Eclipse: Black Hole
Eclipse: Black Hole Rulebook
Table of Contents
Table of Contents
Contents
Two Black Hole hexes and one Flux Wormhole Discovery Tile.
Preparations
Shuffle one of the Black Hole hexes with the other Outer Sector hexes before building the hex stacks. You may choose the hex randomly or based on your group's play style and preference.
Moving to the Black Hole
When a Ship moves to a Black Hole, its movement ends and it leaves the game board. Roll a die for the Ship:
- Roll of 1 or 2 (starburst icon): The Ship returns to play immediately and receives one damage.
- Roll of 3 or 4 (circle 1 icon): The Ship returns to play after 1 round.
- Roll of 5 or 6 (circle 2 icon): The Ship returns to play after 2 rounds.
On a roll between 3 and 6, place the Ship model on the corresponding round on the Round Track. During that round, you may choose to return the Ship back to play before you take an action. On a roll of 1 or 2, the Ship returns immediately. If you do not return the Ship during the round, it is returned to your supply. If the Ship would be returned on a later round than round 9, it is destroyed and returned to your supply.
Returning the Ship to Play
When you return the Ship to play, the hex it may be placed on depends on the Black Hole hex:
- #396: On any Inner (I) Sector hex.
- #399: On any hex that has at least one wormhole that points to empty space (not to another hex).
Damage
The damage the Ship gets from rolling 1 or 2 is repaired at the end of the Combat Phase.
Discovery
The first Ship to enter the Black Hole hex takes the Discovery Tile on the hex.
Ancients and Anomalies
Ancients and Anomalies that enter the Black Hole are destroyed and removed from the game.
Flux Wormhole
Place the wormhole on the edge between any two hexes. These are now connected with a full wormhole. Both hexes are worth one additional VP at the end of the game.