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Alien Frontiers: Expansion Pack #3 thumbnail

Alien Frontiers: Expansion Pack #3

Expansion for Alien Frontiers

Alien Frontiers: Expansion Pack #3 Rulebook

Table of Contents

Table of Contents

  • Faction Cards
    • Homesteaders' Union
    • Dark Space Explorers
    • Corex Conglomerated
  • Pay-To-Access Facility Docks
    • Immigrants Welcome At Homesteaders' Union
    • Thank You For Visiting Dark Space Explorers
    • Welcome To Corex Conglomerated
  • Alien Tech Cards
    • Magnetic Lockdown
    • Infiltration A.I.
    • Infinity Mirror
    • Graviton Shunt
  • Agenda Cards
    • Agenda Card (first on scan)
    • Agenda Card (second on scan)

Faction Cards

Homesteaders' Union

Landing Access Granted

You may launch your colonies from the sixth circle on the Colonist Hub instead of the seventh. Normal launch fees apply.

Dark Space Explorers

Researcher Access Granted

On your turn, you may discard up to two Alien Tech cards instead of just one.

Corex Conglomerated

Corporate Access Granted

At the beginning of your turn, take one fuel plus one fuel for each territory you control.

Pay-To-Access Facility Docks

Each of the following facility dock cards is headed "ATTENTION: This Is A Pay-To-Access Facility Dock". The text common to all three is:

To access this docking port, pay the faction owner one fuel then dock one ship of any value.

Faction owner may dock with no access fee.

Immigrants Welcome At Homesteaders' Union

We Get You Planet-side Faster

Advance your colony one circle at the Colonist Hub.

Thank You For Visiting Dark Space Explorers

Look What We Found Out In The Dark

Pay one fuel then take the top card from the Alien Tech deck. If it is a duplicate of a card you already have, discard it with no effect.

Welcome To Corex Conglomerated

Trust In Us, We're Too Big To Fail

Pay two fuel to the stock, then take one ore for each territory you control.

Alien Tech Cards

Magnetic Lockdown

Place two fuel on this card to protect all your landed colonies from being moved or removed for one round. Return the fuel to the stock on your next turn or if raided.

OR

Discard to move up to two of your landed colonies to any one territory.

Infiltration A.I.

Pay two fuel when you gather your fleet to also gather one opponent ship from the board to use as your own. Opponent ship may not be gathered from or placed at [icon: a planet symbol on the card, not identified on the scan].

OR

Discard to perform the same action as above but with 2 opponent ships and no fuel cost.

Infinity Mirror

Pay four fuel instead of rolling your fleet at the start of your turn, then roll one ship and manually set all your other ships to that same value.

OR

Discard to manually change every ship on the board to the value 1.

Graviton Shunt

Pay three fuel to move any colony from a territory to this card. Max 1 colony on card. Colony still counts as landed. Colony owner may pay two fuel on his/her turn to move the colony to any territory. If this card is raided while a colony is on it, colony moves to a territory of the raider's choice.

Agenda Cards

Each agenda card has an In-Game Objective and an Endgame Objective. The cards print no names; the two cards below are labelled by position on the scan (the labels are added by the transcriber).

Agenda Card (first on scan)

In-Game Objective: When you have three or more landed colonies but control no territories, you may reveal this card immediately and score 1VP.

Endgame Objective: If at the game's end all of your colonies are located in territories you control, reveal this card and score 1VP.

Agenda Card (second on scan)

In-Game Objective: When you use the Relic Ship at the Terraforming Station, you may reveal this card immediately and score 1VP.

Endgame Objective: If at the game's end you possess the Relic Ship and the Magnetic Lockdown, reveal this card and score 1VP.