Exodus: Edge of Extinction
Exodus: Edge of Extinction Rulebook
Table of Contents
Table of Contents
General Considerations
Exodus: Edge of Extinction is an expansion for Exodus: Proxima Centauri and it requires a copy of the base game.
If this is your first time playing Exodus: Proxima Centauri, we strongly recommend that you learn to play using the basic game rules and components only.
If at any time a rule from the Edge of Extinction expansion contradicts any rules from the Exodus: Proxima Centauri base game rulebook, the expansion takes precedence.
Game Components
- Player setup - 6 colors
- 3rd and 4th Ship Markers
- Plastic Space Ships: War Cruiser x2, Battle Carrier x1, Fighter x2, Dark Raider x2
- A unique set of 6 Action Cards
- Faction Board x5
- Double sided Player Aid
- Population Cubes x5 (one set, shown in one player colour)
- Movement tokens x252
- Damage tokens x72
- Cards: New Centaurian Resistance Cards x25, Political Cards x15, Combat Cards x64, Centaurian Resistance Combat Cards x25
- New planetary and ship upgrades: Space Defense Systems (SDS) x12, Advanced Space Defense Systems (ASDS) x4, Clone Factories x4, Hyperspace Drives x4, EMP Cannons x3, Dark Energy Shields x5, Spaceports x6, T-Modules x3, Advanced T-Modules x4
- Research Markers (no count printed)
Introduction
If it is your first time playing Exodus: Proxima Centauri with the Edge of Extinction expansion, carefully punch out all of the new components. Add the wooden Population Cubes to the respective pools and check the expansion Faction Boards and Player Aids to see which of the new tokens will be used with which color. Each faction in the Exodus: Edge of Extinction expansion is color coded. That means, that red is associated with the Han-Xia Dynasty, blue is associated with the Antarctic Dominion etc.
Please note that the new Action Cards are also Faction Specific. Be sure to provide all 2 players [sic: printed as "all 2 players"] with the proper Action Cards during setup.
Game Setup
Follow the Exdodus [sic, for Exodus]: Proxima Centauri base game setup with the following exceptions:
- Start by choosing or randomly assigning Factions to players. After assigning Factions, each player takes the Faction Board Expansion belonging to their Faction, as well as all Population Cubes and ships (both plastic and cardboard) in the color assigned to that Faction.
- Place the new Faction Board Expansions next to base game Player Boards.
- Place the new plastic ships with their markers on the ship spaces on the Faction Boards. Place the remaining plastic ships on Player Boards normally.
- After building the map, placing the Resource Counters and the starting ships and population, each player places 1 additional Battle Carrier in their Home Planet hex. This means that each player starts the game with a total of 2 Battle Carriers, 1 Dark Raider and 3 Population cubes in their Home Planet hex.
- Additionally, each player places 1 Population Cube of their color and 1 Dark Raider in any one (same) hex adjacent to their Home Planet hex.
- If you find that the order of placement may influence your decisions, randomize player order by dealing the Turn Order cards and placing the additional Dark Raider and Population Cubes in reverse player order.
- Replace the Exodus: Proxima Centauri Action Cards with the new Exodus: Edge of Extinction expansion Action cards.
- Shuffle together the Political Cards from the base game and the expansion. Repeat the procedure for the Centaurian Resistance cards.
- Shuffle together all Combat Cards to create a face down deck. Repeat the procedure for the Centaurian Resistance Combat cards.
Expansion Setup Options
For a shorter or a longer game with modified starting conditions, choose one of the options below:
Expansion Standard Length Game
- This setup option allows for a more rapid development, allows the players to gain more technologies during game and to start better equipped to handle the Centaurian Resistance. When choosing this setup option, play for a total of 5 turns.
- Each player may spend up to 19 CP before the game starts to research exactly 5 technologies. No discounts apply, any unused CP is lost (not added to a player's starting pool), and no technologies with a value higher than 13 CP may be researched at this stage.
- Starting resources for each player are detailed on their Faction Player Aid.
Expansion Extended Game
- This setup option allows for a more balanced, deeper experience, with enough time to develop different technologies and ample opportunities to fight over dominance in the galaxy. When choosing this option, play for a total of 6 turns.
