one deck galaxy - these rules are a work in …exploration deck 1 181 5 x3 3 escalate 3 roll , then...

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Print and Play / PAX Unplugged Version - Rules v0.95 Game by Chris Cieslik, art by Mr. Crowbar, graphic design by Alanna Cervenak. One Deck Galaxy is ©2019 Asmadi Games. These rules are a work in progress, and have not yet reached final layout. If you have any questions, please feel free to contact us on the BoardGameGeek forums for One Deck Galaxy, or directly at [email protected], @AsmadiGames on Twitter. Note that things like [BLUE] will be replaced with proper graphics later. This document is a work in progress. 1

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Page 1: One Deck Galaxy - These rules are a work in …EXPLORATION DECK 1 181 5 x3 3 Escalate 3 Roll , then you may change any one die to a 5 or 2. fuel voh 1 1 5 3 8 RESTRICTION: No dice

Print and Play / PAX Unplugged Version - Rules v0.95 Game by Chris Cieslik, art by Mr. Crowbar, graphic design by Alanna Cervenak. One Deck Galaxy is ©2019 Asmadi Games.

These rules are a work in progress, and have not yet reached final layout. If you have any questions, please feel free to contact us on the BoardGameGeek forums for One Deck Galaxy, or directly at [email protected], @AsmadiGames on Twitter.

Note that things like [BLUE] will be replaced with proper graphics later. This document is a work in progress.

1

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2 3

You lead a fledgling civilization, making your first steps to visit the many stars your people have been looking at for eons. Your people must colonize worlds, develop technologies, build a worthy fleet, and of course...do a copious amount of science!

You’re not alone out there, though. Standing in your way is an Adversary who will make your efforts difficult at every turn. If you can overcome their obstacles while building up your own infrastructure, you’ll be able to form a Federation that will bring prosperity to your corner of the galaxy.

One Deck Galaxy shares its setting with 1001 Odysseys, a branching narrative story game, which begins with humanity discovering the very Federation you seek to build! As 1001 Odysseys is set in the future, there are no humans yet in this corner of the galaxy, only fascinatingly different aliens.

Like One Deck Dungeon, One Deck Galaxy is a fully cooperative game for 1-2 players. With two combined sets, you will be able to play a special 4 player mode (rules for 4P will be available later in beta + at game release).

Large Cards (3.5”x5”)4x Civilizations4x Society Types3x Adversaries

Small Cards (2.5”x3.5”)36x Locations + Encounters12x Adversary Encounters3x Adversary Info1x Shipyard 1x Research Lab

General Supply30x 12mm Dice (8 Blue, 8 Pink, 8 Yellow, 6 Black)12x Tech discs (Beta Edition: White Cubes)12x Federation discs (Beta Edition: Yellow Cubes)

Components in the General Supply are limited - you cannot have more dice or discs in play than exist.

During play, some effects can exile a die or card. Exiled components are placed in the game box, out of play for the remainder of the game. *

OVERVIEW COMPONENTS

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4 5

1. Each player chooses a Civilization and a Society Type to pair together. (Ex: the Elemens Botanists)

Your Civilization will provide you with a starting set of dice, one Tech, and one potential Milestone. Your Society Type adds additional Milestones, a special Tech that unlocks during the game, and a discount for certain locations types.

Society Type and Civilization cards have 1P and 2P sides, so be sure to use the appropriate side!

2. Place the Research Lab and Shipyard cards into play, with their Level 1 side face-up.

The Research Lab and Shipyard are where you will amass your Science and Fleets, respectively. They are also important places where you can use up dice that aren’t useful elsewhere.

elemens

Requirement: 7 in your pool.

Add to the Research Lab.

1pCOLONIES

TECH

4

ADAPTIVE RESEARCH

1+

3+

COST -1

SOCIETY SPECIAL TECH

Have 3

MILESTONES

6

6

6

8

12

16Have 3

Have 3

botanists 1p

colonylimit

0 1 2 3 4

1 3 5 7 9 11

5+

adv. disc limit 1 2 3 4 4 4

Save a die here, increased by up to 2. Gain it next turn.

Save dice here, each increased by up to 2. Gain them next turn.

