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Space Explorers: Age of Ambition

Expansion for Space Explorers

Space Explorers: Age of Ambition Rulebook

Table of Contents

Table of Contents

  • Introduction to the Age of Ambition
  • Components
  • Preparation: Choosing Modules
  • Game Setup Order
  • Module 1. Space Powers
    • Game Setup
    • Space Power Tokens
    • Recruiting a Specialist with a Space Power Token
    • Recruiting a Specialist that has No Space Power Token
    • Taking a Specialist Card that has a Space Power Token into your Hand
    • Space Power Boards
      • Tokens on the Space Power Board
      • Development Sections
      • Collaboration Section and Refreshing the Development Sections
      • International Section
  • Module 2. Prominent Leaders
    • Game Setup
    • Space Research Center
    • Leaders
    • Commitments
      • Commitments to the Leaders
  • Module 3. Impeding Crises
    • Game Setup
    • Ongoing and Upcoming Crises
    • Crisis Duration
    • New End of Game Condition
  • Module 4. Strategic Goals
    • Game Setup
    • Achieving the Goals
    • Goal Conditions
  • Module 5. Executive Talents
    • Game Setup
    • Your Personal Talent
  • Module 6. Remarkable Projects
    • Game Setup
    • End of Game Scoring
  • Module 7. Higher Directives
    • Game Setup
    • Special Research Token
  • Pre-Launch Briefing: Age of Ambition
    • Important Rules of Space Exploration
    • Simultaneous Effects
    • Specialist Deck Depleted
    • Specialists 19 and 56
  • Card Reference Text Not Transcribed

Introduction to the Age of Ambition

The Age of Ambition expansion consists of 7 separate Modules which can be used together in any combination. The glorious history of space exploration unfolds with every Module as you learn the rules and play.

For your first games, take any 3 Modules out of the 7. The Age of Exploration cards will help you choose Modules randomly. Having mastered the Modules, you may combine them in any way you like or continue to choose randomly.

In these rules, the Modules are presented in decreasing order of their impact on gameplay. The first three significantly alter the game, with the Space Powers Module being the most impactful. Thus, if you happen to get all of the first three Modules in your first game, it is recommended to switch out any one of them by drawing another Age of Exploration card.

Each Module is described in detail in the rules that follow. Unless otherwise stated, the game always follows the basic rules of Space Explorers.

Solo Mode rules are listed in the Solo Mode Rulebook.

Components

Module 1. Space Powers: 4 Space Power boards • 48 Space Power tokens

Module 2. Prominent Leaders: 18 Leader cards

Module 3. Impeding Crises: 10 Crisis cards • 1 wooden Crisis marker

Module 4. Strategic Goals: 32 Goal tokens

Module 5. Executive Talents: 8 Talent tiles • 4 wooden Talent markers

Module 6. Remarkable Projects: 4 Project tiles

Module 7. Higher Directives: 4 Directive tokens

General components: 7 Age of Exploration cards • 2 Reference cards • Game Rules • Space Explorer's Manual

Solo Mode: Achievement board • Solo Mode Rulebook

Preparation: Choosing Modules

Use the Age of Exploration cards to determine 3 Modules you will add to your game.

Prior to setting up the game, shuffle the Age of Exploration deck face-down. Reveal 3 Age of Exploration cards. Add the Modules matching the icons shown at the top of each card.

Game Setup Order

Setup is performed in the following order, depending on which Modules are used:

  1. Base game Projects + Remarkable Projects (Module 6)
  2. Specialist cards + Prominent Leaders (Module 2)
  3. The remaining base game components
  4. Higher Directives (Module 7)
  5. Space Powers (Module 1)
  6. Impeding Crises (Module 3)
  7. Strategic Goals (Module 4)
  8. Executive Talents (Module 5)

See the Space Explorer's Manual for additional details.

Module 1. Space Powers

Components: 4 Space Power boards • 48 Space Power tokens

For over a decade, the only participants in the Space Race were the United States and the Soviet Union. But in 1965, France claimed its spot as the third Space Power when it launched the Aste'rix satellite. Japan followed soon after with the launch of the Ohsumi in 1970.

Each spacefaring nation forged its own individual path of exploration, and the Space Power boards capture each country's unique approach. The Space Power tokens reflect the ability of various Specialists to make incalculable contributions to the development of their Space Power, or their readiness to adopt the methods of other nations.