- Each player may spend up to 12 CP before the game starts to research exactly 3 technologies. No discounts apply, any unused CP is lost (not added to a player's starting pool), and no technologies with a value higher than 13 CP may be researched at this stage.
- Starting resources for each player are detailed on their Faction Player Aid.
Playing the Game
Updated Turn Structure
The following turn structure mirrors that of the Exodus: Proxima Centauri base game with notable exceptions and additions whenever new technologies or abilities might change the game structure.
I. Upkeep Stage
- Reset Market (same as base game)
- Increase Population:
- +2 Population Cubes on your Home Hex.
- +1 Population Cube on any of the planets with a Clone Factory.
- Repair Ships
- Remove 1 damage from each ship belonging to all players with the Basic Repairs technology (same as base game).
- Remove 3 damage from each ship belonging to the player with the Advanced Repairs technology. Please note that the abilities of Basic Repairs and Advanced Repairs are applied separately.
- Receive CP Income and pay tax for Axinium (Red) and Phasium (Green) gained (same as base game).
Example: Anna starts the Repair Ships segment of the Upkeep Stage with 3 damaged ships: a Dark Raider with 3 damage tokens, a Battle Carrier with 2 damage tokens and a War Cruiser with 4 damage tokens. Anna has researched both Basic and Advanced Repairs, so she removes up to 4 (1+3) damage tokens from each of her ships. Now her fleet is fully repaired.
II. Council Stage
- Remove any Resolutions from the game (same as base game).
- Vote for Political decision (same as base game)
- Apply the effects of the Corrupt Politics technology.
- Apply the effects of the Visionary Politics technology.
- Select Bonus Action (same as base game).
- Elections for Chancellor and turn order
Players bid the same way as in the base game, with the following modifications:
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The highest bidder chooses any one turn order card.
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The next highest bidder chooses any of the still available turn order cards.
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Follow this procedure until each player has received a turn order card.
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Receive combat cards (see below)
Receiving Combat Cards
Depending on the number of players and the turn order cards, players draw combat cards according to the table below. Each player has a Combat Card hand size of 6 cards. This limit is always enforced; as soon as a player has more than 6 cards in their hand they must immediately discard down to 6 cards.
| Players | Turn order 1st | 2nd | 3rd | 4th | 5th | 6th |
|---|---|---|---|---|---|---|
| 2 Players | 1 | 1 | ||||
| 3 Players | 1 | 2 | 2 | |||
| 4 Players | 1 | 1 | 2 | 2 | ||
| 5 Players | 1 | 1 | 2 |
III. Action Stage
No significant changes have been introduced to the structure of the Action Stage. However, Factions use Faction Specific Action Cards detailed on the Player Aid of their Faction. Also, please note that some of the Action Cards are one time use only – they are removed from the game after being played and cannot be brought back into the game by any means.
IV. Fire WMD Stage
Exodus: Edge of Extinction introduces two significant changes to the WMD Stage:
- Home Planets can now be targeted by WMD, with the exception of Graviton Rockets.
- Some technologies and upgrades affect distance checks and damage rolls as follows:
- Distance checks may be influenced by: Radar and Target Scanners.
- Damage rolls may be influenced by: Strategic Bombers, Space Defense Systems (SDS), and Advanced Space Defense Systems (ASDS), as well as Interceptors.
V. Conquest Stage
As in the base game, each turn two Conquest Stages are played consecutively each turn. The Exodus: Edge of Extinction expansion introduces the following modification to the Conquest Stage structure:
- Mount Population (same as base game).
- Perform Ship Movement (see below).
- Move Population Cubes using Civilian Ships technology (same as base game).
- Detection:
- Players with Cloaking technology may uncloak their ships (same as base game).
- Players with Radar technology may force players with Cloaking technology to uncloak their ships (same as base game).
- Players with Advanced Cloaking technology may uncloak their ships. Please note that the Radar technology is insufficient to force players with Advanced Cloaking to uncloak.
- If this is the last Conquest Stage of the last turn of the game, all ships uncloak regardless of any technologies, upgrades or special abilities.
- Player Combat (see Player Combat section on this page).
- Centaurian Resistance Combat (see below).
- Deploy population:
- Players roll a descend check for each Population Cube they are deploying on a planet with moons (same as base game).
- Players with the Landing Maneuver technology do not have to perform the descend check (same as base game).
