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Evacuation

Evacuation Rulebook

Table of Contents

Table of Contents

  • Overview
  • Components
  • Setup
    • Turn order (order indicator)
  • Gameplay
  • 1 — Income
    • Production details
  • 2 — Actions
    • Action track
    • The actions
    • Infrastructure moves
    • Technologies
    • Settling
    • Build a spaceship / Build a stadium
    • Refreshing infrastructure, spaceships, and stadiums
    • Prefabricate a factory
    • Clone
  • 3 — Transport
  • 4 — Turn Order
  • Progress track transitions
  • 5 — Progress
  • 6 — Bonuses
  • 7 — Cleanup
  • End of game (Race Mode)
    • Penalties and bonuses
    • Winning
  • Points Mode
  • Advanced Action variant
  • Modules (Points Mode)
  • Solo game
  • Appendix
    • Infrastructure requirements (examples of card conditions)
    • Year-end bonuses (types)
    • Icons
    • Rules reminders
    • Credits

Overview

Evacuation is a strategy game for 1–4 players, played over at most four "years" (rounds). Each player has a double-sided player board: one side tracks the Old World, the other the New World. The core tension is that the Old World is dying, so players must ship people, factories, and resources across to the New World and get their new civilization producing before year four ends.

The two worlds are economically separate. Resources produced on the Old World stay on the Old World side of your board; resources produced on the New World stay on the New World side. You may only spend a world's resources on things built for that world.

There are two ways to win:

  • Race Mode (recommended, and best for a first game): the game can end early, the moment any player reaches the win threshold. Players race to be first there.
  • Points Mode: always play the full four years and score points.

The game's stated goal is to establish a strong New World civilization, which requires at least 3 stadiums on the New World and production of at least 8 food, 8 steel, and 8 energy there, while evacuating as many Old World sites as possible.

Components

  • 1 main board, 4 player boards, 1 rulebook, 1 explanation sheet
  • 80 action cards, 9 year-end bonus cards, 21 stadium cards, 16 goal cards, 18 infrastructure cards
  • 4 help cards, 4 public task cards, 1 module card, 7 solo cards, 1 score sheet
  • 4 Old World cover tiles, 21 spaceship tiles, 36 technology tiles, 1 solo tile, 6 module tiles
  • 48 factory tiles (12 in each player color), 44 site tiles (11 in each color), 20 penalty/bonus tokens, 12 production markers
  • Resource cubes: 90 small cubes worth 1 (30 each of energy, steel, food) and 25 big cubes worth 3 (10 steel, 10 energy, 5 food)
  • 100 population tokens (25 in each color) and 1 year counter

Resources come in three types: energy, steel, and food. A big cube equals 3 small cubes; you may make change at any time, but resources must always stay on the same world.

Setup

  1. Each player picks a color and takes all matching pieces. Place your site tiles on the starting continent nearest you, one tile per space (the two ocean spaces receive the two leftover tiles).
  2. Place 2 of your tokens on the starting space of the progress track.
  3. Take a player board and orient it so its Old World and New World halves line up with those halves of the main board. Keep your other pieces beside it.
  4. Deal each player a random technology set: shuffle four technology tiles numbered 1–4 face down, draw one, and take all tiles bearing that number. Place them on your board following the dots in each tile's upper-right corner — each tile belongs in a specific row, but within its row the tiles are placed at random.
  5. Put one of your markers on the starting (0) space of your action track.
  6. Set all of your New World production markers to 0.
  7. Place your starting stadium beside your board on its Old World side.
  8. Shuffle the stadium deck (excluding the starting stadiums), place it face down by its corner of the main board, and deal 3 stadium cards face up in a row.
  9. Shuffle the spaceship tiles, place the stack face down by its edge of the board, and deal 3 ships face up in a row.
  10. Split the infrastructure cards into decks I and II, shuffle each separately, then put deck I on top of deck II to form the infrastructure deck. Place it face down by its corner and deal 3 cards face up in a row.
  11. Place the year counter on the year-one space.
  12. Build the year-end bonus stack: take the 2 bonus cards marked with a flag, choose 1 at random, and place it face up on the main board. Shuffle the flagless bonus cards, choose 3 at random, and stack them face up on top of the chosen flag card. You now have one bonus card per year (the flag card is revealed last, in year four). Return the rest to the box.

