Stress Botics: Odyssey
Stress Botics: Odyssey Rulebook
Table of Contents
Table of Contents
Game Overview
In Stress Botics, you are the BetaBots, and your mission is to obtain the minerals that the corporation requires.
To do so, you will have to face the adversities of the planet, its unstable core and its pressure variations. As if that weren't enough, you will have to fight against the Cylindroids that have been sent to the planet with a single purpose: to eliminate the BetaBots and steal the minerals for their own corporation.
In order to help you, your corporation has activated the automated unit "AlphaBot", an action server that will set the pace of your work.
In the Programming Phase, players draw Action Cards and program some of them. Those Actions will be performed in the following phase.
In the Actions Phase, players perform in turn order the actions programmed in the previous phase. The actions are: Move, Mine, Connect and Interact, and they are divided into different sub-actions.
You must explore the planet thoroughly to obtain its minerals, which you will keep in your personal board along with any improvements you craft to make your bot more efficient. Savvy management of the resources you extract is recommended, in order to avoid them being melted by the core's lava.
In the Maintenance Phase, players replicate batteries, manage and liquefy resources, solidify lava, and prepare the production of the following rounds.
All those challenges, and others that you'll encounter in your adventure, will increase the stress of your BetaBot. Delivering minerals to the ships and achieving the corporation's objectives will lower it. But remember, you can only load the ships at the delivery points and only if your BetaBots do not exceed the indicated stress limit.
Finally, in the Status Check Phase, the stress level of each player, their hand limit and the turn order are adjusted.
Throughout this rulebook, the purple lines next to the text columns highlight rules that have changed from, or that don't exist in, the base game.
Stress Botics is a competitive action programming, resource management and pickup&deliver game for 1-4 players.
The game is played over a series of rounds, and each round consists of 6 phases: Events Phase, Programming Phase, Actions Phase, Maintenance Phase, Cylindroids and AlphaBot Activation Phase and Status Check Phase.
In the Events Phase, the Event Cards determine the Ships' Trajectory, the Core Rotation, the Planet's pressure variation, the Auto-production of the Vaults, how the Cylindroids, Boxes and Elite Cylindroid spawn, and the Hatch's behaviour.
In the Cylindroids and AlphaBot Activation Phase, these are activated, resulting in a series of different events.
Throughout the game, players will attempt to complete Main Objectives, which are public and available to all players, and their own Secondary Objectives, which are secret and different for each player.
Gather resources and batteries, improve your BetaBot, fight against the Cylindroids and make deliveries to the ships, all the while trying to reduce your stress level, in order to score the most Victory Points. The player with the most Victory Points at the end of the game is the winner!
Components
All the components marked with a * are included in the base game box. They are not depicted in the illustrated display that follows.
Boards
- 1 Main Board*
- 1 AlphaBot's Extension Board
- 1 Delivery Board
- 1 Cylindroids Belt Board
- 1 Elite Cylindroid Board
- 1 Items and Stress Boy Board
- 4 Player Boards*
In each player color
- 1 BetaBot*
- 1 MiniBetaBot*
- 1 BetaBot Status Tile*
- 1 Stress Marker*
- 1 Shield Marker*
- 1 BetaBot AI Marker*
- 3 Delivery Markers*
- 3 Cargo Cards*
Reference guides
- 1 Reference Guide*
- 4 Gameplay Reference
Ships
- 1 Probe*
- 1 Scout*
- 1 Freighter*
AlphaBot
- 1 AlphaBot*
- 1 MiniAlphaBot*
Cylindroids
- 8 Miner Cylindroids*
- 8 Explosive Cylindroids*
- 8 Laser Cylindroids*
- 1 Elite Cylindroid
- 1 Cylindroids Bag*
Tiles
- 1 Core Section Tile*
- 1 Alternative Core Section Tile (1 / 2 players)
- 3 Mantle Section Tiles*
- 1 Alternative Mantle Section Tile (1 / 2 players)
- 3 Crust Section Tiles*
- 1 Alternative Crust Section Tile (1 / 2 players)
- 1 Core Tile*
- 1 Alternative Core Tile (1 / 2 players)
- 5 Extraction Vault Tiles*
- 4 Production Vault Tiles*
- 3 Alternative Extraction/Production Vault Tiles (1 / 2 players)
- 4 Turn Order Tiles*
- 2 Orbit End Tiles*
- 1 Discards Tile*
- 1 Main Tunnel Tile
- 1 Secondary Tunnel Tile
- 1 AlphaBot AI Tile
- 1 AlphaBot Control Tile
- 1 AlphaBot Server Tile
- 1 Elite Cylindroid Tile
Resources
- 40x Carbon*
- 50x Titanium*
- 40x Silicon*
- 50x Lava*
- 25x Gas*
- 25x Acid*
- 40x Betamatter*
- 15x Exomatter*
Batteries
- 20x Carbon Battery (15 in the base game)
- 20x Titanium Battery (15 in the base game)
- 20x Silicon Battery (15 in the base game)
Tokens and boxes
- 34 Multiplier Tokens (24 in the base game)
- 10 Hatch Tokens
- 1 Elite Cylindroid Hatch Token
- 8 Boxes
Markers
- 8 Padlock Markers (5 in the base game)
- 1 Pressure Marker*
- 1 Main Vault Marker*
- 1 AlphaBot AI Marker
- 1 AlphaBot Direction Marker
- 1 Elite Cylindroid's Shield Marker
Cards
- 12 MOVE Action Cards*
- 12 MINE Action Cards*
- 12 CONNECT Action Cards*
- 12 INTERACT Action Cards
- 30 Events Cards
- 12 Main Objective Cards*
- 16 Secondary Objectives Cards*
- 16 Secondary Objectives Cards exclusive for Odyssey
- 7 Demand Cards*
- 30 Advanced Item Cards*
- 12 Advanced Item Cards exclusive for Odyssey
- 1 Shuttle Card*
- 27 AlphaBot Item Cards* (do not include the 4 marked only for Stress Botics)
- 14 AlphaBot Item Cards exclusive for Odyssey
- 10 AlphaBot's Aggressive AI Cards
- 10 AlphaBot's Standard AI Cards
- 25 Box Item Cards
- 2 Elite Cylindroid Starting AI Cards
- 2 Elite Cylindroid Ending AI Cards
- 8 Elite Cylindroid's AI Cards
- 4 Elite Cylindroid's Reward Cards
- 4 AlphaBot Status Cards
- 1 Phases Reminder Card
- 2 Hatch Reminder Cards
Solo mode
- 1 DeltaBot Board
- 1 DeltaBot
- 1 MiniDeltaBot
- 1 DeltaBot Stress Marker
- 1 DeltaBot Shield Marker
- 1 DeltaBot Delivery Marker
- 1 DeltaBot Status Tile
- 1 DeltaBot AI Tile
- 1 DeltaBot additional tank Tile
- 1 DeltaBot additional battery Tile
- 1 Final Orbit Tile
- 1 Solo Mode Turn Order Tile
- 1 Solo Mode Stress Limit Reminder Tile
- 5 Solo Mode Secondary Objectives Cards
- 5 Solo Mode Final Objectives Cards
Game Setup
- Place the Main Board in the center of the table, with the Odyssey side up.