- Players may use the Commando technology.
- Players may use the Expert Research technology.
Additional Rules for the Conquest Stage
This section of the rulebook deals with the updated Movement and Combat rules, as well as with Upgrade limitations and general rules regarding new technologies.
Movement Systems
Similarly to the base game, the Exodus: Edge of Extinction expansion provides players with two different options for movement: the Simultaneous Movement that uses the movement tokens from the base game, and the Reverse Turn Order Movement. The expansion also introduces a third type of Movement: Drive Power Movement. We strongly recommend using the third option for all Exodus: Edge of Extinction games.
Reverse Turn Order Movement
Players move their ships in Reverse Turn Orders. One by one, players move all their ships a number of hexes away. Each ship with a basic Nuclear Drive may be moved up to 1 hex away, each ships with a Fusion Drive up to 2 hexes away and each ship with an Antigravity Drive up to 3 hexes away. Ships with a Hyperspace Drive may be moved anywhere on the hex board after every other player (regardless of the turn order) have moved all their other ships.
Drive Power Movement
The Drive Power Movement works similarly to the Reverse Turn Order Movement. However, instead of players moving all their ships in reverse turn order, the ships are moved using both player order and the quality of their drives. To perform a Drive Power Movement, follow these steps:
- In reverse turn order, each player may move all of their ships 1 hex.
- In reverse turn order, each player may move all of their ships with at least a Fusion Drive (2 moves or more), or better, 1 hex.
- In reverse turn order, each player may move all of their ships with at least an Antigravity Drive (3 moves or more), or better, 1 hex.
- In reverse turn order, each player moves all of their ships with a Hyperspace Drive (an unlimited movement drive) to any hex on the board.
Example: During the Ship Movement segment of the Conquest Stage, Jan has a fleet of three ships: a Dark Raider with a Hyperspace Drive (unlimited movement), a Fighter with an Antigravity Drive (3 Movement) and a War Cruiser with a Fusion Drive (2 movement). During the first step of Movement, Jan moves his War Cruiser to an adjacent space. He decides not to move his Fighter. During the second step Jan moves both his Fighter and his War Cruiser to adjacent hexes. During the third step, Jan moves only his Fighter. His War Cruiser cannot move any more, as it is outfitted with a Fusion Drive that does not allow for movement during this step of the Movement segment. Finally, during the fourth step Jan moves his Dark Raider to a hex four spaces away. This is possible due to the Dark Raider being outfitted with a Hyperspace Drive, capable of unlimited movement.
Ship Blocking - Optional Rule
When using either the Reverse Turn Order Movement or the Drive Power Movement, whenever ships belonging to more than one player end up in the same hex during any of the Movement steps, some of the ships are prohibited from moving in subsequent steps. Cloaked ships are not affected by this rule.
The fastest ships can always move out of a hex. Any number of ships tied for fastest may leave the hex.
In the same hex, each ship tied for the fastest Drive prevents one ship of each other player with a slower drive to move out of that hex.
This rule is optional. Players will decide at the beginning of the game whether they want to use this rule throughout the whole game or not.
Example: Anna and Jan both have ships in the same hex during the Movement segment of the Conquest Stage. Anna has one Dark Raider outfitted with an Antigravity Drive (3 movement), and Jan has 2 Fighters outfitted with Fusion Drives (2 movement). During the second step of the stage Jan (who is the second player, with Anna being the first) can only move one of his Fighters, as the other one is blocked by Anna's faster Dark Raider. Later during the same Conquest Stage Anna moves her Dark Raider out. Jan's second Fighter will only be able to move out during the next Conquest Stage.
Player Combat
Whenever ships belonging to more than one player end their movement in the same hex, the partaking players need to resolve a combat between them. If, during the same Player Combat segment, there is more than one hex where combat needs to be resolved, the Chancellor decides the order of resolving the conflict hexes. Due to an introduction of Combat Cards and new technologies, combat in Exodus: Edge of Extinction is resolved following the below structure:
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Start of Combat Step: During this step, a player with the Advanced Tactics technology may sacrifice one of their Dark Raiders in the combat hex. Please refer to the Advanced Tactics technology description for further details.
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Play Combat Cards Step: In reverse turn order each player participating in that combat may place 1 Combat Card face down in front of them. It is not mandatory to play a Combat Card.