Game Setup

  1. Each player takes a random Space Power board.
  2. Separate the 48 Space Power tokens by their backs into 4 stacks, shuffle each of them, and place face-down next to the Specialist cards in the Research Center.
  3. Take 4 Space Power tokens — 1 token from each stack — and randomly place them face-up from left to right on the 4 Specialist cards in the Center, starting with the first one.

Guidelines.

  • A Specialist card in the Center can have no more than 1 Space Power token.
  • There should always be one token of each Space Power in the Center.

Space Power Tokens

Each token belongs to one of the 4 Space Powers. This is shown by the Space Power emblem and its color. The Research icon is depicted on the front side of the Space Power token, with the meaning any Research icon.

Recruiting a Specialist with a Space Power Token

When you recruit a Specialist that has the token of a competing Space Power on its card, you must provide an additional Research icon as shown on the token. When you recruit a Specialist with a token of your Space Power on its card, you do not need to provide the additional Research icon. In either case, keep the token and place it on your Space Power board (see Tokens on the Space Power Board, page 5).

Next, reveal a new card from the Specialist deck and place it in the Center as usual (if there are less than 6 cards), then reveal a new token of the same Space Power from its stack. Place that token in the Center on any Specialist card of your choice that does not already have a Space Power token.

Guidelines.

  • The Research icon on the token of a competing Space Power is not considered a part of the Recruitment Cost, and therefore cannot be ignored due to the Specialists' Skills in the Division.
  • In the unlikely case that a token stack of a particular Space Power has run out, simply do not add a new token of this Space Power to the Center.

Recruiting a Specialist that has No Space Power Token

After you have recruited a Specialist that had no Space Power token from the Center or from your hand (and filled the vacant place in the Center, if necessary), you may move the token of your Space Power from one card in the Center to another that does not already have a Space Power token.

Taking a Specialist Card that has a Space Power Token into your Hand

If you take a Specialist that has a Space Power token from the Center into your hand (and fill the vacant place in the Center, if necessary), put that Space Power token on any Specialist card in the Center that has no Space Power token.

Space Power Boards

Tokens on the Space Power Board

The Space Power board is designed to hold the Space Power tokens you obtain. The tokens of your Space Power are placed in the Development sections or in the Collaboration section. Tokens of competing Space Powers are placed in the International section. See Space Power board picture above.

Development Sections

Each of the three Development sections has a square on the board and a corresponding slot above it. They are for tokens of your Space Power. Development sections are numbered 1 to 3 and offer one-time benefits.

Place your first 3 Space Power tokens into the empty slots of Development sections, going strictly from left to right (the first token is placed into the Development section slot 1, and so on). A Development section is empty if there is no Space Power token both in its slot and square. If there is a Space Power token in either the slot or the square, it is occupied.

You always place the first 4 tokens of your Space Power in the Development and Collaboration sections in ascending numeric order. Once there is a token in the Collaboration section, you have a choice.

At any point during your turn, you may use the Development section benefit if there is a Space Power token in its slot. Move the token down from the section's slot to its square, covering the benefit icon. If a token is already on the square, you cannot use its benefit again until the section is refreshed and a new token is placed into its slot.

Example. Let's assume you decide to put the fifth token of your Space Power in the Collaboration section. Later, you choose to refresh the Development sections and return all 3 tokens from there to your Space Power token stack (see Collaboration Section and Refreshing the Development Sections, page 7). Later, you choose to place the sixth token into the slot of the now empty Development section 3. Then, you put the seventh token in the Collaboration section again. You later choose to put the eighth token into Development section 1.

Example. The Development section 3 benefit is used. The Space Power token is moved from the slot to the square. The benefit icon is covered by the token, showing that it is no longer available.

Guidelines.

  • Each Development section may hold only 1 token of your Space Power (in either its slot or square).
  • You don't have to wait until all the Development sections are occupied to use a Development section benefit.
  • You may use 2 or even all 3 Development section benefits in a single turn.
  • The effect of a benefit only applies until the end of your current turn.

Collaboration Section and Refreshing the Development Sections

The Collaboration section has a square for tokens of your Space Power, with the section benefit icon shown below it. The Collaboration section square also has a reminder about refreshing the Development sections.

If you get a fourth token of your Space Power, place it in the Collaboration section (square 4). Unlike the Development sections, any number of tokens may be placed in the Collaboration section square. The tokens in the Collaboration section allow you to score more Progress points for tokens of competing Space Powers in the International section.

