Space Base: The Mysteries of Terra Proxima
Space Base: The Mysteries of Terra Proxima Rulebook
Table of Contents
Table of Contents
- Introduction
- Expansion Contents
- How to Play
- Interpreting Story Cards
- Discovery Cards
- Integrating Expansions
- Unlocking Ship Cards
- Clarifications
- New Saga Rules
- Patrol Die
- Miners of Shy Pluto
- Patrol Ship Icon
- Bonus Rolls
- Directional Arrows
- Modify Die
- Alien Colonies
- Charged Ongoing Rewards
- Place One Charge Anywhere
- New Plutonium
- Shroom Doom: Scenario
- Advancing the Neuromycelia Track
- Overrun Sectors
- Cure Neuromycelia
- Forecast Successfully - Forecast Cubes
- Buying Forecast Cubes
- Forecast Successfully - Sector 13
- End of the Game
- Terra Proxima: Game Play Module
- Forecast Successfully
- Buying Upgrades
- Using Upgrades
- End of the Game
- Sector 13 Rules
- Permanent Expansion Stuff
- Components
- Discovery Deck Card List
- Expansion Clarifications
- Card Clarifications
Introduction
Space Base Saga Expansions are a story-driven way to experience an expansion. You will play through the story contained in this expansion over multiple games. As you do, it will gradually introduce additional content, from new cards to entirely new rules and components.
YOU SHOULD NEVER LOOK AT OR OPEN CONTENT OF THIS EXPANSION UNTIL INSTRUCTED TO DO SO!
Expansion Contents
Contained in this expansion are...
- The Story Deck: 13 cards. Do not look through this deck until you have read through these rules to page 7 (then STOP!). This deck will gradually walk you through the story and provide instructions as you go.
- The Discovery Deck: 89 cards. Do not look through this deck until instructed to do so. This deck will gradually be revealed as you proceed through the story.
- 1 Black 16mm Die: This patrol die is rolled every turn along with the active player's normal roll to see if a patrol ship token is placed in the shipyard.
- 4 Translucent 16mm Dice: These dice are used for making bonus rolls when a player gains a bonus roll icon.
- 1 Shy Plutonium Mining Station Board: The board holds six Shy Plutonium dice that are available to buy if you have enough patrol ship tokens to spend.
- 1 Drawstring Bag: Shy Plutonium dice are drawn randomly from the bag whenever the Mining Station board needs to be filled.
- 42 Patrol Ship Tokens: Patrol ship tokens are used to buy Shy Plutonium dice.
- 15 Orange 12mm Dice: These dice represent Shy Plutonium and can give a variety of rewards when their symbol is rolled.
- Mystery Boxes: DO NOT OPEN until instructed to do so. The contents for this box can be found on page 36. Do not look at page 36 unless you suspect you are missing a component or you have finished the Saga Expansion.
This expansion to Space Base should contain these items. If it does not, please visit https://alderac.com/customer-service for assistance. Actual contents may vary from the images shown.
How to Play
Before starting your game of Space Base, place the story deck face-up on the table. Do not look through it. The Warning Card (story card !) should be the only card showing. Set up your game as you normally would, including any content from other expansions that you wish to include. You can then proceed (➡) to the next story card (story card 1) by discarding the Warning Card. Read story card 1 out loud to all players and follow the directions.
Once a story card has been discarded, it will not be needed again. If you would like to play this Saga Expansion again, you may leave it in the box. Otherwise, you may rip it up or throw it away.
When you read the story cards, pick up the entire deck; do not pick up just the top card. This will prevent you from accidentally revealing the next story card to the other players at the table.
Interpreting Story Cards
Italic text is flavor that explains the story and what is happening.
Whenever you see red text on the story card, those are instructions that you should follow. After you have followed the instructions, the bottom portion of each story card will then instruct you when to move on to the next story card by saying some condition and then showing an arrow (➡). When the condition is met it's time to discard the current story card and move on to the next one.
Whenever you see something like "Unlock discovery cards 1-16," it means you will take out the indicated cards from the discovery deck.
The printed rulebook shows story card 1 on page 6. Its red instructions read: "Unlock discovery cards 1-16, shuffle them, and deal them evenly to all players. Remaining cards are considered to be in all players' hands. Players may buy ships from their hand for 2 credits less." Its arrow condition reads: "Finish your current game. At the start of your next game ➡."
