 to 4 and the practical reason of not having to deal with negative ISRU values.
Do whatever.
[bp]https://boardgamegeek.com/article/23124003#23124003
[bq]Mr. Eklund has gone on record about wanting to eliminate the need for figure-swapping shenanigans (in this case, moving all collocated cards into your rocket stack at the end of each turn). This wording is most in line with that sentiment while limited to what the card actually says. Feel free to consider all of your collocated cards protected instead.
https://boardgamegeek.com/article/26782102#26782102
[br]The Living Rules only forbid the generator's use as a "thrust-modifying support". That is, it does not mention supports that modify fuel consumption. We believe this is an oversight.
[bs]To add: Cross-references
[bt]If, for some god-forsaken reason, someone gets Mobile Factories in the basic game then they can move them off site to avoid triggering the end of the game.
[bu]Under Construction
[bv]This is what the rules literally say, so normally I would leave it at that.
I am only making this comment as I've seen at least one person miss this rule, and also to offer reasons to take it literally.
1) Adjacency is as much about line of site as it is distance. You can't raygun prospect a site connected by a buggy road because you can't see it.
2) If we went with a gentler interpretation, the only sites connected by a Buggy Road that are not also connected by a Lander Burn are the" North Pole" on Mars and the "Conamara Chaos/Subsurface Ocean" near Jupiter. If you're willing to go that far, you might as well scrap this rule entirely.
[bw]Any instances of adjacency in the Living Rules have been clarified to include "on or adjacent to".
[bx]It has also been stated by playtester Andrew Doull that each mass unit of water/isotope fuel in a spacecraft in your home orbit counts towards this as well.
This has not made it into the Living Rules, however.
https://boardgamegeek.com/thread/1785470/egalitarianism-ffts-and-hiding-your-money
[by]The board and the Living Rules simply state _"at a Lab"_.
There has been some confusion on if this "at" overrides the usual rules allowing a card to perform its operation remotely or if the "at" is just flavor text. This text goes with the gentler interpretation.
[bz]It has also been stated by playtester Andrew Doull that a player allowed felonies can hijack a Lab for this purpose (whereas the Living Rules lists permits this only for Factory Refuels and Promotion).
In any case, doing so would be difficult as the politics disk isn't on anarchy/war, you would need a human present, and Bernals are human and thus prevent felonies. Only TNO Labs not protected by a human (including space colonies, remember) would apply.
https://boardgamegeek.com/article/25921117#25921117