The Collaboration section is also responsible for refreshing the Development sections. As soon as there is at least one token in the Collaboration section, you can at any time during your turn return all tokens from the Development sections to the token stack of your Space Power (reshuffle afterwards). When you refresh, you must return all 3 tokens, even if not all of the Development sections benefits have been used.

For the rest of the game, when you receive a token of your Space Power, you may place it either in the Collaboration section square or into the slot of any empty Development section.

Note. If you manage to fill all 3 Development sections again, you may refresh them again during your turn.

International Section

When you get a Space Power token of a competing Space Power, place it in the International section of your board, which can hold any number of tokens. At game end, you score Progress points for the sets of these tokens.

There are 3 types of sets. A set of one has 1 token of a competing Space Power. A set of two has 2 different tokens of competing Space Powers. A set of three has 3 different tokens of competing Space Powers (one from each Space Power, except yours).

The International section shows how many Progress points sets of one, two, and three are worth, going from left to right. Each token can only be counted as a part of one set.

Example. International section for the USSR: a set of one is worth 0 Progress points, each set of two — 2 points, each set of three — 4 points.

See the Space Explorer's Manual: Description of Space Power boards benefits.

Space Powers Reference

The four Space Power reference sheets, as printed in the rulebook, read as follows.

USA

  • Development section 1 — Perfect Planning: Rearrange the Specialist cards in one of your Divisions in any order.
  • Development section 2 — Leading Technology: Action: Recruit a Specialist to your Hub using the same number of any Research icons instead of those shown on their card.
  • Development section 3 — Attracting the Best Specialists: Name a Skill and reveal the top card of the Specialist deck until you find a card that has this Skill. Take it into your hand, then place the other cards at the bottom of the deck in random order.
  • Collaboration section — Leading Positions: Each time you place a US token in this section, take 1 token from any competing Space Power stack and place it in your International section.

USSR

  • Development section 1 — Wide Access to Personnel: Draw a Specialist card.
  • Development section 2 — One Step Ahead: Take a total of 2 Research tokens from other players. You may take 2 tokens from one player or 1 token from 2 different players.
  • Development section 3 — Unlimited Resources: Place up to 3 of your Research tokens next to your Space Power board. When recruiting a Specialist, each of these tokens may be used to provide you an unlimited number of Research icons of its corresponding type.
  • Collaboration section — Space Pioneers: At game end, each USSR token in this section allows you to score extra Progress points for the sets of competing Space Power tokens.

FRANCE

  • Development section 1 — Transnational Cooperation: Choose a top Specialist in the Hub of another player. Use that Specialist's ability.
  • Development section 2 — Personnel Training: Place any number of Specialist cards from your hand at the bottom of the deck and draw that many cards, then draw 1 more card.
  • Development section 3 — Demand of Time: Action: Take any Specialist card from your Hub into your hand. Then recruit a Specialist from your hand for free.
  • Collaboration section — Joint Projects: At game end, choose a competing Space Power and count the number of its tokens in your International section. Score that many Progress points for each France token in your Collaboration section.

JAPAN

  • Development section 1 — Intensive Research: Gain any 2 Research icons.
  • Development section 2 — Your Own Rules: Rearrange the Space Power tokens in the Research Center in any way you like.
  • Development section 3 — Unique Approach: Take 1 random Project from the box. The player to your left chooses the side. Only you can complete this Project. You need 1 Skill icon of any type less to complete this Project. It does not count towards the end of game condition.
  • Collaboration section — The Fourth Space Power: At game end, use the Japan tokens from this section to make sets together with the tokens of competing Space Powers in the International section. Score 8 Progress points for each set of 4 tokens.

Module 2. Prominent Leaders

Components: 18 Leader cards

During the Space Race, influential politicians were able to provide government support in the hopes of improving their status. Powerful generals offered help with human and technical resources in exchange for advanced technology. Scientific centers and notable scientists were attracted to the access to valuable research, in addition to the prospect of increasing their own personal prestige. What united them all was the desire to make a contribution to the greater cause of spacefaring.

Leaders do not actually work in your Hub, though you "recruit" them like other Specialists. Instead, they provide you with resources in the areas that are most relevant for your Hub. In exchange, each of them is waiting for you to fulfill the obligations you took on.

Game Setup

  1. Shuffle the Leader cards and place them face-down beside the Specialist deck to form the Leader deck.
  2. Reveal the top 5 Specialist cards (instead of the usual 6) and 2 Leader cards and randomly place them face-up in the Center.

Game Setup. The 5 Specialist cards and 2 Leader cards (highlighted) are placed in the Research Center.