SETUP: PLAYERS

=

LEVEL 1

= == = ===

= =

x6 FLIP

shipyard

=

LEVEL 1

X +1

X +1 +2

X+3

+1 +2

x6 FLIP

research lab

CIVILIZATION SOCIETY

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6 7

1. Choose an Adversary to face, and place it and its smaller Adversary Info card on the table.

Each Adversary has a star rating, indicating its difficulty (1-5). The back side of each Adversary is a harder version.

The Adversary Info card has two sides - the front shows the two ways you can confront it. The back has a quick summary of the rules for that Adversary.

2. Create the Exploration Deck by shuffling the 36 Location Cards with the 4 Adversary Encounters matching your foe. Place the shuffled deck face-down. As cards are discarded, a face-up discard pile will be made next to the Exploration Deck.

Adversary Encounters matching the unused Adversaries are returned to the game box.

3. Place the General Supply in easy reach of all players, with all dice and discs available for use.

Reminder: The General Supply is limited! You cannot have more dice or discs in play than exist in the game.

+ 5+

+ /

5

7

9

11

neeble-woober colony fleet

adversary discover action cleanup reshuffle

send envoy

blockade

5 6 : +3 per

5 5 15

x5

Neeble-woobers

: +10 per

44

1115

4 6

3Es

cala

te x6

3Es

cala

te

1118

5x

3

3Es

cala

te

34

66

5 6

3Es

cala

te

SETUP: GALAXY ADVERSARY ADV. INFO

ADV. ENCOUNTERS EXPLORATION DECK

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8 9

Your would-be Federation begins as just your Civilization and Society cards. As you spread your influence to new locations around the galaxy, you’ll add Colonies and Techs tucked underneath your Civilization. When you invest Science to complete Milestoners, you’ll place Federation Discs to show your progress.

1: The left edge of your Civilization card shows what dice you will roll each turn. There are symbols for Energy [YELLOW], Materials [PINK], and Diplomacy [BLUE]. Also, for each Tech star [STAR], you will receive a Tech disc each turn. During the game, you will add cards as Colonies by tucking them here, increasing your capabilities.

2: The bottom edge of your Civilization card holds your Techs - abilities you can use once per turn. Your Civilization starts with a Tech, and during play you’ll add additional cards as Techs by tucking under the bottom edge. Your Society card also comes with a special tech that you’ll ber able to use once you’ve completed some Milestones.

3: Your Society provides an Influence discount toward completing and claiming Location cards with a specific resource type.

3

Roll , then reroll any or all of your dice.crystal

hematib

4 4

x2

UNLOCK: First influence must come from top row.

7

Gain 5 5. plants

YS kreem

5 5

1 115

RESTRICTION: No identical dice (color + value)

6

Gain 5 6. fuel

OCean one

1 1

5

20

x2

If used as Research, discard 3 cards.

3

Roll , then you may change any one die to a 5 or 2.

fuel

voh

1 1

5 3

8

RESTRICTION: No dice of value 6.

elemens

Requirement: 7 in your pool.

Add to the Research Lab.

1pCOLONIES

TECH

4

ADAPTIVE RESEARCH

1+

3+

COST -1

SOCIETY SPECIAL TECH

Have 3

MILESTONES

6

6

6

8

12

16Have 3

Have 3

botanists 1p

colonylimit

0 1 2 3 4

1 3 5 7 9 11

5+

adv. disc limit 1 2 3 4 4 4

Save a die here, increased by up to 2. Gain it next turn.

Save dice here, each increased by up to 2. Gain them next turn.

4: Your Civilization and Society each have Milestones you can reach by meeting a condition and spending Science. When completed, you’ll place a Federation Disc covering the Science cost to indicate your Civilization’s progress. As your Adversary grows in strength, it will immediately claim victory if you don’t have enough completed Milestones!

5: Placing Federation Discs on your Milestones increases the number of Colonies you can have, and also the number of Discs you can place on the Adversary. Note that there is no limit for Techs.

1

2

23

4

5

YOUR CIVILIZATION

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10 11

The Exploration Deck represents the places and things you’ll discover out in the galaxy each game. There are two types of card in the Exploration Deck:

Locations (Blue Template)

1: Influence Cost 2: Location Rule 3: Progress Rows (Complete to gain Influence) 4: Colony (Potential Reward) 5: Resource Type 6: Tech (Potential Reward) 7: Science Value (Used by Research Lab)

Encounters (Red Template) - 4, 5, 6 as above, plus

8: Influence Threshold (Once reached, effect occurs) 9: Completion Requirements (Must all be filled)

The four Adversary Encounters added during setup only have features 8 and 9. They cannot become Colonies or Techs.