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Resolve Combat Cards Step: Players reveal their Combat Cards and resolve their effect in the order indicated on the cards. If two or more Combat Cards [sic: printed as "Combat Cards cards"] have the same order number, their effect are resolved in turn order. The parts of a Combat Card are labelled in the printed rulebook as: Combat Card name; Combat Card timing; Combat Card requirements, description and effects; and Combat Card order (lowest order to be resolved first).
Combat Cards only affect the players, spaceships, Population, etc. present and participating in the current combat. Unless a Combat Cards specifically refers to a game element outside the current combat, no game element outside the current combat is affected. The effects of any Combat Card only last until the end of the current Combat Round, unless specifically stated otherwise on the Combat Card.
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Roll Combat Dice Step: Each player rolls their combat dice, depending on the weapons their ships are outfitted with. Every 5 and 6 generates a hit. Remember that Combat Cards and technologies (like EMP Cannons or Quantum Scanner) may modify the scores needed to generate hits.
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Assign Hits Step: In reverse turn order each player assigns damage generated by their dice roll to opponent ships. Remember that Combat Cards and technologies (like Basic Tactics or Fringe Tactics) may influence how hits may be assigned.
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Ship Damage Step: Even though hits may be assigned in reverse turn order, no ships are destroyed until all hits have been assigned. If there are more damage tokens on a ship than its shield value, that ship is immediately destroyed and removed back to the owner's supply. Remember that some Combat Cards may cancel some hits or allow players to convert a single hit into more damage. If at any point players must decide how they resolve such effects, they do so in reverse player order.
Centaurian Resistance Combat
The Centaurian Resistance Combat is played out according to the same rules as Player Combat with one exception: at the beginning of the first combat round the player acting as the Resistance draws 2 Centaurian Resistance Combat Cards and chooses one of them to play in the first round of combat, discarding the other one.
Other Rules & Clarifications
Contradicting Effects and Precedence
If at any time a rule from the Exodus: Edge of Extinction expansion contradicts any rules from the Exodus: Proxima Centauri base game rulebook, the expansion takes precedence.
Any Political Card, Action Card, Combat Card, technology, or faction special ability effect that contradicts the rules of the game and/or the expansion takes precedence over the rules.
Any Political Card, Action Card, or Combat Card that disallows specific use of a technology or ability, or cancels another effect, takes precedence.
Technology Limits
A player may only gain access to the technologies present on their player board and faction board.
A technology may be learned either through a Research Action or Reaction, or as an effect of a card (Political, Combat, etc.) or another technology.
Every time a player is allowed to learn a technology due to such an effect, that player may only learn technologies printed on their player board or faction board. Even if an effect states that "a player may research a technology of their choice", the choice is still limited to technologies depicted on that player's Faction Board and Player Board.
Technology effects are not cumulative, and the better effect applies, unless the description of a technology specifically states otherwise (e.g. Advanced Repairs). For example, a player who has researched both Expert Banking and Advanced Banking will only apply the effects of Expert Banking.
Upgrade Limits
Exodus: Edge of Extinction comes with new technologies that allow for placing Upgrade tokens (Planetary Upgrades) on hexes. Players should refer to their Player Aids to find out the exact details of how specific Upgrades work. All Upgrades are subject to specific limits:
- Only 1 Space Defense System (SDS) or Advanced Space Defense System (ASDS) is allowed on a single hex.
- Only 1 Clone Factory is allowed on any single hex, with the exception of the Home Planet hex of the Clone Factory owner, which may not contain a Clone Factory belonging to that player.
- Only 1 Space Port is allowed on a single hex, with the exception of the Home Planet hex of the Space Port owner, which may not contain a Space Port belonging to that player.
Planetary Upgrades are limited to the number of components provided in the game box.
Ship Upgrades are considered unlimited with the exception of EMP Cannons, Dark Energy Shields, T-Modules and Advanced T-Modules which are limited to the number of components provided in the game box.
Any Planetary Upgrade is controlled and yields effects for the player controlling that planet, which may be a different player than the on who [sic] has bought the Upgrade. A player is considered in control of a planet if that player has the most Population cubes on that planet and is not tied with any other player. In case of a tie for the most Population, no player is considered in control and therefore any Planetary Upgrades provide no benefits for any player.