Discovery Cards
Discovery cards are all numbered and are included in the discovery deck in numerical order. For example, when story card 1 instructs you to unlock discovery cards 1-16, you will start from the top of the discovery deck, find the cards numbered 1 through 16, and take all 16 cards out, without looking at any of the other cards in the discovery deck.
STOP Cards
There are some "STOP" cards in the discovery deck. These have no game play function—they are just there to help make it clear where the break points are when you are taking out discovery cards. They also help prevent you from seeing further into the deck than you have yet reached in the story.
Integrating Expansions
You are not required to own any other expansions to play this Saga.
If you own The Emergence of Shy Pluto, you should play through Saga Expansion 1 before playing through this Saga. When playing through this Saga, use all the content from Saga 1.
If you own Command Station, this Saga contains the components needed to play with up to seven players.
Unlocking Ship Cards
When cards are unlocked, you will often be instructed to "deal" the unlocked cards to players. In this case, randomly deal the new cards face-up evenly to all players so that each player has the same number of cards in their "hand." Any remaining cards should be placed on the table face-up and are considered to be in all players' hands.
When dealing cards in a 2-player game, deal out three hands of cards. The third hand, plus any remaining cards, are placed on the table face-up and are considered to be in both players' hands.
Clarifications
For easy reference, card clarifications are listed on pages 40-41. If players need to refer to the clarification section, we suggest finding the page number starting from the back of the rulebook to avoid looking at Saga content that has not yet been revealed.
New Saga Rules
The following rules are used in every game of Saga Expansion 2: The Mysteries of Terra Proxima. Additional rules will be introduced as the story progresses through several games.
Buying From Your Hand
Ship cards cost 2 credits less than the printed cost when buying them from your hand (minimum zero). Otherwise, buying a ship from your hand follows all of the normal rules, including counting towards your limit of buying one card per turn and setting your credit (yellow) cube to 0.
After new ships have been added to the game via the story deck instructions (even if they are not bought from players' hands), they will be included in all your future games as regular cards.
Refilling the Shipyard
The shipyard now refills slightly differently than in the base game. When there are empty spaces in the shipyard at the end of a player's turn, first, slide any cards already in the shipyard to the left to fill in any empty spaces, and then fill in each empty space with a new card from the appropriate deck as normal.
Example: Refilling the Shipyard
- A level 1 ship was bought during the turn.
- Cards slide to the left to fill in the empty space.
- The empty space is filled with a new card from the level 1 deck.
Patrol Die
At the start of every turn, when the active player makes their standard roll they also roll the patrol die. If the patrol die ends the roll with a blank side showing, nothing special happens.
However, if a patrol ship side is showing face-up, before allocating the blue dice and gaining rewards, the active player takes one patrol ship token from the pile and places it in the shipyard, as described in the diagram below.
When a player buys or claims a card with a patrol ship token on it, they immediately gain the token.
You do not roll the patrol die with bonus rolls.
You cannot use abilities to re-roll, set dice, or modify the patrol die.
Placing a Patrol Ship Token
When placing a patrol ship token into the shipyard, place it on the lowest numbered spot, as indicated, that does not already have a patrol ship token on it.
The diagram printed on page 10 numbers the spaces 1 to 18 across three rows; each row ends in a marker showing 1, 2 or 3.
Example 1: Placing a Patrol Ship (printed on page 11 as a diagram)
Example 2: Placing a Patrol Ship (printed on page 11 as a diagram)
Examples 1 and 2 are shown only as diagrams in the printed rulebook; the rule above is the text that applies.
Miners of Shy Pluto
Since the great World Eater war, tiny Shy Pluto has quietly orbited the sun, as the newest planet in the solar system. Exploration soon resulted in the discovery of a compound called Shy Plutonium, an incredible energy source. Every corporation and branch of the U.E.S. has dispatched their finest mining vessels to acquire as much of it as they can!
The Miners of Shy Pluto rules were first introduced in Saga Expansion 1: The Emergence of Shy Pluto and are used in every game of Saga Expansion 2: The Mysteries of Terra Proxima. If you already own Saga 1, you can simply add the new cubes (a.k.a. dice) to the bag. If you do not own Saga 1, use the following rules.
Setup
- Place the Shy Pluto Mining Station board on the table. Randomly place one of the orange Shy Plutonium dice onto each of the spaces on the board with the symbol face of the die face-up.
- Put the remaining Shy Plutonium dice into the bag.
- Give each player one patrol ship token and place the rest in a pile somewhere convenient for players to reach.