EXPLORATION DECK

1 118 5x3

3 Escalate

3

Roll , then you may change any one die to a 5 or 2.

fuel

voh

1 1

5 3

8

RESTRICTION: No dice of value 6.

Roll . Increase a by up to 3.fuel

the unseen

114

4 4

3 Escalate

1

4

5

3

2

3

6

7

4

5 6

9

8

9

8

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12 13

Influence is a core mechanic of One Deck Galaxy, and many different parts of the game will require you to add or spend Influence at different areas. The back of each card in the Exploration Deck displays Influence rings on its two long edges, a single O on the top edge, and a linked double O-O on the bottom.

When you add Influence to something, you must tuck the cards from the top of the deck under it, showing the specified Influence. (Ex: Adding three single O’s requires three cards.)

When you spend Influence, you rotate or discard cards as necessary.

Influence at a Location shows your progress toward completing it and earning a Tech or a Colony. Influence at an Encounter shows its progress toward a negative event.

Influence at your Shipyard and Research Lab counts as Fleets and Science, respectively. Your Research Lab can also accumulate Science via face-up cards, tucked to show their Science icons.

Influence held by Adversaries is used in different ways. Each Adversary’s Summary card explains how.

=

LEVEL 1

= == = ===

= =

x6 FLIP

shipyard

6

Gain 4 3 or roll .crystal

solwert

1 1

1 1

6+X

12+X

X = number of here.

6

Gain 4 3 or roll .

cr

ys

ta

l

so

lw

er

t

11

11

6+X

12+X

X = number of here.

+ 5+

+ /

5

7

9

11

neeble-woober colony fleet

adversary discover action cleanup reshuffle

=

LEVEL 1

X +1

X +1 +2

X+3

+1 +2

x6 FLIP

research lab

INFLUENCE

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14 15

Each turn in One Deck Galaxy is shared between all players, cooperatively, and consists of four phases. The bottom of the Adversary card displays these phases, with icon representations the actions it will take during them.

(1) Adversary: Your Adversary will gain Influence, as will each Encounter in play. The bottom of the Adversary card displays the phases of the turn, and icon representations of what it will do during each one.

(2) Discover: You will discover cards from the Exploration Deck until you have four in play.

(3) Action: You’ll get to roll all your dice and reclaim all your Tech Discs, and use them for a variety of purposes to advance your Civilization

(4) Cleanup: All dice and Tech Discs will return to the supply

(Special) Reshuffle: When the deck is empty and a card must be drawn, a Reshuffle phase is triggered, interrupting whatever action is in progress, before returning to it.

The Adversary Phase represents the inevitable march of time. The galaxy cannot wait forever for you to build up your civilizations!

Add one influence to the Adversary, and also add one influence to each Encounter (red card from the Exploration deck) currently in play.

Then, for each Encounter that has reached its influence threshold:

1) Resolve the Encounter’s effect.2) Discard the Encounter.

GAMEPLAY ADVERSARY PHASE

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16 17

During each Discover Phase, your Civilization will explore new spots around the Galaxy. Each card in the Exploration Deck is either a Location (Blue) or Encounter (Red). The example below shows two Encounters (Normal + Adversary) and two Locations.

Draw cards from the Exploration Deck and place them into play face-up, until there are four total cards in play. If there are already four cards, do nothing.

Roll . Increase a by up to 3.fuel

the unseen

114

4 4

3 Escalate

4 4

1 115

4

6

3 Escalate

5

Gain 5 6. water

zabfab mine co.

1 1

3 1

12

UNLOCK: First influence must come from top row.

7

Roll .crystal

SS Sunlight

3 3

x3

UNLOCK: First influence must come from top row.

The Action Phase represents your Civilization’s efforts to expand its presence in the galaxy, both by improving itself, and by confronting your Adversary.

STEP 1: GATHER

Your Civilization and Colonies provide you with a number of dice and Tech Discs equal to the all the icons displayed. Before you take any actions, you must take these discs and dice from the supply and roll them to form your pool. Don’t roll the discs. Just dice.