Turn order (order indicator)

Players do not act clockwise. Play order is set by the order indicator. At game start, place one token per player on the indicator in a random order. During the game, players compete for a better position by building stadiums and developing technologies that grant happy faces.

Gameplay

Each year consists of seven phases, resolved in order:

  1. Income — gain production, feed both populations, and check your stadium requirement.
  2. Actions — players take single actions in turn until everyone has passed.
  3. Transport — spaceships travel between the worlds.
  4. Turn Order — reorder players by happy faces.
  5. Progress — players advance on the progress track.
  6. Bonuses — players collect year-end bonuses.
  7. Cleanup — refresh the board for the next year (skipped after year four).

1 — Income

Take income separately for each world; resources go on the matching side of your board.

  • Production. Gain 1 cube for each resource produced by your Old World continent's active sites, and separately gain the resources your New World produces (0 at the start of the game). Old World sites keep producing until they are evacuated; you recount Old World production at the start of each year.
  • Food consumption. Each world's population must eat. The food required per year is shown on the year track. Return that food to the bank from the corresponding side of your board. The New World does not begin eating until year three.
  • Stadium check. You are expected to have 1 stadium on the New World at the start of year three and 2 stadiums at the start of year four.
  • Penalties. Take one penalty chip for every food you could not pay (you may not choose to keep food rather than feed your people), and one penalty chip for each stadium you are missing in year three or four. Penalty chips count against you at the end of the game.

Production details

  • Old World sites show the resources they produce; you count them each year until they are evacuated.
  • New World sites produce only once someone settles them. Track New World production increases with your production markers.
  • A factory tile starts producing only when it is settled onto a New World site. A factory sitting on your board is "prefabricated" — in play but not yet producing.
  • A factory spot on a site holds one factory of any type; settling it raises the matching production marker by 1.
  • A population spot holds one population token; settling it raises the matching production marker by 1 (or more if the spot shows dots, e.g. a spot with two dots raises food production by 2).
  • When a production marker would pass 10, reset it to 0 and place a token on the corresponding +10 space. New World production has no maximum.

2 — Actions

Players take turns in the fixed order shown on the order indicator, taking one action per turn and continuing (multiple turns each) until everyone has passed.

On your turn:

  1. Choose one action printed on your board. Actions belong to groups numbered 1, 2, 3, and 4 (this number is the action's power level). Slide one of your action cards face down under the group you chose. If this is the fourth or later time you have used that group this year, pay a 1-energy surcharge.
  2. Advance your action marker by 1 space and pay any energy cost shown (see Action track).
  3. Perform the action.
  4. Play passes to the next player.
  5. Instead of an action you may pass — voluntarily, or forced because you cannot pay a required energy cost. Once you pass, you take no more actions until next year.
  6. When everyone has passed, the Actions phase ends.

(In the standard game, ignore the text printed on the action cards — there they serve only as counting markers. Give each player a stack; about 8 is plenty. The printed effects are used only in the Advanced Action variant.)

Action track

Your action marker begins each year on space 0. Each action moves it forward one space; if the new space shows a cost, pay that energy. The cost is 1 energy for each action beyond the sixth, and you also pay 1 energy each time you use an action group more than three times in a year.

In year one this energy must come from the Old World. As your progress markers advance past the relevant transition, you gain the ability (and eventually the requirement) to pay from the New World instead. If you cannot pay a required cost from the appropriate world, you must pass.