Buying Shy Plutonium Dice
On your turn, after rolling the dice and claiming rewards, you may buy one or more Shy Plutonium dice (one of the six dice on the Mining Station board). You must spend a number of patrol ship tokens equal to the cost shown above the die (2, 3, or 4). At the end of the turn, after you buy one or more Shy Plutonium, any dice to the right of the bought die slide left to fill in the empty spaces; then random dice are drawn from the bag one at a time and placed on any empty spaces.
Using Shy Plutonium Dice
2-3 Players: Every turn during the roll phase (on both your turns and opponents' turns) roll all the Shy Plutonium dice that you have bought and gain as rewards anything they show.
4-7 Players: This is the same as 2-3 players except you roll Shy Plutonium dice only on opponents' turns, not on your own turn.
Component Limits
There is no limit to the number of patrol ship tokens that are available. If the pile of tokens runs out, simply use an alternative token like a coin to represent a patrol ship.
If the bag of Shy Plutonium dice runs out, any dice to the right of the bought die on the Mining Station board slide left to fill in the empty spaces as normal, but no new dice are drawn.
Patrol Ship Icon
There are effects that show the patrol ship icon. When you gain this as a reward or from an ability, take one patrol ship token.
If you roll the patrol ship icon on the patrol die, one patrol ship token is placed in the shipyard: you do not gain the token (see "Patrol Die" on page 10).
You can spend patrol ship tokens during the same turn that you gain them.
Bonus Rolls
When you gain a bonus roll icon, roll two of the translucent dice included with this expansion. You may allocate the dice and gain rewards for this roll like you would as the active player. However, any effect that would cause you to affect other players, the shipyard, or the unbought colony cards is ignored. You may use re-roll abilities and modify your sector rewards with arrow effects as normal.
Other players ignore your bonus roll—it does not affect them. You cannot roll your Shy Plutonium dice with bonus rolls. You cannot roll the patrol die with bonus rolls.
Page 14 of the printed rulebook also shows two bonus-roll diagrams (translucent dice with directional arrows); they are illustrations only.
Directional Arrows
While cards with these arrows are deployed, they can trigger station rewards, and while in station they can trigger deployed rewards.
- Up arrow (blue background): When you gain this reward, you may gain all the red rewards on your deployed cards that are in the arrow's sector.
- Down arrow (red background): When you gain this reward, you gain all the blue station rewards of the card that is in the arrow's sector. You cannot gain rewards from a colony.
- Diagonal up-right arrow (blue background): When you gain this reward, you may gain all the red rewards on your deployed cards that are in the sector one space to the right.
- Diagonal down-right arrow (red background): When you gain this reward you gain the blue station rewards of the card one sector to the right. You cannot gain rewards from a colony.
STOP! Don't read any further until instructed to do so by the story cards.
DO NOT READ UNTIL INSTRUCTED TO DO SO BY STORY CARD 2. These rules reference rewards and abilities found on cards 23-28.
The printed page 16 shows the example card U.E.S. Enders 0146-A (Valkyrie Class Fast Response Command Ship); it is an illustration only.
Modify Die
This ability shows one die to remind you that it can only be used if you allocated the two dice separately, and that each charge only affects one of the dice.
This ability can only be used during phase 3 ("allocate dice") of the turn and only if you chose to allocate the dice separately. You cannot use this ability if you allocate the sum of the dice. It can be used on either your turn or your opponent's turn because it is a green ability.
You may modify one die by either increasing (+) or decreasing (-) the result by one, e.g., turning a 3 into either a 4 or a 2.
If you decrease a die with a 1 result, it turns into a 6 result.
If you increase a die with a 6 result, it turns into a 1 result.
Important: Modifying dice does not affect the dice results for the other players.
You can modify your bonus rolls.
You can modify the same die multiple times during the same turn with multiple uses of this effect.
You gain a credit every time you allocate dice to a card with the "Modify Die" ability, regardless of whether or not you are able to charge the ability. If all of the card's squares already have a charge placed on them, you still gain a credit from the card. You do not gain a credit when you use a charge on the card.
STOP! Don't read any further until instructed to do so by the story cards.
Page 18 of the printed rulebook is an illustration only (a ship card image) with no rules text.
DO NOT READ UNTIL INSTRUCTED TO DO SO BY STORY CARD 3. These rules reference rewards found on cards 33-38.