If you’ve upgraded your Shipyard or Research Lab, each will provide a [BLACK] die each turn. In 2P, choose who gets the die.

In 2P, your pools are kept separate. You cannot use dice or discs from your partner’s pool.

Example: The Elemenshave two colonies, and are entitled to four [Y]Energy dice, two [P] Materials dice, five [B]Diplomacy dice, and three Tech Discs.

6

Gain 5 6. fuel

OCean one

1 1

5

20

x2

If used as Research, discard 3 cards.

3

Roll , then you may change any one die to a 5 or 2.

fuel

voh

1 1

5 3

8

RESTRICTION: No dice of value 6.

elemens

Requirement: 7 in your pool.

Add to the Research Lab.

1pCOLONIES

TECH

4

ADAPTIVE RESEARCH

DISCOVER PHASE ACTION PHASE

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18 19

STEP 2: ACTIONS

After you gather your pool, you can take any number of actions. Actions can be done in any order, and repeated, as long as you have dice or discs to use for them. In a 2P game, either player may act at any time, but must always use their own pool. Some actions allow both players to act together, each contributing dice.

An action must be fully completed before proceeding to the next.

Each type of action is explained in detail on the following pages.

Available Actions:

• Fill a Box• Complete a Row/Card• Use a Tech• Achieve a Milestone• Upgrade Shipyard/Research Lab• Combine Dice

ACTION PHASE (CTD) ACTION: FILL A BOX

Filling boxes with dice allows you to accomplish many things, and is one of the game’s core mechanics. Locations, Encounters, and Adversary Confrontation Cards all have colored boxes with numbers in them.

Example: A small yellow box (4)and a wide pink box (11).

A small box must be filled with exactly one die. It must match the box’s color and be equal or higher to the number.

A wide box must be filled with one or more dice, all matching the box’s color, and their total must be equal to or higher than the number. In 2P, both players can contribute dice to a wide box to fill it.

[BLACK] dice can be used as if they were any color, and grey boxes can be filled with dice of any color.

Example: A wide grey box (15).

Dice remain in filled boxes until they are removed by the Cleanup Phase, or by another action (Complete a row, card, etc)

Roll . Increase a by up to 3.fuel

the unseen

114

4 4

3 Escalate

7

If a tech would let you roll a die, you may set it to 5 instead of rolling it.

water

yuvgot mail co.

HOLD

1 1

5 5

15

RESTRICTION: All dice here must be of different values.

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20 21

ACTION: FILL A BOX, Continued

The Shipyard and Research Lab have grey boxes that can be filled with any color die, with some restrictions. Within a row of the Shipyard, all dice must be equal (ex: 2 2 2). Within a row of the Research Lab, all dice must be in ascending order (ex: 2 3 4). Any mixture of colors can be placed on these cards. (Due to an error, the = signs on the Shipyard card did not print.)

Some boxes on the Adversary Confrontation card have a star in them, in addition to a number. The number in this box is increased based on how many Federation discs are on the Adversary.

ACTION PHASE (CTD) ACTIONS: COMPLETING ROWS OR CARDS

Once you fill all the boxes within one area of a card, you’ll be able to gain the benefits of completing it.

Some rows or cards also have a mixture of boxes and Science/Fleet costs, or consist of only Science/Fleet costs.

Science and Fleet costs are paid during a Complete action by discarding cards from the Shipyard or Research Lab. ACTION: COMPLETE A PROGRESS ROW (LOCATION)

Location Cards are split up into two Progress Rows. You can complete one row independent of the other. All boxes in the row must be filled.

To complete the row, first pay any Science or Fleet cost there. Then, return all dice in its boxes to the supply. Finally, gain the specified Influence, tucking it under the top edge of the Location card.

send envoy

blockade

5 6 : +3 per

5 5 15

x5

Neeble-woobers

: +10 per

=

LEVEL 1

X +1

X +1 +2

X+3

+1 +2

x6 FLIP

research lab

=

LEVEL 1

= == = ===

= =

x6 FLIP

shipyard

6

Gain 5 6. fuel

OCean one

1 1

5

20

x2

If used as Research, discard 3 cards.

3

Roll , then reroll any or all of your dice.crystal

hematib

4 4

x2

UNLOCK: First influence must come from top row.