Space Research Center

With the Prominent Leaders Module, there are always at least 7 cards in the Center (instead of 6). This is true for all game effects and rules with no exceptions.

Whenever there are less than 7 cards remaining in the Center, the player to the left of the active player draws a new card to fill the vacant place. That player may choose to draw the top card either from the Specialist deck (as usual) or from the Leader deck. After that, the active player proceeds with their turn.

Leaders

The same rules apply to Leaders and Specialists. Whenever the rules refer to Specialists, they also refer to Leaders. The differences between Leaders and Specialists are as follows:

  • You may add a Leader card to any Division of your Hub.
  • All Leaders have at least one Skill icon (some have two) which will take on the color of that Division.

The Leaders contribute their Skills to completing Projects, recruiting new Specialists to their Divisions, final scoring for the Specialists with an asterisk, etc.

The Specialists' Skills in the Division do not reduce the Recruitment Cost of a Leader. You must provide all the Research icons shown on the Leader card.

Example. You assign a Leader (Researcher) to the Engineering Division. Other Specialists in your Hub provide 3 of the 4 required Research icons. You gain the fourth icon by giving a Research token from your supply to the player on your left and add the Leader card to your Division. Now the Leader's Skill is considered 'blue' (same as the Division color).

Commitments

Each Leader has a requirement called a Commitment shown at the top of their card. You accept that Commitment when you recruit a Leader to your Hub.

At game end, you will score Progress points if you have fulfilled your Commitments to the Leaders in your Hub. Failing to meet a Commitment to the Military or Politician incurs a penalty.

Commitments to the Leaders

The Military (Leader cards 61–67) and Politicians (Leader cards 68–73). At game end, if you have fulfilled the Commitment, you score the Progress points shown on the green flag at the top of the card. Otherwise, you incur the penalty shown on the red flag.

Example. Leader 68, Politician, has 2 card-in-hand icons in their Commitment. If you have at least 2 cards in your hand at game end, you score 3 Progress points, otherwise you incur a penalty of 2 Progress points.

Researchers (Leader cards 74–78). At game end, you gain Progress points depending on the number of Researcher cards (marked with the Researcher icon) in your Hub.

Example. At game end, you score 2 Progress points if you have only 1 Researcher card in your Hub, while 3 Researcher cards score you a total of 9 Progress points (for all 3 cards — not for each card).

Note. Researchers will work alone if necessary, so they have no penalty to their Commitment. Of course, you will score more Progress points if you include them in large scale research with other luminaries of science.

See the Space Explorer's Manual: Explanation of Commitments to the Leaders.

Module 3. Impeding Crises

Components: 10 Crisis cards • 1 Crisis marker

Space exploration has never been an easy process. The challenging work was often compounded by crises. A lack of qualified personnel, an unforeseen repair of a spacecraft in orbit, or even the explosion of a rocket at launch could throw a space program into chaos.

You will have to overcome crises, and perhaps skillfully use them to leap ahead of your competitors!

Game Setup

  1. Separate the 10 Crisis cards according to their backs. 5 cards are marked with the single-icon back, and 5 are marked with the double-icon back. Shuffle the Crisis cards marked with the double-icon back and count out 3 cards face-down into a temporary pile. Shuffle the Crisis cards marked with the single-icon back and count out 3 cards face-down on top of the temporary pile to form the Crisis deck of 6 cards. Do not shuffle these together. Return the unused Crisis cards to the game box.

    Transcriber's note: the back symbols are icons, not text; "single-icon" and "double-icon" are descriptions of the printed back markings.

  2. Reveal the top Crisis card and place the Crisis marker on the top space of the Crisis track. This is the Ongoing Crisis, which is now in effect.

  3. Reveal the next Crisis card and place it to the right of the Ongoing Crisis card. This is the Upcoming Crisis, which comes into effect after the Ongoing Crisis is over.

Game Setup. The first Crisis breaks out. The next Crisis is already on the horizon.

Ongoing and Upcoming Crises

The Ongoing Crisis affects all players equally. The Crisis marker on the Ongoing Crisis card shows how far the Crisis has progressed.

Players know what the Upcoming Crisis will be (since its card is always revealed beforehand), which gives them time to prepare for it.

At game end, discard all revealed Crisis cards before scoring.

Crisis Duration

If, during your turn, you completed a Project, took at least 1 Specialist card into your hand, or recruited a third Specialist to your Division, at the end of the turn, move the Crisis marker 1 space down the Ongoing Crisis track. You move the marker by 1 space only, even if you have met several conditions.