- Place the Secondary Boards on their designated area, next to the Main Board (with the corresponding side up, according to the number of players):
- AlphaBot's Extension Board
- Delivery Board
- Cylindroids Belt Board
- Elite Cylindroid's Board
- Items & Stress Boy Board
Main Board
-
Take the 3 Starting Event Cards (marked with a 0 on the back), and shuffle them. Then, take the regular Events Card, according to the number of players, and return the surplus to the box. Form the Event Card deck, shuffle it and place it in its corresponding space, face down. Place the 3 Starting Event Cards on top of the deck, face down.
NOTE: After several games, you may remove the 3 Starting Event Cards for a more random start.
-
Place AlphaBot on the Entrance square of the Main Vault.
-
Form a face down pile with the 10 shuffled Hatch Tokens, return the first 4 tokens to the box and then place the pile on its corresponding area. Reveal the first token of the pile and place it on the Hatch square of the Main Vault, with the open hatch side face up.
-
Place the Main Vault Marker on space 1 of the Active Main Vault Track.
-
Place the Pressure Marker pointing to the level 2 of the planet's Pressure Track.
-
Place the Core Tile (with 1-2 players, use the alternative one) with the A Side face up. According to the number of players, place the corresponding amount of Lava on it.
-
Place the Core Section Tile (with 1-2 players, use the alternative one) with the A Side face up.
-
Randomly place the Mantle Section Tiles connected to the Core Section Tile. Randomly place the Crust Section Tiles connected to the Mantle Section Tiles. Rotate the Core Section Tile to the starting position: all 3 tunnels must be connected to the 3 tunnels of the Mantle Sections.
NOTE: For your first game, use the setup shown in the picture.
NOTE: If you want to use the 2 Alternative Section Tiles & 3 Alternative Extract/Production Vault tiles for 1-2 players, please see the Reference Guide.
-
Place the Main Tunnel tile (1-4 players) and the Secondary Tunnel tile (3-4 players only) with the A side face up.
AlphaBot's Extension Board
-
Separate the AlphaBot AI Cards into Standard and Aggressive, and form two decks. Shuffle each deck separately and place it on its corresponding area, face down.
-
Place the AlphaBot AI Tile with the A side face up. Place the AlphaBot AI Marker on the space marked with [*].
-
Place the AlphaBot Control Tile with the A side face up. Place the Direction Marker on the space marked with the triangle icon (▲).
-
Place the AlphaBot Server tile with the A side face up.
-
Take the AlphaBot's Items exclusive for Odyssey and those from the base game that are not exclusive for Stress Botics. Set aside some Melting Furnace items, according to the number of players (1 Melting Furnace for 1-2 players, 2 Melting Furnace for 3-4 players). Shuffle the remaining AlphaBot Items and place them on their corresponding area, forming a face down deck. Reveal the AlphaBot Items according to the number of players, and place them along with the previously set aside Melting Furnace items on the AlphaBot Server:
- 1-2 Players: 1 Melting Furnace + 1 AlphaBot Item revealed.
- 3-4 Players: 2 Melting Furnace + 2 AlphaBot Items revealed.
These items are the available AlphaBot Items.
NOTE: Remember to use the corresponding items according to the number of players.
-
Reveal an additional AlphaBot Item: the Standby AlphaBot Item, and place it on the (II) slot. Take the battery necessary to equip it and place it in the AlphaBot's tank. This battery will vary in each game, depending on the starting Standby AlphaBot Item.
-
Take the AlphaBot Status card marked 10 shield - 8 shield, flip it and place it on the AlphaBot drawing so that the arrows on the card match the arrows on the board. Set aside the rest of the AlphaBot's Status cards.
Delivery Board
-
Shuffle separately each of the 3 Main Objective decks (Probe, Scout and Freighter). Reveal the first card of each deck and place it on its corresponding space of the Delivery Zone. Put the rest of the cards back in the box.
NOTE: For your first game, use the Main Objectives shown in the picture.
-
According to the number of players, place the Demand Cards of each ship forming a pile. Place the cards with the highest number in the upper part of the pile.
Cylindroids Belt Board
-
According to the number of players, place on each segment of the Cylindroids Belt the depicted amount of:
- Boxes (from the general supply).
- Cylindroids (from the Cylindroids bag, drawn at random).
NOTE: When placing Explosive Cylindroids, always place them disarmed side face up.
-
Place the Elite Cylindroid on the last segment of the Cylindroids Belt, with the I side face up.
Elite Cylindroid Board
-
Take the Elite Cylindroid AI cards, separate the Miner Elite Cylindroid (yellow) and the Laser Elite Cylindroid (purple) cards and shuffle them separately, forming two decks. Place the corresponding AI Starting Card on top of each deck, with the side showing just the Cylindroid (not the hatch) face up. Place the corresponding AI Ending Card under each deck, with the side showing the Cylindroid exploding face up. Place the Laser Elite Cylindroid AI deck on the board and the Miner Elite Cylindroid AI deck on top of it.
NOTE: Alternatively, if you want a simpler Elite Cylindroid activation, use the CLASSIC MODE. For that mode, leave all the Elite Cylindroid AI cards in the box. Then, simply place the Elite Cylindroid Tile on its corresponding space, with the Miner Elite Cylindroid (yellow) side face up.
-
Place the Elite Cylindroid Hatch Token on its corresponding space, with the yellow side face up.
-
Next to the Shield Track, place the Laser Elite Cylindroid Reward card (B) corresponding to the number of players, on the side that aligns with the Shield Track. On top of this card, place the Miner Elite Cylindroid Reward card (A) corresponding to the number of players, also aligned with the Track.
-
Place the Elite Cylindroid Shield Marker on the upper space, with the Miner Cylindroid side (3 eyes) face up.
Items and Stress Boy Board
-
Take all the Advanced Item cards, according to the number of players:
-
1-2 Players: Remove the cards corresponding to 3 players or more. Shuffle the Advanced Items deck and place it on its corresponding space, face down. Reveal the first two cards and place each one on an available Advanced Item slot.