Roll any two dice of different colors.water

solidarians

5 5

x3 x4

6

3 Escalate

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22 23

The Shipyard and Research Lab cards are divided into rows, which can be completed to build Fleets or gain Science.

ACTION: GAIN SCIENCE OR BUILD FLEETS

Return all the dice from the completed Shipyard or Research Lab row, and then gain the specified number of influence there. Each influence at the Shipyard counts as one Fleet, and each at the Research Lab counts as one Science.

The bottom row of the Research Lab allows you to Research any one Location in play. Take it (discarding any influence there) and tuck it under the Research Lab card, showing its Science Value.

ACTION PHASE (CTD) ACTION: CONFRONT YOUR ADVERSARY

The Adversary Confrontation card shows two different ways you can confront your Adversary. One can be completed independently of the other, as soon as its boxes are filled and you have enough* Federation Discs on Milestones.

To do so, first pay any Science or Fleet cost there. Then, return all dice in its boxes to the supply. Finally, place a Federation Disc to the top available space on the Adversary. If you’ve filled all four spaces, you claim victory!

The cost to complete Adversary Confrontations increases with each Federation disc you place on it.

* - Before you can confront the Adversary effectively, you must establish the strength of your Civilization. If there are more Discs on the Adversary than on any individual player’s milestones, you cannot confront the Adversary.

=

LEVEL 2

= == = ===

= =

+

shipyard

6

Gain 4 3 or roll .

cr

ys

ta

l

so

lw

er

t

11

11

6+X

12+X

X = number of here.

=

LEVEL 1

X +1

X +1 +2

X+3

+1 +2

x6 FLIP

research lab

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24 25

ACTION: COMPLETE AN ENCOUNTER CARD

An Encounter card has only one area of boxes, all of which must be filled to complete the card before enough Influence accumulates to trigger the card’s effect.

To complete the card, first pay any Science or Fleet cost there. Then, return all dice in its boxes to the supply and discard all Influence there.

If it is an Adversary Encounter, exile it (remove it to the game box). If it is a normal Encounter, claim it as a Colony or Tech.

ACTION: COMPLETE A LOCATION CARD

Each Location card has an Influence cost. Once you have gained enough Influence there, you can complete it. Your Society reduces the required Influence by 1 for Locations with certain Resource types.

To complete the Location discard all the Influence there and return all dice on it to the supply. Then, claim it as a Colony or Tech.

ACTION PHASE (CTD) ACTION: ACHIEVE A MILESTONE

There are six Milestones on your Society card and one on your Civilization card. Some have requirements you must meet before claiming (ex: 10 dice in your pool). To achieve a Milestone, pay the Science or Fleet cost, and then place a Federation disc on the cost indicator.

Milestones increase your Colony capacity, and are necessary to avoid each Adversary’s defeat condition.

ACTION: UPGRADE SHIPYARD / RESEARCH LAB

You can upgrade (flip over) the Shipyard or Research Lab by spending 6 Science. The Level 2 version of each is more efficient, and provides a [BLACK] die every turn.

ACTION: COMBINE DICE

You can create a [BLACK] die by returning any two dice from your pool. Gain a [BLACK] die of value equal to the lower of the two spent dice.

2P: You and your partner can return one die each. In this case, choose which player gains the [BLACK] die.

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26 27

ACTION: USE A TECH

Each of your Techs can be used once per turn. To use a Tech:

1) Pay any cost next to the star (Dice/Fleets/Science).

2) Place a Tech disc on the star. You cannot use a tech if you have no discs in your pool.

3) Execute the effects of the Tech. Keywords are listed on the right.

Note: Your Society Special Tech has different available effects depending on the number of Federation Discs you have on your Milestones.

ACTION PHASE (CTD) KEYWORDS

• Gain: Take a die from the supply, and add it to your pool with the specified value.

• Roll: Take a die from the supply, roll it, and add it to your pool.

• Reroll: Take a die from your pool, roll it, return it to your pool.

• Increase/Decrease/Change: Take a die from your pool, adjust its value, and return it to your pool.

• Exile: Take a card, die or disc and place it in the game box, out of play for the whole game. Can choose to take from supply or pool or card.