The actions

  • (Group 1) Gain a resource + 2 infrastructure moves. Gain 1 resource of any type on either world of your choice, then make 2 infrastructure moves.
  • (Group 1) Make 2 infrastructure moves. Like the above but without gaining a resource — chosen for its power level 3, which matters in the Progress and Bonuses phases.
  • (Group 2) Gain a resource + research a technology. Gain 1 resource of any type on either world, then research a technology.
  • (Group 2) Gain a resource + up to 3 exchanges. Gain 1 resource, then make up to 3 exchanges. Each exchange removes one small cube from a world and adds one small cube of any type to that same world; the three exchanges need not be on the same world.
  • (Group 3) Settle one site on the New World. Available only once you have population tokens or factory tiles on the New World side of your board.
  • (Group 3) Build a spaceship / Build a stadium / Prefabricate a factory / Clone (the group-3 board actions, described below).
  • (Group 4) Research a technology. Research only, with no resource — chosen for its power level 4.

Some actions on your board involve building, settling, cloning, and prefabricating; these are detailed below.

Infrastructure moves

An infrastructure move is either taking an infrastructure card or playing one.

  • Take: choose any available card from the row beside the main board into your hand, slide the remaining cards along the arrow, and deal a new card into the empty space.
  • Play: pay the cost in the card's upper-left corner using New World resources, then keep the card beside your board. If you already meet its depicted requirement, immediately raise your production by the shown amount; otherwise you gain that production later, as soon as you meet the requirement.

You cannot play two infrastructure cards with the same illustration (even if their icons differ). An exclamation point on a card warns that another card with the same illustration exists in the game.

Technologies

Each player's technology set is unique, and a technology gives you nothing until you research and fully develop it. To research, choose a column and develop the lowest undeveloped technology in it.

  • Your first technology in a column is level 1 and needs a single research action; place your marker in the right-corner space to show it is developed.
  • Once developed, the next level in that column becomes available. Level 2 and level 3 technologies each need two research actions: the first puts your marker on the left space, the second moves it right and completes it.

Most technologies grant an ongoing special ability usable whenever it applies after full development. A technology marked with the one-time icon instead resolves a single effect the moment you place its final token.

Settling

Settling moves population tokens and factory tiles from the New World side of your board onto a New World site of the main board, putting them into production. You must settle a site completely — every one of its spots at once.

  • The New World has four biomes: tundra, desert, forest, and sea. You may settle only tundra at first; the others open up as you cross transitions on the progress track.
  • A factory spot requires 1 factory tile from your New World side.
  • A population spot requires 1 population token from your New World side, and you pay 1 steel to place it.
  • Some sites also require settlement symbols, usually gained from your markers on the progress track (sometimes from technologies). If a site shows two symbols you need both.

When you settle, raise your production markers by the amounts shown on the site's spots.

Build a spaceship / Build a stadium

  • Spaceship: choose a ship from the row and pay its upper-left cost; all resources must come from one world, and you place the ship on that side of your board (usually the Old World). Slide the remaining ships along the arrows and deal a replacement.
  • Stadium: choose a stadium from the row and pay the cost on its upper line; all resources must come from one world, and you place the stadium on that side of your board. Slide the remaining stadiums and deal a replacement.

Refreshing infrastructure, spaceships, and stadiums

All three use the same aging mechanic: dealt in a row of 3, and whenever one is taken the other two slide toward the arrow to leave an empty space at the far end, where a replacement is dealt.

Before taking infrastructure, a spaceship, or a stadium, you may pay 1 resource (energy, food, or steel) from either world to discard any or all of the current options (sliding down any you keep) and deal new ones; you may then still choose to take nothing. Discards go to the bottom of their decks in any order. All three rows are also freshened during Cleanup: the item at the X is returned to the bottom of its deck, the others slide over, and a new one is dealt.

Prefabricate a factory

Pay 1 resource from either side of your board, then take one of your unused factory tiles matching that resource and place it on that side.

