Eclipse: Second Dawn for the Galaxy – Galactic Events
Eclipse: Second Dawn for the Galaxy – Galactic Events Rulebook
Table of Contents
Setup
To add a chosen sector type to the game, shuffle its tiles into the stacks of the corresponding rings (marked with Roman numerals on the backs), before forming the sector tile stacks (use only one black hole sector per game).
Note: the number of outer-ring (III) sectors used in the game does not change.
The rules and abilities of the new sectors are described below.
Expansion contents: 2 pulsar sectors, 2 black hole sectors, 2 supernova sectors, 2 nebula sectors.
Pulsar
A pulsar is a rotating neutron star formed by a supernova explosion. Its constant pulse opens new tactical possibilities for you.
Rules
Pulsar sectors have 3 action slots (Movement, Upgrade and Build), which replace the influence slot. When you take control of a pulsar sector, place your influence disc on its Movement action slot. A pulsar sector can hold only 1 influence disc.
Each pulsar sector you control can be activated once per round instead of performing an action. To activate a pulsar sector, move the disc in it to one of the empty slots (for example, if the disc is on the Movement slot, you can move it to the Upgrade or Build slot). Then perform 1 activation of the action corresponding to the newly occupied slot.
You cannot activate a pulsar sector if you have already passed.
Black Hole
For centuries black holes remained the greatest mystery of the universe – an insurmountable boundary. With the advent of technology for manipulating the space-time continuum, travel through black holes became possible, carrying you to another place and time.
Rules
Unlike exploring ordinary sectors, you do not receive a discovery tile from a newly explored black hole sector. Instead, it is received by the player whose ship first enters the black hole sector. Any ship that moves into a black hole sector ends its activation and is removed from the game board. Roll the yellow die to determine when the ship returns from the black hole.
| Yellow die result | Effect |
|---|---|
| Burst symbol | The ship takes 1 damage and immediately returns to the game board. |
| Blank face | The ship immediately returns to the game board. |
| 2 or 3 | The ship returns in the next round (the round numbered 1 higher than the current round). |
| 4 or 5 | The ship returns after 1 round (the round numbered 2 higher than the current round). |
During the round in which you must return a ship, you may place it on the game board before performing any of your actions. If you must return several ships, you may return them all at once or one by one before different actions. If you do not return a ship in the required round, or if it must return after the 8th round, it is considered lost in the space-time continuum and is placed in the supply.
The sector to which a ship returns is determined by the black hole being used:
- Cygnus X-1 (sector 396): ships return to any inner (I) sector.
- V616 Mon (sector 399): ships return to any sector containing a wormhole that is adjacent to an unexplored area (a part of the game board without a sector).
If there is no suitable sector on the game board, the ship also returns to the supply.
Damage taken from travelling through a black hole is removed as usual (at the end of the combat phase).
Supernova
Supernovae are extremely unstable by nature and may explode at any moment. However, modern technology makes it possible to stabilize them temporarily.
Rules
At the start of the upkeep phase, roll 2 yellow dice for each explored supernova. Add to the result of each yellow die roll (ignoring blank faces and burst symbols) the largest number of technologies among the tracks of the player who controls the supernova sector. If no one controls the supernova sector, add nothing.
If the sum is less than the current round number, the supernova explodes: remove from its sector all ships, structures, population cubes and the influence disc (if any), and flip its tile. Return the removed population cubes and influence disc to their corresponding tracks. A sector of an exploded supernova has no wormhole connections to adjacent sectors, but you may move into and out of it using the Wormhole Generator technology, by the usual rules.
Example
It is round 6 of the game. Ivan controls 1 supernova sector, and he has 2 military technologies and 4 grid technologies, as well as 1 nano technology. At the start of the upkeep phase Ivan rolls 2 yellow dice and gets a burst symbol result and a 2, and then adds 4 for his grid technologies. The total is 6, which equals the current round number. The supernova is stabilized… for now.
Nebula
Nebulae are clouds of dust and gas in space. The stars in nebula sectors are too small and unsuitable for colonization. However, bold explorers can make many discoveries in these sectors (or find an excellent place to hide).
Rules
Nebula sectors have no influence slot, and they are divided into 3 parts connected by wormholes. When you explore a nebula sector, place 1 discovery tile and 1 Ancient on the matching symbols in the parts of that sector. You may not place influence discs in nebula sectors.
Discovery tiles from nebula sectors can be obtained only if your ship is in the part of the sector containing that tile at the end of the combat phase. If the reward for a discovery tile involves adding a component to the sector, place it in the part of the sector from which the tile was taken. You may not place an Ancient Orbit or an Ancient Monolith in a nebula sector. When you take a discovery tile that brings one of them, place that tile in the discard pile and take a new one before choosing its reward or VP.
For movement, exploration and influence actions, each part of a sector counts as an ordinary sector.
Example
The Red player can explore through wormholes A and B. To move their Interceptor with one Fusion Drive through wormhole B, 2 movement activations are required. If at the end of the combat phase the Interceptor is still in the same place, the Red player receives the discovery tile from that part of the sector.