Alien Colonies
The new alien colonies follow the same rules as regular colony cards from the base game except that they feature rewards in addition to gaining VP. Rules for these new abilities are detailed below.
Immediate Rewards
Rewards with yellow backgrounds are immediate: when the card is bought, its effect resolves immediately and then has no other effect for the rest of the game. Immediate rewards are not optional unless specifically stated otherwise.
Printed example: "All players may move all deployed cards in any one sector into the sector one space to the right."
Ongoing Rewards
Rewards with orange backgrounds are ongoing: once the card has been bought, its effect applies for the rest of the game as described on the card. Ongoing rewards are not optional unless specifically stated otherwise.
Printed example: "Once each turn before rolling, you may set one die instead of rolling it."
Note: Immediate and ongoing rewards cannot be gained using directional arrows and dice-arrows activation abilities, nor doubled by other abilities.
STOP! Don't read any further until instructed to do so by the story cards.
Page 20 of the printed rulebook is an illustration only (a colony ship card image) with no rules text.
DO NOT READ UNTIL INSTRUCTED TO DO SO BY STORY CARD 5.
Charged Ongoing Rewards
Ongoing rewards with charge squares follow the same rules as other ongoing rewards (see Ongoing Rewards, above), but they must be charged first. As long as an ongoing reward is fully charged, it remains active for the rest of the game. It does not need to be recharged after each use. If the card is deployed, any charge remains on the card and moves to the red charge squares on the deployed side.
Printed example: "Gain double rewards for all your bonus rolls."
Place One Charge Anywhere
When you use an ability with a charge icon (the green lightning-bolt icon), you may place one charge on an empty charge square on any of your other cards.
STOP! Don't read any further until instructed to do so by the story cards.
DO NOT READ UNTIL INSTRUCTED TO DO SO BY STORY CARD 7.
New Plutonium
The ten green dice are a new type of Shy Plutonium. When you roll a symbol on a green die, place the die on your command console. You may use the ability from a Shy Plutonium die on your command console during the turn you placed it there or on a future turn. When you choose to use the ability, remove the die from your command console and place it with your other Shy Plutonium dice that you will roll next turn.
To use these abilities, you must use the sum of the dice.
Shift Sector
These abilities can only be used during phase 3 ("allocate dice") of the turn and only if you chose to allocate the sum of the dice. It may be used on either your turn or on your opponent's turn because it is a green ability. You may use any number of Shy Plutonium dice from your command console to shift sectors.
- Ability with the single right-pointing arrow icon: The sector you gain rewards from this turn is shifted one sector to the right. For example, if a 9 is rolled, you would gain rewards for your sector 10 instead of your sector 9.
- Ability with the double arrow icon (left and right): The sector you gain rewards from this turn is shifted one sector to the left or right. For example, if a 9 is rolled, you would gain rewards for your sector 8 or 10 instead of your sector 9.
Shroom Doom: Scenario
The vast majority of Terra Proxima is covered with a species of mushroom scientists call neuromycelia. Exposure to their spores over time infects humans, leaving them mindless creatures dubbed Fungoids. Artifacts found in the ruins seem to suppress the infection, but they can only be powered by the atmospheric auroras known as the Lights.
Setup
After completing the normal setup rules, follow the additions to setup listed below. For the sake of completeness, some of the setup instructions from story card 7 are listed here.
-
Give each player the following:
- 4 Orange forecast cubes.
- 1 Shy Plutonium die with the "R" (right-arrow) symbol.
- 1 Sector 13 board ("Neuromycelia Converter" side face-up).
Attach the sector 13 board with the "Neuromycelia Converter" side face-up to the right of your command console, next to sector 12.
-
Each player places three orange forecast cubes in the buy slots showing a credit (yellow) cost listed on their sector 13 board and one cube on any die slot of their choice showing a die result.
-
Shuffle all twelve alien colonies and draw six cards. Use the regular colony cards from the base game for the remaining six sectors. Simply "fill in the blanks" of missing sector numbers so you have twelve colony cards for sectors 1-12. Return any remaining colony cards to the box.
-
Based on the number of players, place the neuromycelia track (story card 8-10) on the table and place the neuromycelia marker (the light-blue cube) on the Start arrow.
- 2-3 players: story card 8
- 4-5 players: story card 9
- 6-7 players: story card 10
Players are now ready to play the game beginning with the starting player's turn!
Advancing the Neuromycelia Track
At the start of every turn, including the first turn of the game, advance the neuromycelia marker on the neuromycelia track to the next space. Choose a player to be in charge of remembering to advance the track.