  • A prefabbed factory is in play but not producing. On the Old World side it waits to be shipped over; on the New World side it waits to be settled onto a site.
  • Only factories on New World sites of the main board actually produce.
  • You have just 4 factory tiles of each type. They enter play when prefabbed or when you evacuate an Old World factory site. If all 4 of a type are in play, you can neither prefab another of that type nor evacuate a site of that type.
  • Unused factory tiles wait in a reserve beside your board.

Clone

Pay 1 food from the New World, then take 2 population tokens from your supply and place them on the New World side of your board. You may clone even when your New World population is effectively zero. Cloning happens only on the New World side, though you may prefab a factory or build a stadium on either world.

Your tokens serve several roles: unused tokens sit in a supply beside your board; tokens on the New World side are population waiting to be settled; tokens on New World sites of the main board mark those sites as yours; and tokens also act as markers on various tracks and for technology research. Population tokens are not meant to be a hard limit — substitute if you run out.

3 — Transport

The Transport phase lets your spaceships carry things from the Old World to the New World. Each ship tile shows a cost and its capacities.

  1. Load Old World ships. Load every Old World ship (only with Old World things), respecting the limits on the tile:
    • An evacuation bay can evacuate one Old World site whose edge color matches the bay's color — holding that site's factory or population.
    • The building capacity is how many stadiums and factories you can load (moved from your board to the ship); it can also be used to evacuate a factory site.
    • The resource capacity is how many small cubes you can load from your Old World side.
    • New World ships are not loaded, but you may send them back empty.
  2. Evacuating a site. Choose an Old World site matching a bay's color. If its tile shows population circles, put one population token on the ship per circle; if it depicts a factory, put one of your unused matching factory tiles on the ship. Then flip the site tile face down — it stops producing and can never be evacuated again. A factory site can be evacuated either through a matching evacuation bay (not counting against building capacity) or via building capacity (from any site, not needing a matching bay).
  3. Send ships. Pay each Old World ship's energy cost (you may send a ship even if not fully loaded), and pay only 1 energy for each New World ship you send back empty. Energy is paid from the world where the ship starts. Then swap the ships' locations: Old World ships become New World ships and vice versa. You may also leave a ship in place (in which case do not load it). Note: the two tiles in the ocean are not evacuated by ship — they move to the New World via the progress track.
  4. Unload ships. Only after every ship has finished crossing, move each newly arrived New World ship's contents (cards, tokens, tiles) onto the New World side of your board. Because unloading happens only after all crossings, you cannot ferry energy over and immediately spend it to send a ship back. Production markers do not change now: Old World production is recalculated next Income phase, and New World production rises only when you later settle pieces onto sites.

4 — Turn Order

After Transport, recalculate turn order. Count all happy faces on your stadiums and fully developed technologies. The player with the most goes first, next-most second, and so on. Tied players reverse their current relative order.

Progress track transitions

The progress track has two of your markers advancing along it, and shows four transition points. Transitions are not steps to land on — markers simply skip over the diagrams as they advance. Their effects:

  • Transition 1. Each time a marker passes it, flip one of your Old World productivity tokens (the tiles producing one of each resource) face down; that site has been evacuated and stops producing.
  • Transition 2. If at least one marker has passed it, you may settle New World desert sites. When your second marker passes it, take a productivity token from the Old World and place it beside your board on the New World side, then advance each production marker by 1 (you have resettled the productivity token). This transition also governs action-track energy: if neither marker has passed it, action energy comes from the Old World; with one marker on either side, energy may come from either world or a mix; once both markers have passed, action energy must come from the New World.
  • Transition 3. Your first marker to pass lets you settle the forest biome; your second marker to pass moves your second productivity token to the New World, advancing each production marker by 1.
  • Transition 4. Passing with either marker lets you settle the sea biome.

Transition limitation. Your lead marker may not get too far ahead — you may never have more than one transition between your two markers. End of the track: if one marker reaches the end, the other must make up the remaining moves; if both reach the end, you stop there.