-
3-4 Players: Separate the 4 types of Advanced Items:
- Amplifiers (yellow).
- Containers (grey).
- Experimental (purple).
- Transformers (black).
Once separated by type, shuffle each deck and place it on its corresponding space, face up.
-
-
Shuffle the Box Items deck and place it on its corresponding space, face down.
-
Place the Cylindroids bag, the resources and the batteries within reach of all players, forming the common supply.
-
Place the Discards tile next to the playing area, with the Odyssey side up.
Player Board Setup
The player board represents the internal mechanism of the player's BetaBot.
A. Each player takes a Player Board and all the components of their color: 1 BetaBot, 1 MiniBetaBot, 1 BetaBot Status Tile, 1 Stress Marker, 1 Shield Marker, 1 BetaBot AI Marker, 3 Delivery Markers, and 3 Cargo Cards. The player board is placed with the corresponding face up, according to the number of players.
B. Determine the starting player using one of the options below:
- Option A: Depending on the number of scopes on your BetaBot (1 scope: first player; 2 scopes: second player, etc.). Then, deal each player their Turn Order Tile.
- Option B: Shuffle the Turn Order Tiles and randomly deal one to each player.
NOTE: Always use the Turn Order Tiles according to the player count (ie: in a 3-player game, use tiles 1, 2 and 3).
C. Each player places their Stress Marker on level 0 of the Stress Track, with the stress icon face up (so the Victory Point icon is face down).
D. Each player places their MiniBetaBot on the designated location, regardless of the number of players:
- Player 1: Core Section Tile.
- Player 2: Core Section Tile.
- Player 3: Mantle Extraction/Production Vault (Sector C).
- Player 4: Mantle Extraction/Production Vault (Sector C).
NOTE: If the Lower Advanced Items Vault is located in the Mantle Section Tile (Sector C), Player 4 must place their MiniBetaBot on the Crust (Sector C) Extraction/Production Vault.
E. Each player places their BetaBot on the corresponding Extraction/Production Vault Tile or on the Core Tile, depending on their starting location.
F. Each player takes their starting resources from the common supply and places them in their Tanks, as per the following table:
| Player 1 | Player 2 | Player 3 | Player 4 | |
|---|---|---|---|---|
| Tank 1 | 2 Lava (same for all players) | |||
| Tank 2 | 1 Carbon, 1 Titanium and 1 Silicon (same for all players) | |||
| Tank 3 | 2 Lava | 4 Lava | 1 Betamatter | 2 Betamatter |
G. Each player places 1 Gas and 1 Acid in their Dangerous Substances Tank.
H. Each player places 1 Betamatter + 1 Silicon on one of the spaces of their Battery Producer.
I. Each player places their Status Tile with the A Side face up, and the Delivery Markers on the corresponding spaces.
J. Each player places their Shield Marker on the space marked with [*] of their Shield Track.
K. Each player places their starting batteries on their Battery Track, starting from the right:
- 1st Space (Active Battery): Carbon Battery.
- 2nd Space: Titanium Battery.
- 3rd Space: Silicon Battery.
L. Each player places a Carbon Battery inside their BetaBot. This is the active battery.
NOTE: When you have played several games you may, in turn order, distribute as you wish your starting batteries (2 Carbon, 1 Titanium and 1 Silicon). This can be helpful depending on your starting location.
M. Each player places their BetaBot AI Marker on the Competitive AI space.
N. Each player places their Cargo Cards below their Player Board, with the screen side face up.
O. According to the number of players, form the Secondary Objectives deck, and shuffle it face down. Deal one face down card to each player. Return the rest to the box.
NOTE: Your Secondary Objectives Card remains hidden from other players throughout the game. In the image below the card is face up to represent that you can check it at any time.
Basic Rules
GOLDEN RULE: Whenever an effect of an item card contradicts these rules, the effect of the card prevails.
The colors of BetaBots, resources, ships and Cylindroids are not related.
Actions and sub-actions
The Action Cards offer 4 possible actions: MOVE, MINE, CONNECT and INTERACT, which are divided into different sub-actions. When performing a sub-action, anything involving multiple players is applied in turn order.
Adjacency
Diagonal spaces are not considered adjacent, unless otherwise stated (for example: by an item's effect). Therefore, for an element to be considered adjacent to another, they need to be orthogonally adjacent.
Main and secondary objectives
There are 2 types of Objectives:
- Main Objectives: Available to all players. They are shown on the Main Objective Cards of each ship.
- Secondary Objectives: Different for each player. They are shown on the Secondary Objective Cards that are secretly dealt to each player at the beginning of the game.
Resources
The different resources in the game are: Carbon, Titanium, Silicon, Betamatter, Exomatter, Acid, Gas and Lava, and they are limitless. In the rare event that you run out of resources/batteries, it is recommended to replace them in the deliveries with Multiplier Tokens.
If you are going to gain new resources and do not have enough room in your tanks, you can choose which ones to keep, but you can never exchange them with the resources that you already have in your tanks. If you have enough room in your tanks, but you are not interested in all the resources, you can choose which ones to keep. At no time can you get rid of your resources in your tanks to make room for others.
Tanks
Tanks share the numbers with the corresponding slots where Action Cards are programmed. They have a storage limit for resources, indicated by small squares. Each Carbon, Titanium and Silicon occupies 1 square; each Lava occupies 2 squares, and each Betamatter and Exomatter occupies 4 squares.
The Dangerous Substances Tank is not numbered, and it can hold up to 6 or 7 resources (according to the number of players) in any combination of Gas and Acid.
Every time you obtain resources you can place them in your tanks, distributing them as you wish. Similarly, if you have an item that allows you to store resources you can place them there, respecting its storage limit.
Main Board Anatomy
AlphaBot's Tank: Whenever AlphaBot gains resources (by eliminating Cylindroids, by moving on top of the hatch, etc.), place them in its tank.
Tank capacity is as follows:
- Unlimited number: Lava, Gas, Acid, Carbon, Titanium and Silicon.
- 3 Units each: Betamatter and Exomatter.
- 1 Unit each: Carbon Battery, Titanium Battery and Silicon Battery.
Each time AlphaBot loses 1 shield, remove the topmost Titanium from its Shield Track and place it in its tank.
Main Vault: When a rule mentions the Main Vault, it always refers to the Active Main Vault, that is, where AlphaBot is currently located (unless stated otherwise).
Neutral Zone: Here is where you place your BetaBot when your MiniBetaBot is at a Delivery Base or at an Inactive Main Vault.