If the neuromycelia marker moves onto a blank space, nothing happens.
If the neuromycelia marker moves onto a space listing a ship level (L1, L2, L3), the neuromycelia will overrun a sector (1-12) on each player's command console. Each player draws a random card off the top of the indicated deck and, without looking at the front side, places it face-down on their command console in any sector of their choice that is not already overrun (has a face-down card) or has a colony. If a ship card was already in that sector on their command console, it becomes deployed above their board as normal.
When the neuromycelia overruns, if you do not have any sectors (1-12) without a colony or face-down "neuromycelia" card, then you skip drawing a new card.
After advancing the neuromycelia track and resolving any overrun, the turn resumes with the active player rolling the dice.
Overrun Sectors
Face-down ship cards represent sectors that have been overrun with neuromycelia.
When you are the active player, you do not gain any rewards from overrun sectors.
During opponents' turns, you gain red rewards from deployed cards as normal.
You cannot buy ship or colony cards for overrun sectors.
If an effect would let you place a ship in an overrun sector, you must immediately deploy the ship instead.
Cure Neuromycelia
Players can cure neuromycelia when they forecast successfully (see pages 28 and 30).
When you cure neuromycelia, turn over one face-down ship card on your command console and check its sector number. You may choose to either place it as a station card or as a deployed card in its sector. Note that you must place it in the sector shown on the card, not the sector that you took the card from when you cured neuromycelia.
Players can only cure neuromycelia during phase 4 ("gain rewards"). Players can cure neuromycelia and gain rewards in any order.
Example: Cure Neuromycelia (printed on page 27)
- The player cures neuromycelia in sector 7 and flips over the face-down card in the overrun sector.
- The revealed ship has sector number 9 but a colony is already in that sector. The ship must be immediately deployed because a colony has already been placed in the sector.
Forecast Successfully - Forecast Cubes
Every time both of the dice that the active player rolls match the die slot number or numbers that you have forecast cubes on, you forecast successfully. When you forecast successfully, you may gain rewards from sector 13 upgrades, which in this game is either 3 VP or cure neuromycelia. This reward is gained in addition to your normal rewards.
You can also forecast successfully with the results of your bonus rolls, but not opponents' bonus rolls.
When you only have one die slot with a forecast cube, such as at the beginning of the game, you will only forecast successfully if doubles are rolled for that number.
When you gain rewards from upgrades, you must return one of the forecast cubes to the rightmost empty buy slot, if able.
You may choose not to gain sector 13 upgrade rewards to keep your forecast cube to forecast successfully on a future turn. You always have one "free" forecast cube that remains in play. If you use it, you may either leave it on that number or move it to a different number.
On your turn, during phase 6 ("buy a card"), you may re-arrange any forecast cubes on your die slots.
You can use the "Modify Die" ability to forecast successfully only if you chose to allocate the dice separately. You cannot use this ability if you allocate the sum of the dice. For example, if you only have a forecast cube on die slot number 5 and roll a 4 and 5 result, you can modify the 4 into a 5 to roll double 5s and forecast successfully.
Example (printed on page 28)
In this example, the player can forecast successfully with cubes using any of the following results:
- 1, 1 (Double 1s)
- 3, 3 (Double 3s)
- 4, 4 (Double 4s)
- 1, 3
- 1, 4
- 3, 4
Buying Forecast Cubes
On your turn, during phase 6 ("buy a card") you may spend credits to buy additional forecast cubes. You may buy cubes in addition to buying a ship or colony card.
The cost of the cube is listed below its buy slot. You may buy more than one cube as long as you can pay the cost.
When you spend credits to buy forecast cubes, move your credit (yellow) cube down a number of spaces on your command console equal to the cost.
Any remaining credits can be used to buy other items during the same round or a future round. In other words, if the only items you spent credits on during the current round were forecast cubes, you keep any leftover credits instead of resetting the credit cube to 0. If you buy a ship or colony card, you must reset your credit cube to your income level, as normal.
After you buy a forecast cube, move it to any empty die slot of your choice. Each die slot may only have one forecast cube.
Example: Buying Forecast Cubes (printed on page 29)
- The player has 8 credits they want to spend on forecast cubes.
- The player buys the 2 cost and 6 cost forecast cubes and moves them to empty die slots.