5 — Progress

Players advance on the progress track in the turn order just set. How far you advance is your power level for the year: add up the group numbers (1, 2, 3, 4) of every action you took during the Actions phase.

  • Clear the track. Before the first player advances, move all progress markers into the passing lane.
  • Advance. On your turn, advance a total number of steps equal to your power level, split between your two markers however you like. Each step of the track has 3 spaces: one in the passing lane (any number of markers) and two others that hold one marker each. (In a two-player game, the middle "3+" lane is not used.) The first players to advance can therefore block spaces; when you advance, choose any available space in the step you end on.
  • You may advance 0 steps, simply placing your marker on any available space in its current step.
  • If a marker ends on a space with an effect, resolve it immediately. If it ends on a space with a settlement symbol, that symbol is available to you as long as the marker stays there. If a marker passes a transition, resolve the transition's immediate effects.

6 — Bonuses

Each year has its own year-end bonus card, which shows two numbers. The bonus pile is face up, so you may look ahead.

  • Strict year-end bonuses (standard). Compare your power level to the two numbers. If it exactly matches one number, gain that bonus; otherwise you gain nothing. When order matters, resolve in order-indicator order.
  • Generous bonus variant (good for teaching). You gain the lower-numbered bonus for any power level at or below that number, and the higher-numbered bonus if your power level matches or falls between the two values. You gain no bonus only if your power level exceeds both numbers.

7 — Cleanup

Except after year four, the year ends with Cleanup:

  1. Advance the year marker to the next year.
  2. Remove the old year-end bonus card to reveal the new one.
  3. Freshen infrastructure, spaceships, and stadiums: in each row, return the item at the X to the bottom of its deck, slide the other two along the arrow, and deal a new one into the empty space.
  4. Reset your action cards and slide your action counter back to the starting space.

End of game (Race Mode)

Race Mode is the recommended default, especially for a first game. The game ends immediately when one player has all 3 production markers at 8 or higher and 3 stadiums on the New World. This usually happens during the Actions phase: players later in play order get one final action (unless already passed), the Actions phase then ends, everyone takes a final Transport phase, and the game is over. If the trigger occurs in another phase, the game ends once that phase completes. After year four the Old World becomes uninhabitable and the game ends regardless.

Penalties and bonuses

At the end of the game, adjust your lowest production marker:

  • −1 for each penalty chip taken during play.
  • −1 for each Old World site not evacuated.
  • −1 for each stadium you are missing (you should have 3 on the New World).
  • +2 if you have the most happy faces (+1 in a two-player game).
  • +1 if you have the second-most happy faces (nothing in a two-player game).

Evaluate penalties first; if several markers tie for lowest, choose one as the lowest for penalties. If two markers tie for lowest when the +2 bonus applies, raise each by 1. Players tied for most happy faces all get +2 and no one gets +1; players tied for second most all get +1.

Winning

After bonuses and penalties, any player still meeting the win conditions wins; if several do, the tie goes to the most happy faces (still tied players share the win). If no one meets the conditions, compare everyone's lowest production marker — the best lowest marker wins. Break ties in favor of players with 3+ New World stadiums, then by happy faces, then by comparing second-lowest and third-lowest markers.

Points Mode

In Points Mode you always play the full four years and ignore the Race Mode trigger.

Setup addition. After players randomly place their technology tiles, shuffle the goal cards and deal 4 to each player. Draft by keeping 1 and passing the rest: keep 1 of 4, then 1 of 3, then 1 of 2, then take the last card; discard 1 of your 4 so you end with 3 goals.