The Ongoing Crisis is over when the Crisis marker leaves the space marked with the current number of players next to it (for example, three player icons in a 3-player game).

Example. You took a card from the Center into your hand earlier on your turn. Now, at the end of your turn, you need to move the Crisis marker down the track. However, this is a 3-player game, and the Crisis marker is in the space marked with a '3 players' icon. So you move the marker to the Upcoming Crisis card instead, making that Crisis the new Ongoing Crisis.

In this case, discard the Ongoing Crisis card, move the Crisis marker to the starting space of the Upcoming Crisis track (which becomes the Ongoing Crisis), and reveal the next card from the top of the Crisis deck (this is the new Upcoming Crisis).

Example. You discard the expired Crisis card and reveal a new one from the deck. It requires a Specialist card to be immediately placed beneath it (you draw it from the Specialist deck).

New End of Game Condition

The game ends when the last of the 6 Crisis cards is discarded (as usual, play continues until it reaches the First Player).

Thus, with the Impeding Crises Module, there is a third end of game condition, in addition to the completion of all available Projects and recruiting of 12 Specialists to a player's Hub.

See the Space Explorer's Manual: Explanation of Crises effects.

Module 4. Strategic Goals

Components: 32 Goal tokens

The Space Race is notable not only for tremendous steps in exploration beyond the sky, but also for great scientific advancements in a variety of fields. Ideas that seemed unbelievable only years before were being realized by the efforts of outstanding people.

Each Division of your Hub is assigned a strategic goal, and achieving these goals will allow your employees to make a tremendous breakthrough in their field.

Game Setup

  1. Each player takes the 8 Goal tokens of any Space Power, randomly chooses 5 of them and returns the remaining 3 tokens to the game box.

    Note. When playing with the Space Powers Module, each player takes the 8 Goal tokens that match their Space Power.

  2. Shuffle your Goal tokens face-down and place one token face-up above each Division of your Hub.

Game Setup. Goal tokens are placed above the Divisions of the Hub.

Achieving the Goals

The condition for achieving a Goal is shown on its token. At any point in the game, once the condition on the token is met, turn it face-down. The Division has successfully achieved its goal!

At game end, check each Division in your Hub. If that Division has achieved its Goal, score 1 Progress point for each Specialist in that Division. Goals you have not achieved score no points.

Example. Universal Approach (Goal G3) requires you to have at least 3 Specialists that each has 2 Skills in your Hub. You have just successfully achieved this goal by recruiting Specialist 18! You immediately turn the Goal token face-down. At game end, you will score 1 Progress point for each card in the Scientific Division below the Goal token. Currently, you would score 3 additional points.

See the Space Explorer's Manual: Description of Goals.

Goal Conditions

The Goal tokens in this module are listed below by their printed code.

  • G1 — Early Launch: You have completed 2 Projects.
  • G2 — Implemented Plans: At any point during the game you have fewer than 2 Research tokens.
  • G3 — Universal Approach: Your Hub has at least 3 Specialists that each has 2 Skill icons.
  • G4 — Thorough Training: You have at least 3 Specialist cards in your hand.
  • G5 — Key Direction: Your Hub has at least 5 Skill icons of any one type.
  • G6 — The Groundwork: You have 3 Specialists and/or Projects that have an asterisk.
  • G7 — Comprehensive Development: Your Hub has at least 1 Specialist in each Division.
  • G8 — Necessary Resources: The top Specialist cards in your Hub have at least 5 Research icons (in the lower right corner).

Transcriber's note: the G1–G8 wording was read from the reference sheet printed on page 3 of the supplied PDF, where it is partly overlapped by the Game Setup Order panel. G5 is printed "any one ype" and is given here as "any one type". Check these against the printed token before relying on them.

Module 5. Executive Talents

Components: 8 Talent tiles • 4 Talent markers

Project managers play a vital role in the success of an organization. Whether it be through the optimal distribution of tasks, the recruitment of leading Specialists, or the ability to inspire the workforce, little can be accomplished without a talented project manager leading the way.

As the head of the Hub, you must strategically utilize your unique talents to help you carry out your plans. If you do your job right, your staff will believe in the impossible and exceed their limits, time and time again!

Game Setup

  1. Shuffle the 8 Talent tiles face-down. Each player takes 2 Talent tiles, chooses one and places it face-up next to their Hub, discarding the other tile. Return all unused Talents to the game box.
  2. Take a Talent marker of any color if you have chosen Talent T6, T7, or T8.