There is a limit of 1 T-Module or Advanced T-Module per ship type.
Any Upgrades gained due to an effect of a card or any purchased Upgrades require players to have researched the technology allowing access to that Upgrade, unless the card specifically states otherwise.
A player may never gain a Ship Upgrade which is not depicted on their player or faction board!
Cubes Usage and Limitations
The cubes in Exodus: Proxima Centauri and Exodus: Edge of Extinction serve multiple purposes and their number of cubes is limited (30 in the base game and 36 in the expansion). Making the best use of the cubes is part of the game strategy. However, every player must abide by the following rules:
- 3 cubes must be used as resources markers on the player board.
- 1 cube must be used for the VP track. The use of additional cubes on the VP track is optional and players may use other means to keep track of VP in excess of 20.
- Any cubes used to mark researched technologies may never be removed from the board unless a technology specifically allows it.
- During the Upkeep stage, gaining Population is not optional.
- Player may not remove Population from planets in order to replenish their spare cubes supply.
- Players do not have to reserve cubes for using the Market, however using the Market requires cubes. Without spare cubes, players may find themselves in a situation where they cannot use the Market even if there are still open spaces.
Decks and Discard Piles
For every deck of cards (Combat Cards, Centaurian Resistance, etc.) leave space aside for a corresponding discard pile. Every card which is not specifically removed from the game but has ceased to have in-game effects will either return to a player's hand (e.g. Action cards) or it will be placed in a discard pile. For example:
- Any Centaurian Resistance cards which were not awarded to players as a reward (after a successful combat against the Centaurian Resistance) are placed in their corresponding discard piles.
- Used Combat Cards are placed in their discard pile as soon as a combat round ends (remember, every combat card only affects one round of combat). Every time a player must discard Combat Cards from their hand (e.g. due to hand size limit), discarded cards are placed in the Combat Card discard pile.
As soon as a deck of cards is empty, shuffle its corresponding discard pile and create a new deck of cards.
One Time Use Cards
Some cards in the Exodus: Edge of Extinction expansion have the text "Once per game" printed on them. Such cards may be used only once throughout the whole game. After such cards are brought into play (an Action card is played, or a Combat Card used) and used, they must be removed from the game as soon as their effect ceases to affect the game. No in-game ability can bring such a card back into the game.
Rearranging Ship Upgrades
Players are allowed to rearrange Ship Upgrades on their ship blueprints any time during the course of each turn with the following exceptions:
- During Conquest Stages; as soon as a Conquest stage has begun (players have started loading Population on ships) no Ship Upgrades may be moved
- Outside a Conquest Stage, if such movement of Ship Upgrades would lead to the destruction of any ships. Players are not allowed to voluntarily cause their ships to be destroyed by repositioning Shields.
A Few Strategy Tips
Each faction has its unique abilities and technologies which bring specific strengths and weaknesses. Overall, the factions are fairly balanced, but some still have their advantages. The printed Strength and Difficulty ratings for each faction are shown as icons and are not reproduced here.
Sirius Theocracy
- Focused on politics and controlling the meta-game
- Requires an in depth knowledge of the base game and the expansion, especially the political cards
Arctic Dominion [sic: the Introduction names this faction the "Antarctic Dominion"; both names are transcribed as printed]
- Focused on trade, the Dominion will literally buy its way to victory
- Selecting your starting technologies cleverly and using the faction's abilities from early game are almost a must for winning the game
Han-Xia Dynasty
- Versatile faction, specialized on blitz attacks on its opponents
- Strike weaker enemies in space combat, create combos with your abilities and gather VP early in the game
Titan Diarchy
- Focused on technologies, the Diarchy has limited interaction with its enemies
- A clever research strategy makes your path to victory quite straightforward
Solaris Confederation
- Masters of strategic warfare, the Confederation uses WMD to size down their enemies
- Focus on controlling the majority of the planets and keeping your opponents at distance
Blackwater
- Always combat ready, Blackwater crushes their enemies in space combat, no matter how large their fleets are
- Equips your ships with heavy cannons and strong shields and take on the toughest of your enemies; let no one hide or survive
Rules of Play for the Solitaire Game
To play the solitaire version of Exodus: Proxima Centauri and its expansion Exodus: Edge of Extinction you should first familiarize yourself with the base game rules and with the expansion rules. Unlike a multi-player game, the solitaire play is no longer a quest to gather the most Victory Points, but each scenario comes with a specific goal and a time limit for the player to achieve it.