Forecast Successfully - Sector 13
In addition to predicting successfully, it is possible to gain sector 13 rewards the normal way, from a roll using abilities and arrows to go from a lower sector up to 13. In this case, you gain the sector 13 rewards, including cure neuromycelia, but don't have to return any forecast cubes.
Example: Forecast Successfully (printed on page 30)
- The active player rolls a 6 and a 4 result during their turn. They choose to use the sum of the dice and allocate them to sector 10. The arrow reward in sector 10 is used to gain the rewards for one sector to the right; then two Shy Plutonium dice are used to gain rewards for two additional sectors to the right (sector 13). The player forecasts successfully by activating sector 13 and does not have to return any forecast cubes.
- The player also has forecast cubes that match the roll for that turn (6 and 4) and forecast successfully with forecast cubes. The player chooses to gain rewards from the upgrade. In this case, one forecast cube must be returned to the 4 cost buy slot because the player gained rewards by forecasting successfully with cubes.
End of the Game
The end of the game and winning condition follow the normal rules of Space Base.
STOP! Don't read any further until instructed to do so by the story cards.
DO NOT READ UNTIL INSTRUCTED TO DO SO BY STORY CARD 11.
Terra Proxima: Game Play Module
The secret of harnessing the Lights with the alien artifacts has been found, and finally the Fungoid Plague has been neutralized all across Terra Proxima. The new crisis has passed! Who knows what new secrets await discovery?
Overview
You may play this module for all your future games of Space Base.
All prior rules in this book except for the Shroom Doom scenario apply to this module. In addition, add the following to the normal setup rules.
Setup
Follow the normal setup rules with the additions to setup listed below.
-
Give each player the following:
- 4 Orange forecast cubes.
- 1 Sector 13 board ("Cryptoshroom Scanner" side face-up).
Attach the sector 13 board with the "Cryptoshroom Scanner" side face-up to the right of your command console, next to sector 12.
-
Each player places three forecast cubes in the buy slots with a credit (yellow) cost listed on their sector 13 board and one cube on any die slot of their choice.
-
Each player begins with one income (blue globe) (place your income cube on the 1 space instead of the 0 space on your income track).
Note: If players are also using the optional light-speed variant (see page 28 from the base game rulebook), players begin with a total of one income and 15 credits (not including starting bonuses for 2nd, 3rd, 4th player, etc.). Players cannot buy forecast cubes or upgrades during setup.
-
Shuffle the sector 13 upgrade cards and place them face-down on the table. Draw the top three cards from the deck and lay them face-up on the table to form the market. Upgrades in the market are available to buy and are refilled at the end of the turn.
-
Shuffle all twelve alien colonies and draw six of them. Use the regular colony cards from the base game for the remaining six sectors. Simply "fill in the blanks" of missing sector numbers so you have twelve colony cards for sectors 1-12. Return any remaining colony cards to the box.
-
Unlike normal, players receive the following starting resources:
- The starting player does not gain any resources.
- The 2nd player gains 1 credit.
- The 3rd player (if any) gains 2 credits.
Players are now ready to play the game beginning with the starting player's turn!
Forecast Successfully
The rules to forecast successfully with cubes (see page 28) and for sector 13 (see page 30) work the same as usual. The starting upgrade rewards for sector 13 "Cryptoshroom Scanner" are to gain either 1 income or 1 patrol ship token. The rules to buy forecast cubes work the same.
Buying Upgrades
On your turn, during phase 6 ("buy a card") you may spend income to buy one or more upgrades from the market. You may buy upgrades in addition to buying a ship or colony card.
The cost of the upgrade is listed in the bottom left corner of the card. You may not buy an upgrade that costs more than the number of income you have.
When you spend income to buy upgrades, move your income (green) cube down a number of spaces on your command console equal to the cost. Any remaining income can be used to buy upgrades during the same round or a future round.
When you buy an upgrade, place it under your sector 13 board but keep the reward section of the card revealed. Upgrades can only be placed in sector 13.
If any upgrades were taken from the market, replace them with the top card of the upgrade deck during phase 8 ("refill shipyard").
Using Upgrades
Every time you gain rewards for sector 13 by forecasting successfully, you gain the rewards from the sector 13 board and all upgrade cards in that sector.
You must trigger abilities and gain rewards following the normal rules.
End of the Game
The end of the game and winning condition follow the normal rules of Space Base.
Sector 13 Rules
Sector 13 is considered part of your command console, but it has some limitations that only apply to that sector.
The only cards that can be placed in sector 13 are upgrades. You cannot place ships or colonies on sector 13.