• Influence: O or O-O on the card backs.• Set: Take a die from your pool, set it to the specified value,

return it to your pool.• Return: Place the specified die or disc back in the Supply• Discard: Place the card in the discard pile. If instructed to

discard X cards, discard from the top of the deck.• ( X ) - the top number currently showing on the Adversary

card. • Hold (Part of Tech cost): Remains in effect until the next

Action Phase.• [WATER]/[FUEL]/[CRYSTAL]/[PLANTS]: If one of these

symbols is used in a skill text, it means the quantity of that resource you have, with a minimum of 1.

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28 29

During Cleanup, all dice and Tech discs are returned to the supply. Tech discs on HOLD techs are only removed when players gather their active pool. The Botanists can also store dice.

Each Adversary has its own set of rules, summarized on the back of the Adversary Confrontation card, and displayed as icons above each phase’s name on the Adversary card itself.

Escalate is a keyword used by each Adversary in a different way, and is triggered both by Encounter cards and in some phases depending on the Adversary. Each Adversary’s abilities are listed on the following pages.

Each Adversary has a Defeat condition that compares its progress to the number of Federation discs each player has on their Civilization and Society cards. If the Defeat condition is ever met, the players lose.

The game also ends in Defeat if the draw deck and discard pile are empty, and a Reshuffle is required.

When a fourth Federation disc is placed on the Adversary card, the players win immediately. A stable and strong Federation has been formed, despite the Adversary’s presence!

CLEANUP PHASE ADVERSARIES

Spent Fleets, Influence, and cards discarded for any reason are placed into a face-up discard pile next to the deck. When a card needs to be drawn for any reason, but the pile is empty:

1) Pause the current game action.2) Shuffle the discard pile to replace the deck.3) Execute the Adversary’s Reshuffle effects.4) Resume the current game action.

Note: If in step 2, the Discard pile is also empty, the game ends immediately in Defeat.

RESHUFFLE PHASE VICTORY / DEFEAT

7

If a tech would let you roll a die, you may set it to 5 instead of rolling it.

water

yuvgot mail co.

HOLD

1 1

5 5

15

RESTRICTION: All dice here must be of different values.

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30 31

Discover: At the start of Discover, check to see if the Adversary has 5 (4 on Hard) influence. If they do, discard that many influence, then draw a card from the deck and add it to the Adversary card as a Colony.

Reshuffle: Add one influence for every two Tech stars on the Adversary card plus their colonies. Then, Escalate.

Escalate: Gather and roll all dice indicated by the Adversary card plus colonies. If there are not enough in the supply, take dice from pools or cards. For each color with a total rolled value of ( X ) or higher:

Yellow: Lose two fleets per yellow die rolled.Pink: Lose 1 influence from a location per pink die rolled.Blue: Discard 4 cards per blue die rolled.

If an effect is not possible, add an influence to the Adversary instead of performing it.

Defeat: Each player must have one Federation Disc for each Adversary colony beyond the first. If they ever do not, the game ends in Defeat. (Ex: 3 Adversary Colonies, 2 required Federation Discs)

NEEBLE-WOOBERSDiscover: At the start of Discover, if there are already four Exploration Deck cards in play, add one influence to the Adversary.

Reshuffle: Add ( X ) cards to the influence on the Adversary, and shuffle them together. Exile half (rounded-up) of those cards, and place the rest on top of the deck.

NOTE: This is a change from the printed version of the Hungry Nebula card. The previous version was found to be broken in certain situations.

Escalate: Exile the top card of the deck, and add an influence to the Adversary.

Defeat: Each player must have one Federation Disc for every 5 exiled cards. If they ever do not, the game ends in Defeat.

HUNGRY NEBULA

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Discover: At the start of Discover, check to see if the Adversary has 5 (4 on Hard) influence. If it does, roll all the dice on the Adversary. Note the color with the highest total (choose, if tied). Return all rolled dice, then exile ( X ) dice of that color.

Action: When a player gains a Colony or Tech, place one die on the Adversary from the supply (or elsewhere, if necessary). At the end of the Action phase, any dice left in pools are placed on the Adversary.

Reshuffle: Add an influence here, then Escalate.

Escalate: Place [YELLOW][PINK][BLUE] on the Adversary from the supply (or elsewhere, if necessary). Then, exile one die from the Adversary.

Defeat: Each player must have one Federation disc for every 6 exiled dice. If they ever do not, the game ends in Defeat.

OPTIMIZATION CALIBRATOR