End-of-game scoring (shown on your overview card):

  1. Score points for your lowest production marker per the chart (e.g. a marker at 8 scores 10; at 10 scores 19; at 12 scores 19 + 3 + 3 = 25).
  2. Score each goal card you completed.
  3. Take penalties: −2 for each unevacuated Old World site (plus an extra −1 per population token that could have been evacuated, i.e. −2 or −3 total per site depending on the site); −3 for each stadium you are missing (of the expected 3 on the New World); −3 for each penalty chip taken during Income.
  4. Players with at least 3 New World stadiums score for happy faces (counting only New World stadiums, and ignoring players with 0 happy faces): most gets 6, second 4, third 1. In a two-player game the leader gets 4 and the other 0. Tied players split the relevant points, rounded down.

The player with the most points wins; tied players remain tied.

Advanced Action variant

Playable in either Race or Points Mode. Here the action cards' printed effects are used.

Setup. Shuffle the action deck and deal 7 to each player; place the deck within reach. Each player keeps 4 cards and discards 3. Use an Old World cover tile to cover the pair of power-level-1 actions — in this variant you may choose at most one group-1 action per round.

Action phase. On your turn, act either from your board or from a card. To use a card, play it face up. To use a board action, play a card face down and tuck it under the matching board action. Either way, advance your action counter and pay energy as usual. End your turn by drawing a card; if a card let you draw extras, discard down to 4. You begin each turn with 4 cards. A card split into two parts may have its parts used in either order, or only one used; you may also play a card face up and use no part of it.

Power level. Each action card has a power level (some are 0). Your yearly power level includes both the board actions and the face-up cards you played. If a card lists multiple power levels you choose one, and you may choose different levels for the Progress phase and the Bonuses phase. Use the generous bonus variant in the Bonuses phase.

Cleanup. Discard all action cards you played, then shuffle the discard back into the deck. Start the next year by drawing 3 cards to make a hand of 7, then keep 4 (you may resolve the new Income phase before deciding).

Modules (Points Mode)

These optional modules add ways to score in Points Mode and may be combined with or without the Advanced Action variant. Well-tested combinations include: Race Mode with the standard actions and strict bonuses; the Advanced Action variant with generous bonuses; and the Advanced Action variant with generous bonuses plus public objectives and line majorities.

  • Public objectives. Draw 3 public objective cards at random during setup. The first player to meet a card's left-edge objective takes it. On a later Actions-phase turn you may play a held card (in addition to your action) by paying its cost with New World resources, immediately raising New World production by the amount shown and earning its end-game points.
  • Line majorities. Choose side A or B of the module card. Mark sites 1, 3, 5 (or 2, 4, 6) with a yellow module tile, random side up, defining three lines of sites. At game end, evaluate each line: most sites scores 6, second 4, third 1 (in a two-player game, 4 and 0). A player with no sites in a line scores 0. Split points for ties as with happy faces.

Solo game

The solo game is played in Points Mode (optionally with the Advanced Action variant). You face an opponent driven by the solo deck, which builds stadiums and colonizes New World sites without needing a player board.

Turn-order competition. Set up the order indicator and progress track for a three-player game — your tokens, the opponent's tokens, and a third "extra civilization" set. Start with your marker first on the order indicator. If stadiums with 4 or 5 happy faces are in the display, return them to the bottom of the deck (do this in years 1 and 2) so stadiums built by you or the opponent have 3 or fewer happy faces; in years 3 and 4 the 4- and 5-happy-face cards are available normally. In the Order phase, treat the third marker as a civilization with 2½ fewer happy faces than your opponent: if you trail by 1–2 happy faces you move to second, by 3+ you move to third, and if tied you swap with your opponent into first or second. In the Progress phase, use only the single track (not the 3+ lane).

Goal cards. Deal two piles of 4 goal cards. Look at your pile and keep 1; randomly remove 1 from the opponent's pile; then switch piles. Draft again choosing 1 of 3 (removing 1 of 3 from the other), then 1 of 2, then 1 of 1. From the 4 you drafted, keep 3.

Special card. The solo card with the red 3 is not added to the deck until year 3. Shuffle the solo deck at the start of each year; the opponent plays every action except the one that ends up on the bottom.