Example. Communication Talent (T4) provides you with any 2 Research icons for recruiting a Specialist from your hand. In this case, you recruit this Scientist for free — you have any 2 Research icons due to your Talent, 1 blue icon is on the Astronaut card, and the Recruitment Cost is reduced by 1 for the Skill of another Scientist in the Division.

Your Personal Talent

You can use your chosen Talent throughout the whole game.

See the Space Explorer's Manual: Description of Talents.

Module 6. Remarkable Projects

Components: 4 Project tiles

The successful launch of a spacecraft is not only a great triumph, but also the beginning of the next phase of work. A vital part of each mission is to take the lessons learned from the previous mission in order to make improvements to the next. You will need to learn how to get the maximum benefit from your spacecraft launches.

Game Setup

Instead of the normal Project tile setup, combine the Remarkable Projects tiles with the base game Project tiles according to the table below. Choose the Project tiles to include at random, and set them up according to the base game rules.

Players (icon in printed table)Base Game ProjectsRemarkable Projects
(row 1)2 Projects2 Projects
(row 2)3 Projects2 Projects
(row 3)3 Projects3 Projects

Transcriber's note: the player-count icons in the printed table are not recoverable from the PDF text layer, so the rows are given in printed order without them. Check the player counts against the printed table.

End of Game Scoring

Completing a Remarkable Project follows the same rules as a base game Project. The difference is that the number of Progress points the Remarkable Project is worth depends on its specific conditions.

Example. The Zond 3 Project is worth 2 Progress points for each Specialist in your Hub that has 0 Progress points marked on their card. In this example, you score 6 Progress points.

See the Space Explorer's Manual: Description of Remarkable Projects.

Module 7. Higher Directives

Components: 4 Directive tokens

An experienced project manager knows how to focus the efforts of their team on the execution of key tasks, quickly achieving success in specific areas. This often requires getting personally involved, and many late nights. Insight and understanding, along with clear direction, can bring about a long-awaited breakthrough.

Game Setup

Each player takes 1 Directive token.

Special Research Token

The Directive token is a new type of Research token. However, this token itself does not provide a Research icon; instead, it duplicates another Research token.

For example, by combining the Directive token and the green Research token, you would have 2 green Research icons.

You may also use the Directive token for other purposes, such as paying for a Specialist's ability. In this case, treat it as an ordinary Research token.

Example. You pass the Directive token and the green Research token together and get 2 green Research icons.

Note. While it is generally recommended that players only use 3 Modules for one game, the Higher Directives Module may be added as a fourth Module once players have become more comfortable with this expansion.

See the Space Explorer's Manual: Explanation of Directives.

Pre-Launch Briefing: Age of Ambition

Important Rules of Space Exploration

The following rules of the Space Explorers base game are particularly important when playing with the Age of Ambition expansion:

  • A Specialist's ability only becomes available on the next turn after you recruit them to your Hub.
  • A Specialist's ability may only be used once per turn. This applies to all Specialist cards, including those that allow you to draw cards from the deck or provide you with Research icons.

Simultaneous Effects

Whenever something happens at the same moment (e.g., at the end of your turn), the order of applying the effects is determined by the Game Setup Order (see Game Setup Order, above).

Specialist Deck Depleted

In the extremely rare situation when the Specialist deck is depleted, do not add a new Specialist card to the Center when required. You also cannot draw a card from the Specialist deck using any effects.

Note. When playing with the Prominent Leaders Module, if the Specialist deck is depleted, draw cards from the Leader deck instead.

Specialists 19 and 56

To better align with the expansion Modules, we recommend that you make adjustments to Specialists 19 and 56 from the base game. We suggest increasing by 1 the number of Research tokens that you must pass to use their abilities. Thus, you would pass 3 tokens (instead of 2) for Specialist 19, and 2 tokens (instead of 1) for Specialist 56.

Card Reference Text Not Transcribed

The card-by-card text for the Leader cards (61–78), the Crisis cards (C1–C10), and the Talent tiles (T1–T8) is printed on the reference sheets on page 3 of the supplied PDF and on the individual cards. In the supplied PDF those sheets are overlapped by other artwork and by the Game Setup Order panel, so their text could not be read reliably and is not reproduced here. The Leader commitment rules, Crisis rules, Goal conditions, Space Power sheets, and Talent and Remarkable Project rules that are legible in the PDF are transcribed above. Consult the printed reference sheets and cards for the individual Leader, Crisis, and Talent texts.

Space Powers Reference