Sectors: The planet is divided into 3 Sectors: A, B and C. Whenever a rule mentions a Sector, it refers to both Section Tiles of this Sector (Mantle Section Tile and Crust Section Tile).
Extraction and Production Vaults: There are 2 types of Vault (each has a number on its lower right corner):
- Extraction: Lava (03), Carbon (01), Gas and Titanium (04), Acid and Silicon (05), and Exomatter (07).
- Production: Lower Advanced Items (02), Upper Advanced Items (08), Shields (06), Batteries (09).
When a rule mentions Extraction/Production Vault, it refers to either one.
Spaces for BetaBots and Cylindroids: Each location has a certain number of available spaces that can be occupied by BetaBots. In the Extraction/Production Vaults, for each BetaBot space, there is space for 1 Cylindroid.
- Main Vault: See Square Types, p. 20.
- Neutral Zone: 4 available spaces.
- Core & Tunnels: 3 available spaces.
- Core (B Side): 1 available producing space and 3 available extracting spaces.
- Extraction Vaults: 2 available spaces.
- Production Vaults: 1 or 2 available spaces.
Common Tank (Stress Boy): This is where the resources from the auto-production are placed, and they are used as a discount when acquiring Advanced Items.
How to Play
Phase 1: Events
Reveal the top card of the Events deck and carry out the events shown on it in the following order:
1.1 Ships's Trajectory
The Event Card indicates how many spaces each ship advances on its trajectory: 0, +1 or +2.
When a ship leaves the planet's orbit (it no longer has any spaces left to move forward on their trajectory), adjust the stress level of all BetaBots:
- If that ship still has any Demand Cards (red cross icon), the stress level of all the BetaBots is increased.
- If that ship has no Demand Cards left (green check icon), the stress level of all the BetaBots is reduced.
Then, place the ship on its slot on the Orbit End Tile.
| Ship | 2 Players | 3 Players | 4 Players | 2 Players Aggressive (▲) |
|---|---|---|---|---|
| Probe | 0 or +5 stress | 0 or +5 stress | -5 or +5 stress | 0 or +10 stress |
| Scout | -5 or +10 stress | -5 or +5 stress | -5 or +5 stress | -5 or +10 stress |
| Freighter | -10 or +10 stress | -10 or +10 stress | -15 or +10 stress | -5 or +10 stress |
Example 1: 4 players. Probe leaves orbit. Everything delivered. Stress markers drop 5 stress.
Example 2: 4 players. Freighter leaves orbit. There's still cards. Stress markers go up 10 stress. As the Freighter has left orbit (all ships are on top of the Final Orbit Tile), the game ends and, once the stress variation is applied, the players move on to the final score.
1.2 Core Rotation
Rotate the Core Section Tile 1 position clockwise or counterclockwise, as indicated. If the Core Section tile has been flipped to its B side, rotate it 2 positions instead of 1.
1.3 Planet's Pressure Level
Adjust the current pressure level by 0, +1 or -1, as indicated.
1.4 Auto-Production
If the Event Card displays a resource/battery icon:
- If that resource/battery is depicted in the Common Tank, take 1 matching resource/battery from the common supply and place it in the Common Tank. Ignore this step if the Common Tank already contains the maximum number of that resource/battery, as indicated on its tile.
- For each Vault that has that resource/battery depicted on its tank, take 1 matching resource/battery from the common supply and place it on that Vault. Ignore this step if that Vault already contains the maximum number of that resource/battery, as indicated on its tank.
- Then, if an Extraction/Production Vault contains all the resources/batteries indicated on its tank, flip it to its B Side. This Vault is now enhanced, and can no longer auto-produce.
If the Event card displays the item icon (Item Vault icon, either colour), flip over the corresponding Item Vault to the B Side.
NOTE: If an Extraction/Production Vault contains Cylindroid(s), it doesn't auto-produce.
NOTE: The Core does not auto-produce Lava.
1.5 Cylindroids, Boxes and Elite Cylindroid Spawn
1.5.1 Cylindroids and Boxes
The revealed Event Card also determines the movement of the Cylindroids and Boxes:
The first available wave (starting with the 1st segment of the Cylindroids Belt) moves to the Main Vault and is placed on the space determined by the letter depicted in the card:
- A: The first wave is placed on the A1 square.
- B: The first wave is placed on the B1 square.
- A+B: The first wave is placed on the A1 square and the second wave is placed on the B1 square.
- X: The first wave doesn't move.
When there is still a wave of Cylindroids left in the next-to-last segment of the Cylindroids Belt, and an Event Card that indicates an A+B spawn is revealed, first move the wave to square A1 (as usual) and then spawn the Elite Cylindroid as explained above.
NOTE: The rest of the Cylindroids and Boxes remain on their Belt's segment and do not advance to the next one.
If the square where the new wave would be placed is already occupied by any Cylindroids and/or Boxes from previous waves, they are pushed forward. The pushes are made from one combat square to another (see Square Types, p. 20). Any single available spaces on the square are not taken into account, the waves move together, as one block:
- Cylindroids from squares A1 or B1 are pushed to A2 or B2, respectively.
- Cylindroids from square A2 are pushed to the Mantle or Crust Extraction/Production Vault that's closest to the Main Vault.
- Cylindroids from square B2 are pushed to the Crust Extraction/Production Vault closest to the Main Vault.
NOTE: If Cylindroids move to or are placed in a square that contains BetaBots, these are pushed forward too. If this happens, each player chooses an adjacent available square to move to, following the turn order.
NOTE: Cylindroids cannot move to a square occupied by AlphaBot (they stay on their Cylindroid Belt segment or Main Vault square).
Cylindroids limit in Extraction/Production Vaults
Extraction/Production Vaults may contain a certain number of Cylindroids (see Spaces for BetaBots and Cylindroids, p. 12). If not all Cylindroids fit in the Vault, move them in the following order: 1st - Miner, 2nd - Explosive and 3rd - Laser. Return the remainder to the Cylindroid bag.
Boxes
Boxes move from the Cylindroids Belt to the Main Vault along with the waves of Cylindroids, and they are, similarly, placed on the squares A1 and B1, as determined by the Event Card. However, if later on they are pushed forward, they move in a different way:
- Boxes on square A1 are pushed to the corner square adjacent to A1 and A2.
- Boxes on square B1 are pushed to the corner square adjacent to B1 and B2.
NOTE: When boxes are pushed, there can be a maximum of 1 box on each of those squares. Any excess boxes are returned to the general supply.