The solitaire game introduces a Non-Player Character (NPC) who acts according to a set of rules which are specified in each scenario. The NPC may also have access to certain technologies, control the Centaurian Resistance spaceships and/or Weapons of Mass Destruction.
Solitaire Setup
To set up a solitaire scenario, follow the same procedure as for a multi-player setup of Exodus: Edge of Extinction, with the following exceptions:
- If the scenario is built for a specific faction, you must use that faction.
- Each scenario comes with its own unique setup of the modular map.
- Always follow the standard game setup for your faction, not the extended game setup.
- Some scenarios may modify the general setup rules. If this is the case, please follow the specific scenario rules.
The turn structure follows the stages and steps of a standard expansion game. There are however some notable exceptions which are detailed in the paragraphs below.
I. Upkeep Stage
- Reset Market
- Do not remove any cubes from the market unless all six market spaces are occupied.
- If all six market spaces are occupied, remove all cubes from the market.
- Increase Population – unchanged
- Repair Ships – unchanged
- Receive income and pay tax – unchanged.
II. Council Stage
- Remove any Resolutions from the game – unchanged.
- Vote for political decision
- Reveal the top three political cards and place them in the A, B and C spots respectively.
- The default political decision is A. You may pay CP equal to double the turn number to choose B, or you may pay CP equal to triple the turn number to choose C instead.
- Corrupt Politics allows you to pay 1 CP less to change the default political decision.
- Select Bonus Action
- In a solitaire game there is no bonus action, therefore skip this step.
- Elections for Chancellor and the order of play
- The first turn of the game you receive the turn order card number 6. You may pay 10 CP to advance one level in turn order. For example, you would pay 10 CP to receive turn order card number 5 instead of number 6, or 20 CP to receive number 4 instead of number 6, and so on.
- The amount of CP required to gain a better turn order card may be changed by specific scenario rules.
- During each subsequent turn you may keep the same turn order card or follow the process described above to get a better one.
- Example: During the first turn, you paid 10 CP to get turn order card number 5. As part of the Council Stage of the second turn, you may choose to either keep turn order card number 5 from the previous turn, or pay 10 CP to advance once level in turn order – 10 CP for number 4, 20 CP for number 3, 30 CP for number 2, or 40 CP for number 1.
- Receive combat cards
- Follow the multi-player rules as if you were playing a 6-player game.
III. Action Stage
The Action Stage is performed the same way as in the multi-player game, with the exception that you may only perform Reactions on your own Action cards. Any technologies which affect the number of Actions you can perform or the cost of the Reactions work the same way as in the multi-player game.
Remember! In a solitaire game there is no Bonus Action!
IV. Fire WMD Stage
The rules from the multi-player version of Exodus: Edge of Extinction apply with the following exception:
- Your Home Planet can be targeted by all WMD, including Graviton Rockets.
V. Conquest Stage
Unlike the multi-player game, in a solitaire game you will only go through a single Conquest Stage each turn. The Conquest Stage in a solitaire game follows the same steps and rules as a multi-player game of Exodus: Edge of Extinction, with the following exceptions:
- Mount Population – unchanged.
- Perform Ship Movement – You may move all your ships in any order. Each ship with a basic Nuclear Drive may be moved up to 1 hex, each ship with a Fusion Drive up to 2 hexes, each ship with an Antigravity Drive up to 3 hexes, and each ship with a Hyperspace Drive can be moved any number of hexes.
- Move Population Cubes using Civilian Ships technology – unchanged.
- Detection:
- You may uncloak – unchanged.
- If the NPC has Radar technology (see specific scenario rules), then all of your ships become uncloaked.
- If you have researched Advanced Cloaking, your ships are not affected by the Radar technology of the NPC.
- Ships will not automatically become uncloaked during the last turn.
- Combat – In a solitaire game you always fight against the Centaurian Resistance. The Combat rules are similar to the rules used in a multi-player game of Exodus: Edge of Extinction, with a few exceptions:
- At the beginning of the first combat round, reveal and play the top Centaurian Resistance Combat Card. If the card requires a decision, you must choose the option that most favors the NPC.