Opponent actions. On the opponent's turn, flip the top card beside the deck and perform its action; the new top card shows which number (1, 2, or 3) applies. An X counts as 4 for a settlement action, but otherwise means the opponent takes no action. When one card remains, the opponent passes for the rest of the year. Card instructions include: removing the ship with the indicated number (1 = the oldest at the X, 2/3 the others) to the bottom of the deck and refilling; taking the numbered infrastructure to the bottom of its deck; taking the numbered stadium beside the board; and placing an opponent token on a specific New World site. For settlement, move the solo tile around the board's edge counterclockwise by the specified number of hexes (starting from the tundra edge at game start), then count inward the same number of hexes using arrow A or B; if that site is already settled, the opponent does not settle.

Opponent progress. The other markers' movement is given by the two values on the year-end bonus card: in odd years the opponent moves the higher amount and the extra civilization the lower; in even years both move the higher amount. For each, the movement is split between its two tokens — the marker that is ahead moves the amount on the bottom card of the solo deck (X = 4) and the other marker moves the remainder.

Scoring. Score in Points Mode with two-player scoring (4 points for having at least as many happy faces as the opponent, else 0). A score of about 60 is a solid start; roughly 80 once mastered. You can also add the solo cards to a two-player game to simulate a third player that blocks sites and takes ships, infrastructure, and stadiums.

Appendix

Infrastructure requirements (examples of card conditions)

Infrastructure cards raise your production once you meet a settlement condition, such as: having settled 4 tundra sites; 2 desert sites each with at least 1 population token; 1 desert site with a population token plus 1 tundra site with a factory; 2 forest sites lined up in a given direction (the same regardless of which way the card faces); or 1 forest site and 2 tundra sites along a diagonal line.

Year-end bonuses (types)

Year-end bonus cards can grant, for example: depicted resources (which you may split between worlds); depicted resources plus a free clone (a population token on your New World side); a resource plus the option to research a technology; 2 infrastructure moves plus a free prefabricated factory; a free spaceship; a technology research plus settling a New World site; or settling a New World site whose biome may be one transition beyond your normal reach.

Icons

The rulebook's icon key covers: any resource / any resource production; food, energy, and steel (each as a resource and as production); settle a site on the New World; Old World and New World population tokens; construct a spaceship and spaceship flight; construct a stadium; prefabricate any factory type (and specifically steel, food, or energy factories); add a population token to the New World side; happy face (happiness unit); develop a technology; exchange one resource for another; and positive vs. negative points.

Rules reminders

  1. When settling, pay 1 steel per population token placed on a New World site.
  2. When prefabricating a factory, pay 1 resource of the type it will produce; there is no extra payment when you later settle it.
  3. Productivity tokens (those producing one of each resource) are not evacuated by loading population onto a ship; instead they stop producing on the Old World and begin producing on the New World according to your progress-track markers.
  4. A factory site evacuated via an evacuation bay does not count against building capacity but must match the bay's edge color; evacuated via building capacity it needs no bay and may come from any site.
  5. Pay a ship's depicted energy cost to send it from Old to New World, but only 1 energy to send a ship back from New to Old.
  6. Your lead progress marker may never be more than one transition ahead of your trailing marker.
  7. In Race Mode, if the end triggers during the Actions phase, players later in order get one more turn and then everyone gets a Transport phase before the game ends; if it triggers in another phase, the game ends at the end of that phase.
  8. When an action card says to "gain" something, it is free; add it to either world.
  9. When an action card says to "build" or "prefab" something, pay the usual cost from the world where you build or prefab it, unless the card specifies a different cost.

Credits

Designer and developer: Vladimír Suchý. Graphic design and illustrations: Michal Peichl. Production: Kateřina Suchá. Rules: Jason Holt. Corrections: Mike Poole. Published by Rio Grande Games / Delicious Games.