1.5.2 Elite Cylindroid
The Elite Cylindroid is a type of Cylindroid that has its own activation when it moves to the Main Vault. Unlike the other Cylindroids, it has its own board, AI cards, Shield Track, and a Special Hatch Token.
Elite Cylindroid spawn:
Like AlphaBot, the Elite Cylindroid occupies the entire square. If it spawns and the hatch space is occupied by BetaBots, they are pushed back (the players, in turn order, choose to which adjacent square they move to).
If there are already Cylindroids in the Main Vault:
If AlphaBot is on the hatch square when the Elite Cylindroid spawns, AlphaBot is pushed to the entry square.
When an Event Card is revealed and there are no waves of Cylindroids left on the Cylindroids Belt, the Elite Cylindroid spawns. Place the Elite Cylindroid Hatch Token on the Hatch square, with the corresponding side face up, and then place the Elite Cylindroid on top of the token. The Elite Cylindroid never moves to another square, nor is it pushed.
1.6 Hatch Behaviour
In the center of the Main Vault there is a hatch that provides resources, but can also deal damage.
Hatch token status
There should always be a Hatch Token on the Main Board, on the central square of the Main Vault. Each time AlphaBot moves into a new Main Vault, the Hatch Token is replaced with a new one from the top of the pile, that is placed face down (it is closed).
- Hatch Token face up → open (the color of the token matches the resource it provides).
- Hatch Token face down → closed.
Each time an Event Card is revealed, it updates the status of the Hatch Token:
- If the Event Card shows the green hatch icon → if the Hatch Token is closed, flip it to its open side.
- If the Event Card shows the red hatch icon → if the Hatch Token is open, flip it to its closed side.
NOTE: The Elite Cylindroid is never affected by the Hatch Token, since it puts its own Hatch Token when spawned.
Damage
An open Hatch Token may deal damage to bots on it (check the Hatch Reminder cards). If that is the case:
- AlphaBot: AlphaBot loses the number of shields indicated in the Hatch Reminder cards. Losing shields makes AlphaBot aggressive, so you may have to reveal and resolve an Aggressive AI card (see AlphaBot AI, p. 30).
- BetaBots: The BetaBot loses the number of shields indicated in the Hatch Reminder cards.
NOTE: Affected Bots do not lose shields when the shield-protection icon is shown.
Interaction with an open Hatch Token
Resources:
-
AlphaBot: If the hatch is opened whilst it has AlphaBot on top of it, or if AlphaBot moves onto an open hatch, take the resources it grants (indicated in the Hatch Reminder cards) from the general supply and place them in AlphaBot's tank, up to its maximum capacity.
Special cases:
- When AlphaBot is on top of an open Item hatch (dark blue), it gets no resources. Instead, while AlphaBot is there, each time a BetaBot performs an Access the Server sub-action and chooses to equip an Available AlphaBot Item, they need to pay 1 less battery and 1 less Titanium/Carbon/Silicon.
- When AlphaBot is on top of an open Shields hatch (steel grey, with rivets), repair it up to 2 times.
- Each time AlphaBot would move to the Elite Cylindroid hatch, instead it doesn't move and the Elite Cylindroid loses 1 shield.
-
BetaBots: While a BetaBot is on top of, or adjacent to, an open hatch, in their turn that player can gain the resources it grants through a MINE or CONNECT Action.
Special cases:
- While on top of, or adjacent to, an open Item hatch (dark blue), BetaBots can perform a CONNECT action to equip an Available AlphaBot Item instead of choosing any other sub-action.
- While on top of, or adjacent to, an open Battery hatch (dark grey, with honeycomb pattern), BetaBots can perform a CONNECT action and spend 1 Titanium/Carbon/Silicon to get 1 matching Battery instead of choosing any other sub-action.
- While adjacent to the Elite Cylindroid hatch, BetaBots can perform a boosted MINE action to attack the Elite Cylindroid. It loses 1 shield.
NOTE: If AlphaBot or the Elite Cylindroid are on the hatch, players can't obtain resources from the hatch.
Phase 2: Programming
This phase is divided into 2 steps: Drawing Action Cards and programming Action Cards.
NOTE: If at the beginning of this phase any of the action decks are empty, shuffle the corresponding discard pile and form a new deck. In the rare event that there are no cards left in either the action deck nor its corresponding discard pile, you won't be able to draw that type of Action Card.
Example 1: AlphaBot is in the initial Main Vault (1). 4 players. The purple player is in the same Main Vault as AlphaBot and draws 3 different cards. The yellow player is in the same Main Vault as AlphaBot and draws 2 cards of the same type. The red player is also in the same Main Vault as AlphaBot, but chooses to draw only 2 different cards. The white player is in the same Sector as AlphaBot and draws 2 different cards.
2.1 Drawing Action Cards
In turn order, each player draws Action Cards depending on their position on the planet with regard to AlphaBot:
- If your BetaBot is in the same Main Vault as AlphaBot, you may draw 2 Action Cards of the same type or 3 Action Cards of different types.
- If your BetaBot is in the same Sector as AlphaBot or in the Core, you may draw 2 Action Cards of different types.
- If your BetaBot is in a different Sector than AlphaBot, you can only draw 1 Action Card.
- In the round 13, when AlphaBot reaches its shuttle, each player may draw only 1 Action Card.
- Once AlphaBot has reached its shuttle, and while it remains there, each player can only draw 1 Action Card.
- Once AlphaBot has been delivered, each player draws 2 Action Cards in this phase (regardless of their position on the planet).
Example 2: AlphaBot is in the Crust main vault (4). 4 players. The purple player is in the same Sector as AlphaBot and draws 2 different cards. The red player is in the Core and draws 2 different cards. The yellow player and the white player are in a different Sector than AlphaBot, so they each draw 1 card.
NOTE: Players may choose not to draw cards or draw fewer cards than they are allowed to. Additionally, they can check how many cards there are left in each Action Card deck (without looking at them), and which cards are in the discard pile. A drawn Action Card can never be returned to the deck.
Deck End Event: If one of the Action Card decks runs out of cards, the deck end event is revealed and carried out (see Deck End Event, p. 37). Next, shuffle the discard pile of that Action Card deck. Place the new deck face up on its corresponding space of the Action Server.
2.2 Programming Action Cards
Once all the players have drawn their Action Cards, they may program cards in their hand. We recommend that players program their cards simultaneously, to keep the flow of the game.
Each player chooses their cards to program and places them face down in the slots at the top of their Player Board. At the beginning of the game, each player has 2 available slots (slot 1 and slot 2). Later in the game, depending on their Battery Track, they can gain 1 more slot (in a 4 player game) or 2 more slots (in a 2-3 player game). Only one card can be programmed in each slot, and they must be placed in order: first slot 1, then slot 2, etc.