- The NPC assigns damage according to the rules listed below. If specific scenario rules contradict the ones below, use the scenario rules.
- Deploy population – unchanged.
In combat, the NPC will assign each hit according to the following algorithm:
- Your ship with the highest cannon strength (the ship which allows rolling of the most dice in combat) will be targeted first.
- If several ships are tied for highest cannon strength, assign the hit to the ship which requires the least amount of damage before it is destroyed.
- If several ships require the same amount of damage to be destroyed, assign the hit to the ship carrying the most Population.
- If several ships carry the same amount of Population, War Cruisers will be targeted first, followed by Fighters, Battle Carriers, and Dark Raiders.
- If several ships are still tied, choose randomly from among the tied ships.
While in the multi-player game each Centaurian Resistance ship was alone in a hex, in a solitaire scenario multiple Centaurian Resistance ships may coexist. When fighting against the Centaurian Resistance in a hex with multiple Centaurian Resistance ships, reveal a Centaurian Resistance card for each of those ships. If you fail to defeat all the Centaurian Resistance ships in a hex, all of the Centaurian Resistance cards (including those of the destroyed ships) are placed at the bottom of their decks and you receive none of the Centaurian Resistance cards.
VI. NPC Action Stage
After the Conquest Stage, the NPC takes its turn. The rules governing the NPC turn are specific to each scenario and may include firing Weapons of Mass Destruction, adding new ships to the game, and movement of Centaurian Resistance ships.
Scenario 1: Secure the Borders
The printed briefing text for this scenario is flavour and is not reproduced.
Setup
- For this scenario you will not use any components from Exodus: Edge of Extinction and you will play using only the components of Exodus: Proxima Centauri.
- Create the following layout for the hex map. (The printed hex map diagram is not reproduced.)
- Choose a faction and replace the Planet Nu-Kua with the Home Planet belonging to your faction.
- Place 3 Population on your Home Planet, 1 Population on Lyra and 1 Population on Getica.
- Place 2 Battle Carriers in your Home Planet hex, 1 Dark Raider in the Lyra hex, and 1 Dark Raider in the Getica hex.
- On your Player Board, mark your starting technologies: Electromagnetic Shield, Fusion Drive, and Master Politics.
- Mark your starting resources: 10 CP, 2 Axinium and 2 Phasium.
- Place one Electromagnetic Shield token on your Battle Carrier blueprint and another one on your Dark Raider blueprint.
- Place one Fusion Drive token on your Battle Carrier blueprint and another one on your Dark Raider blueprint.
- Prepare the Political deck by removing the following Political cards from the game: Council Defense Law, Martial Law, Tyranny, Tax Exemption, Peacekeeping, and Dictatorship.
Objective
Your goal is to deploy Population on every Planet is the system [sic] and to stockpile Axinium and Phasium. You must also destroy all Centaurian Resistance ships.
To accomplish an Absolute Victory you must meet all of the following conditions by the end of the 4th turn of the game:
- Every Planet must host at least one of your Population cubes.
- You must have at least 30 CP, 9 Axinium, and 9 Phasium.
- There are no Centaurian Resistance ships remaining on the map.
To accomplish a Tactical Victory you must meet all of the following conditions by the end of the 5th turn of the game:
- Every Planet but one must host at least one of your Population cubes.
- You must have at least 8 Axinium and 7 Phasium.
- There are at most 2 Centaurian Resistance ships remaining on the map.
If you fail to accomplish all of the conditions for a Tactical Victory by the end of the 5th turn of the game, you mission [sic] has failed.
Scenario Rules
- You do not need to track any VP. Your score does not affect the outcome of this scenario.
- You may not research Cloaking.
- Remove the Turn Order cards from the game, they are not needed for this scenario. Skip the Elections Step of the High Council Stage every turn.
- Since you are using only game components from Exodus: Proxima Centauri, you will not have access to Combat Cards or other components included in the Exodus: Edge of Extinction expansion. Skip any step of the turn which grants or requires expansion components.
- Skip the entire NPC Action Stage every turn. There will be no new Centaurian Resistance ships entering play after you have completed the setup and the Centaurian Resistance ships will stay in their starting positions.