Some abilities allow you to exchange cards in different sectors. You cannot exchange cards from sector 13.
Upgrade cards are considered to be both a station card and a deployed card.
Some expansion cards have a variable sector with a "+" listed after the sector number (printed icon: "B+"). Variable sectors allow you to place the card in any sector equal to or greater than the sector shown. You cannot place ships or colonies on sector 13 even if they have a variable sector or an ability that allows you to place them in any sector.
Permanent Expansion Stuff
Most of the content in this expansion is usable for all your future games even after you are done with the story.
After a new card has been added via the story deck instructions, if it is a level 1, 2, or 3 ship, it can simply be included in all your future games as a regular card just like all the others.
Components
This section lists components that are added to the game during the Saga. If you finish playing the entire Saga and wish to play it again, you can sort the story and discovery decks in the order of these lists.
Story Cards
- Story Card !: Mysteries of Terra Proxima - Do Not Look Through This Deck!
- Story Card 1: You Can't Stop Progress
- Story Card 2: Eureka!
- Story Card 3: Terra Proxima
- Story Card 4: Strange Discoveries
- Story Card 5: Alien Technology
- Story Card 6: Uh-oh...
- Story Card 7: Emergency Construction
- Story Card 8: Neuromycelia Track (2-3 players)
- Story Card 9: Neuromycelia Track (4-5 players)
- Story Card 10: Neuromycelia Track (6-7 players)
- Story Card 11: Saved!
- Story Card 12: The End... For Now
Mystery Box
- 28 Forecast Cubes
- 7 Sector 13 Boards
- 10 Green 12mm Dice (7 with the "R" arrow symbol, 3 with the double arrow symbol)
Discovery Deck Card List
The discovery deck contains 89 cards: 84 numbered cards and 5 STOP cards. The STOP cards are marked in the list below as "Stop 1" through "Stop 5".
Stop 1 (cards 1-16)
| # | Level | Card | Type |
|---|---|---|---|
| 1 | 1 | U.E.S. Zartas 8740-A | Stargazer Class Relay Station |
| 2 | 1 | U.E.S. Worlorn 7423-B | Stargazer Class Relay Station |
| 3 | 1 | U.E.S. Baltar 7119-A | Stargazer Class Relay Station |
| 4 | 1 | U.E.S. Armitage 6276-B | Stargazer Class Relay Station |
| 5 | 1 | U.E.S. Nezu 5051-A | Stargazer Class Relay Station |
| 6 | 1 | U.E.S. Clavius 6946-C | Stargazer Class Relay Station |
Stop 2 (cards 17-32)
| # | Level | Card | Type |
|---|---|---|---|
| 17 | 1 | U.E.S. Asogi 9464-F | Stargazer Class Relay Station |
| 18 | 1 | U.E.S. Ursus 8023-E | Stargazer Class Relay Station |
| 19 | 1 | U.E.S. Zaius 0098-A | Stargazer Class Relay Station |
| 20 | 1 | U.E.S. Cornelius 3280-C | Stargazer Class Relay Station |
| 21 | 1 | U.E.S. Rotwang 2603-E | Stargazer Class Relay Station |
| 22 | 1 | U.E.S. Kyoko 9591-B | Stargazer Class Relay Station |
Stop 3 (cards 33-38)
| # | Level | Card | Type |
|---|---|---|---|
| 33 | - | U.E.C. Abasheli 95-A | Alien Colony |
| 34 | - | U.E.C. Cadus 18-C | Alien Colony |
| 35 | - | U.E.C. Mayhew 22-M | Alien Colony |
| 36 | - | U.E.C. Orin 80-0 | Alien Colony |
| 37 | - | U.E.C. Quaglia 71-Q | Alien Colony |
| 38 | - | U.E.C. Trysch 63-T | Alien Colony |
Stop 4 (cards 39-60)
| # | Level | Card | Type |
|---|---|---|---|
| 39 | - | U.E.C. Baum 63-B | Alien Colony |
| 40 | - | U.E.C. Kleiser 34-K | Alien Colony |
| 41 | - | U.E.C. Newth 06-N | Alien Colony |
| 42 | - | U.E.C. Prak 55-P | Alien Colony |
| 43 | - | U.E.C. Selsia 09-S | Alien Colony |
| 44 | - | U.E.C. Zimmer 47-Z | Alien Colony |
| 45 |
Stop 5 (cards 61-84, upgrades)
| # | Card | Type |
|---|---|---|
| 61 | Surge Generator | Upgrade |
| 62 | Solar Conversion Hub | Upgrade |
| 63 | Zener Diode | Upgrade |
| 64 | Cryptoshroom Detector | Upgrade |
| 65 | Crystek Catalyst | Upgrade |
| 66 | Phase Spectrum Converter | Upgrade |
| 67 | Matrix Encoder Module | Upgrade |
| 68 | Phase Calibrator | Upgrade |
| 69 |
Expansion Clarifications
"Hard Way" Rewards + "Modify Die" Ability
Some cards from previous expansions have the "Hard Way" rewards conditionally based on rolling doubles and not just the sum of the dice. Whenever an exact roll is listed on a card, you can use the "Modify Die" ability to claim the "Hard Way" reward. This is not considered taking the sum of the dice. If you use the "Modify Die" ability, you must allocate the two dice separately.