NOTE: Players may choose not to program any cards or to program fewer cards than they are allowed to.
Example: 4 players. The purple player can program up to 3 actions and programs all 3. The yellow player can program up to 3 actions, but not all of them are useful to them this round, so they program only 2. The red player can only program 2 actions and programs 2. The white player can program 2 actions, but they only have 1 card, so they program 1.
Phase 3: Actions
3.1 Actions and Sub-actions Summary
There are 4 different actions: MOVE, MINE, CONNECT and INTERACT. And these are divided into sub-actions. Any sub-action involving multiple players is applied in turn order.
- MOVE Action: Spend movement points to move your BetaBot through the tunnels into different locations around the planet. In addition, it allows you to enter the Main Vault, move through its different squares or place your BetaBot on top of AlphaBot.
- MINE Action:
- Extract sub-action: Extract resources in the Extraction Vaults or in the Core, in the Main / Secondary Tunnel, or in the Main Vault hatch.
- Attack sub-action: Attack the Cylindroids (capture, scrap or disintegrate), the other BetaBots or AlphaBot.
- CONNECT Action:
- Produce in Production Vaults sub-action: Activate the Production Vault you're in (Gain resources/batteries, repair your BetaBot, or equip yourself with Advanced Items).
- Extract in Extraction Vaults sub-action: Extract resources (if you're in an Extraction Vault), or change the planet's pressure level and rotate the Core (if you're in the Core B Side).
- Activate an Item sub-action: Activate one of your items.
- Disarm/Arm sub-action: Disarm an Explosive Cylindroid to prevent it from exploding and dealing damage, or arm it.
- Open a Box sub-action: Open a box in the Main Vault.
- Produce in the Hatch sub-action: Produce in the Main Vault hatch.
- Make a Manual Delivery sub-action: Make a delivery when you are at a Manual Delivery Base. With this sub-action you can achieve the main objective of the game: Making deliveries to the ships.
- INTERACT Action:
- Access the Control sub-action: Allows you to influence AlphaBot's AI, manipulate its movement, repair it, or equip yourself with the standby AlphaBot Item.
NOTE: Sub-actions must always be fully performed, carrying out all their steps. If it is impossible to complete some of the steps of a sub-action, it cannot be performed (unless stated otherwise).
3.2 Player Turn to Perform Actions
In turn order, players take turns to perform the actions they have programmed during Phase 2.
On your turn you choose one of these 2 options:
- Reveal your leftmost programmed card and perform it.
- OR return your leftmost programmed card to your hand without performing it.
Reveal your leftmost programmed card and perform it. Follow these steps in order:
- If your BetaBot is at an Extraction/Production Vault that contains resources from its auto-production, take these resources from the Vault tile you are in and place them in any of your tanks or items that can store them (see Tanks, p. 11), distributing them as you wish. The resources that you don't want, or that don't fit in your tanks, stay on the tile.
- Reveal your leftmost programmed Action Card and choose which of its sub-actions you want to perform (note that the Move Action has no sub-actions).
- You may boost any sub-action, but some of them require boosting. To boost a sub-action, either use an Action Card with free boost, or spend an Active Battery (see Active battery, p. 36) and return it to the common supply.
- If you have a captured Cylindroid, you can use it to perform an additional action (see Capturing a Cylindroid, p. 21).
- After performing the sub-action, you may return the Action Card to your hand. To do so, pay the cost shown on the card (see Paying a Cost, p. 37) with resources from the tank that shares the same number as the slot where the Action Card was programmed (if there's two types of cost, you choose which one to pay). If you don't want to keep it, place the card on the discard pile of the corresponding Action Card deck.
Return your leftmost programmed card to your hand without performing it. Return the Action Card to your hand without revealing it and at no cost.
End of player's turn: Once you have finished your turn, the next player in turn order performs their turn.
This phase ends when all players have resolved all their programmed Action Cards.
3.3 Move Action
This action allows you to Move through the tunnels into different locations on the planet (this action doesn't have sub-actions). Your Battery Track indicates how many Movement Points you have available: For each available Movement Point, you can move your BetaBot to a Vault that is connected to your current Vault by a tunnel. When you finish your Move, remember to check for any movement end effects and to place your MiniBetaBot and your BetaBot in their corresponding spaces of the Main Board.
Keep in mind that at the beginning of the game some of the tunnels are blocked. These tunnels get unblocked when AlphaBot moves to each of the Main Vaults of the corresponding Crust Sections (see AlphaBot Enters the 4th/5th/6th Main Vault, p. 31).
In addition, this action allows you to access the Main Vault and move through its different squares. You can also place your BetaBot on top of AlphaBot.
Placing MiniBetaBot and BetaBot
Placing MiniBetaBot and BetaBot
Once you've finished your movement place your MiniBetaBot in that location on the planet, and then place your BetaBot on its corresponding space:
- MiniBetaBot is in the Main Vault → Place BetaBot in the corresponding square of the Main Vault Zone on the Main Board (see Moving to the Main Vault, p. 20).
- MiniBetaBot is in the Core → Place BetaBot in the Core Tile.
- MiniBetaBot is in an Extraction/Production Vault → Place BetaBot in the corresponding Extraction/Production Tile.
- MiniBetaBot is in a Delivery Base, or in an Inactive Main Vault → Place BetaBot in the Neutral Zone.
- MiniBetaBot is in the Main or Secondary Tunnel → Place BetaBot in the Main or Secondary Tunnel Tile.
Example 1: 4 players. MiniBetaBot is in the Main Vault → BetaBot in the corresponding square. MiniBetaBot is in the Core → BetaBot in the Core Tile. MiniBetaBot is in an Extraction Vault → BetaBot in the corresponding Tile. MiniBetaBot is in the Main Tunnel → BetaBot in the Main Tunnel Tile.
Example 2: 4 players. MiniBetaBot is in a Manual Delivery Base → BetaBot in the Neutral Zone. MiniBetaBot is in an Automatic Delivery Base → BetaBot in the Neutral Zone. MiniBetaBot is in a Production Vault → BetaBot in the corresponding Tile. MiniBetaBot is in an Inactive Main Vault → BetaBot in the Neutral Zone.
Keep in mind that at the start of the game there are two additional tunnels (Main Tunnel and Secondary Tunnel), which you will have to mine in order to move through them.
Boosting the Move Action allows you to perform it twice. To boost this action:
- Use a MOVE Action Card with free boost, OR
- Spend an active Carbon Battery.
Checking movement points
Check your Battery Track to determine your available movement points.
| Batteries | 2-3 Players | 4 Players |
|---|---|---|
| Less than 3 batteries | 1 movement point | 1 movement point |
| 3+ batteries | 2 movement points | 3 movement points |
| 7+ batteries | 3 movement points | - |
NOTE: When you lose your last shield, flip your Shield Marker and Status Tile to the B Side. Thereafter, you have 6 movement points when you perform the Move Action (see BetaBot Shield Track and Battery Track, p. 36).
For each available Movement Point, you can move your BetaBot to a Vault that is connected to your current Vault by a tunnel. You don't need to spend all your points.
Example 1: 3 players. The purple player has 8 batteries, so they have 3 movement points. The yellow player has 5 batteries and 2 movement points. The red player has 2 batteries and only 1 movement point.
Ending movement
Regardless of the type of location, you can only end your movement in a location if it has an available space for your BetaBot.
If you end your movement at an Extraction/Production Vault that contains resources from its auto-production, take these resources from the Vault tile you are in and place them in any of your tanks or items that can store them (see Tanks, p. 11), distributing them as you wish. The resources that you don't want, or that don't fit in your tanks, stay on the tile.
If you end your movement at a Manual Delivery Base, immediately increase your stress level by 1.
If you end your movement at an Automatic Delivery Base, immediately increase your stress level by 5. Then, you can make a delivery without having to perform any sub-action (see Delivering to a ship, p. 23).
If you end your movement in the Core or in an Extraction/Production Vault together with another BetaBot, activate the AI of each of those BetaBots.
BetaBot AI
Your BetaBot can have a Competitive or Cooperative AI, based on the number of batteries you have on your Battery Track:
- When you have 4 or less, your AI is Competitive.
- When you have 6 or more, your AI is Cooperative.
When you have exactly 5 batteries, you may choose whether you want to have a Competitive or Cooperative AI (see Battery Track Bonuses, p. 28). Once you have made your choice, you cannot change it again until Phase 4 (see BetaBot AI Process, p. 28).
NOTE: If multiple players place their 5th battery at the same time (for example: in Phase 4), the choice of the AI is made in turn order.
At the beginning of the game your AI is Competitive, since you start with 3 batteries on your Battery Track.
Remember that your AI can change if you gain or spend a battery, and use your BetaBot AI Marker to indicate which is the current AI of your BetaBot.
If you end your movement in the Core, a Tunnel or in an Extraction/Production Vault together with another BetaBot, the AI of each of those BetaBots is activated. The ensuing effect depends on the combination of AIs:
- Cooperative & Cooperative: In turn order, each of the two BetaBots perform an Extract/Produce sub-action in the Core or Vault they are in, regardless of the planet's current pressure level (each player chooses a pressure level).
- Competitive & Competitive: Each of the two BetaBots lose 1 shield and then, in turn order, perform an Extract/Produce sub-action in the Core or Vault they are in (at the planet's current pressure level).
- Competitive & Cooperative: The BetaBot that has the Competitive AI performs an Extract/Produce sub-action in the Core or Vault they are in (at the planet's current pressure level), and deals 1 damage to the other BetaBot. The BetaBot with the Competitive AI doesn't increase its stress level due to this attack.
Example: 2 players. The purple player has 7 batteries and their AI is Cooperative. They are currently in the Carbon Vault. The yellow player has 6 batteries, their AI is Cooperative, and they move to the Carbon Vault. Since both BetaBots have Cooperative AI, they can mine in that Vault regardless of the pressure level of the planet. The yellow player acts first, due to turn order.
Example: 2 players. The purple player has 6 batteries and their AI is Cooperative. They then equip an Advanced Item (Launch Amplifier), paying its cost of 3 batteries. Since now they only have 3 batteries, their AI becomes Competitive. The yellow player has 4 batteries and their AI is Competitive. They produce a battery in the Battery Vault. Since now they have 5 batteries, they can choose to keep their AI Competitive or switch it to Cooperative. They decide to keep it Competitive.
NOTE: If you end your movement in the Core or a Tunnel with more than one other BetaBot, you choose which one you compare your AI with.
NOTE: If there are Cylindroids in the Vault, the AI of the BetaBots does not activate.
Moving to the Main Vault
If you end your movement in the Active Main Vault, place your BetaBot on the square matching the place where you arrived from:
- If you arrived from the previous Main Vault, place your BetaBot in the Entry square.
- If you arrived from the next Main Vault, place your BetaBot in the Exit square.
- If you arrived from an Extraction/Production Vault, place your BetaBot in the corner square adjacent to B1 and B2.
- If you arrived from the Core or a Delivery Base, place your BetaBot in the corner square adjacent to A1 and A2.
Square types
There are 3 types of squares in the Main Vault, and each has a capacity limit:
Moving across squares
When you are in the Main Vault, moving to any square or placing your BetaBot on top of AlphaBot costs you 1 movement point.
If after you've entered the Main Vault you have any movement points left, you can spend 1 point to place your BetaBot on any space (respecting the capacity limits).
If you enter the Main Vault through a square that's not occupied by AlphaBot and you have any movement points left, you can spend 1 point to place your BetaBot on top of it. While on top of AlphaBot, Cylindroids and other BetaBots cannot deal damage to you.
If you end your movement on the open Hatch and it deals damage, you lose the corresponding number of shields.
If AlphaBot moves to a square containing BetaBots, it pushes them out. If this happens, in turn order, each player present in that square chooses which adjacent available square to move to.
If you wish to leave the Main Vault, the only movement points you need to spend are the points required for the movement from the Exit square to the location where you want to go (you do not need to spend movement points to reach the Exit square).
Moving to and from the Core
To move from the Mantle Section to the Core, you must move through a tunnel that connects them directly.
You can move from the Core to the Mantle Section, even if no tunnel connects them, but you must lose shields:
- If you move from the A Side of the Core: lose 2 shields.
- If you move from the B Side of the Core: lose 3 shields.
3.4 Mine Action
This action allows you to perform one of these 2 sub-actions:
- Extract resources from the Extraction Vaults, the Core or the Hatch; and unlock the access to the Main or Secondary Tunnel.
- Attack Cylindroids, other BetaBots or AlphaBot.
3.4.1 Extract Sub-action
Boosting an Extract sub-action allows you to perform it twice.
To boost this sub-action:
- Use a MINE Action Card with free boost, OR
- Spend an active Titanium Battery.
Extracting in an Extraction Vault
Take from the common supply the resources shown in the Extraction Vault Tile, depending on the planet's current pressure level. Place them in any of your tanks, distributing them as you wish.