Expansion Colonies
If you own colony cards from other expansions, like Biodome for example, you can integrate them into one game. Shuffle all the expansion colonies, and then draw cards until you have six cards from different sectors. If you draw a card and already have a colony for that sector, place the newly drawn card on the bottom of the deck and draw again.
Use the regular colony cards from the base game for the remaining six sectors. Simply "fill in the blanks" of missing sector numbers so you have twelve colony cards for sectors 1-12. Return any remaining colony cards to the box.
Card Clarifications
Card 33 - U.E.C. Abasheli 95-A
This colony cannot be bought if any player has reached more than 40 VP. When this colony is bought, the ongoing reward remains active until the colony is discarded. If any players have at least 40 VP at the end of a round, those players' scores are set to 39 and the colony must be discarded. Then the game continues until any player reaches at least 40 VP following the normal rules. After the colony is discarded, a card may be bought and placed in that sector as normal.
Card 34 - U.E.C. Cadus 18-C
This colony allows you to search the level 1 or 2 ship deck for one card with arrow icons in its blue rewards and add it to your console without paying for it. The arrow icons can be pointing left, right, up, down, or diagonal. You must choose which level of deck (level 1 or 2) before you begin searching.
This is not a "buy" and you may still make your normal buy. The immediate reward is resolved before the colony is placed in a sector.
Card 35 - U.E.C. Mayhew 22-M
This reward can be used only during phase 2 ("roll") of your own turn. This must be used before you roll the dice. Instead of rolling a die, you choose which result to place it on.
Card 37 - U.E.C. Quaglia 71-Q
All players may use the immediate reward and move all deployed cards in one of their sectors of their choice into the next sector to the right. Players cannot move cards from sector 12 into sector 13.
Card 39 - U.E.C. Baum 63-B
When you swap one of your station cards with a deployed card, rotate the card so the appropriate station and deployed rewards are displayed. You cannot swap a colony or face-down card.
If a card has one or more charge squares and is swapped, any charge on the card may be transferred to the appropriate station or deployed effect on the same card, if possible.
Card 48 - U.E.S. Delorian 0099-A
Whenever the active player rolls for the turn, including turns when you are the active player, you also roll two dice as a separate roll. You can choose to either allocate the dice that were rolled for the turn or allocate the dice from your separate roll. Other players must allocate the dice that were rolled for the turn and cannot allocate the dice from your separate roll.
Card 68 - Phase Calibrator
This ability shows two dice to remind you it can only be used if you allocated the roll to the sum. The left and right pointing arrows indicate that you will be changing which sector you get rewards for.
This ability can only be used during phase 3 ("allocate dice") of the turn and only if you chose to allocate the sum of the dice.
Card 70 - Helios Beacon
When you use the ability to buy a ship or colony, it acts similar to a normal buy except you only spend the exact cost of the card you buy instead of all your credits. Moreover, you may still make your normal buy on your turn.
You must place the bought card on your console in a sector 7-12, ignoring the sector number listed on the card.
Card 72 - Photon Field Capacitor
This ability shows two dice to remind you it can only be used if you allocated the roll to the sum. The single and double right pointing arrows indicate that the sector you gain rewards from this turn is shifted 1 or 2 sectors to the right (your choice).
This ability can only be used during phase 3 ("allocate dice") of the turn and only if you chose to allocate the sum of the dice.
Card 77 - Particle Disintegrator
This ability allows you to immediately deploy as many cards as you wish in sectors 1-12, leaving those sectors on your command console empty. You cannot deploy colony or face-down cards.