NOTE: You can't perform this sub-action if there are any Cylindroids in your Vault.
NOTE: Remember that dangerous substances (Acid and Gas) must be placed on the Dangerous Substances Tank. Keep in mind the tank's capacity limit (see Tanks, p. 11).
Extracting in the Core
If there is still Lava to extract, take the indicated amount of Lava from the Core Tile itself, depending on the planet's current pressure level, and place it in any of your tanks, distributing it as you wish. When all the Lava on the Core Tile has been removed, flip the tile over. From now on, you will be able to perform the Extract sub-action in the Core Tile (B Side).
NOTE: Keep in mind that if you place the Lava together with other resources, they are immediately liquefied (see Maintenance Phase, p. 27).
Extracting in the Main Tunnel and Secondary Tunnel
There are two tunnels that serve as a shortcut to connect the Mantle with the Crust: The Main Tunnel (connects Main Vaults 3 and 4) and the Secondary Tunnel (connects Main Vaults 1 and 6). Both are locked at the beginning of the game and to unlock their access it is necessary to extract the resources from each of them:
If your BetaBot is in the Main Tunnel and there are still resources to extract, take the first available resource from the Main Tunnel tile and place it in any of your tanks. If you extract the last of those resources, immediately reduce your stress level by 2. Then, flip over the tile (revealing a new Extraction Tile) and remove the Padlock Marker. The tunnel is now unlocked.
If your BetaBot is in the Secondary Tunnel and there are still resources to extract, take the first available resource from the Secondary Tunnel tile and place it in any of your tanks. If you extract the last of those resources, you can draw 2 Action Cards (same or different). Then, flip over the tile (revealing a new Extraction Tile) and remove the Padlock Marker. The tunnel is now unlocked.
Extracting in the Hatch (Main Vault)
One of the Hatch Reminder cards indicates the Hatches in which you can extract. That Hatch must be open and your BetaBot must be adjacent to or on top of it. When extracting, take from the general reserve the resource indicated on the Hatch Reminder card and place it in any of your tanks.
NOTE: If you extract from the Hatch while on top of it, you get an additional resource of the same type, which you place in any of your tanks.
NOTE: If AlphaBot or the Elite Cylindroid are on the Hatch, you can't extract resources from it.
3.4.2 Attack Sub-action
Boosting an Attack sub-action allows you to perform it once.
This sub-action must be boosted, otherwise it can't be performed. To boost it:
- Use a MINE Action Card with free boost, OR
- Spend an active Titanium Battery.
You can choose between 3 Objectives: attacking a Cylindroid, another BetaBot or AlphaBot.
Attacking a Cylindroid
Choose any one Cylindroid in your BetaBot's location (if your BetaBot is in an Extraction/Production Vault), or one Cylindroid in the same square or an adjacent square of your BetaBot (if your BetaBot is in the Main Vault). Then choose to capture it, scrap it or disintegrate it.
NOTE: If you attack an Explosive Cylindroid while it is armed, you lose 2 shields and you cannot capture it. If you attack it while it is disarmed, you don't lose any shields and you can capture, scrap or disintegrate it.
Capturing a Cylindroid:
- Reduce your stress level by 1.
- Place the captured Cylindroid on one of the spaces of your Cylindroid Basic Container. That Container has 3 spaces, each of which admits 1 Cylindroid of one of the 2 colors shown in the circle. You can rearrange the Cylindroids you already have in the Container when you capture a new one.
NOTE: You can't choose to capture a Cylindroid if you can't keep it in your Cylindroid Basic Container or in an item card you have equipped.
Example: The purple player executes the MOVE action (slot 1) and ends their move in the Carbon Vault. Before deciding whether or not to keep the Action card, they discard the Mining Cylindroid in their Cylindroid Basic Container to perform the Extract sub-action and gain 3 Carbon (pressure level 4). They then decide to place those 3 Carbon in the tank below slot 1. Finally, they decide to spend 1 of the Carbon in the tank below slot 1 (slot where they used the MOVE action) to keep that Action card.
Scrapping a Cylindroid:
- Reduce your stress level by 1.
- Gain the corresponding resources/batteries, as indicated on the Gameplay Reference for each type of Cylindroid. Take them from the common supply and place them in any of your tanks, distributing them as you wish, or on your Battery Track. Then, return the Cylindroid to the bag.
Disintegrating a Cylindroid:
- Reduce your stress level by 2.
- Return the Cylindroid to the bag.
Attacking the Elite Cylindroid
If you decide to attack the Elite Cylindroid, see Elite Cylindroid Activation and How to Attack it, p. 29.
Attacking another BetaBot
Choose another BetaBot in the same location as you (Core, Extraction/Production Vault, Main or Secondary Tunnel), or another BetaBot in the Main Vault if it is in your square or an adjacent square.
- Increase your stress level by 2.
- The BetaBot you attack loses 1 shield.
Attacking AlphaBot
You can attack AlphaBot if you are on the same Main Vault square or an adjacent one, or if you are on top of it.
AlphaBot loses 1 shield. Then, reveal and resolve an Aggressive AI card, if its AI Marker allows it (see AlphaBot AI, p. 30). Then, increase your stress level by 2.
During the Actions Phase, after using an Action Card (but before deciding if you keep the card) you may return to the bag a captured Cylindroid to perform its associated additional action. See the Gameplay Reference to check what action corresponds to each type of Cylindroid.
3.5 Connect Action
This action allows you to perform one of these 6 sub-actions (the rulebook prints "6"; seven are listed below):
- Produce in the Production Vaults.
- Produce in the Core (B Side).
- Activate an Item.
- Disarm/Arm an Explosive Cylindroid.
- Open a Box.
- Produce in the Hatch.
- Make a Manual Delivery.
3.5.1 Produce in the Production Vaults Sub-action
Boosting this sub-action allows you to perform it twice, except if you boost it in an Advanced Items Vault. In that case, boosting the sub-action instead enables you to pay for the Advanced Item with resources from your tanks and/or the Common Tank or to equip yourself with a Box Item and an Advanced Item for its total cost.
To boost this sub-action:
- Use a CONNECT Action Card with free boost, OR
- Spend an active Silicon Battery.
NOTE: Remember, if you boost this sub-action, instead of performing the sub-action twice you can pay either for the item with the resources from your tanks and/or the Common Tank or equip yourself with a Box Item and an Advanced Item for its total cost. This second option is only available in a 1-2 player game.
To equip a Box item, draw the top card of the Box Item deck. If you are not interested in the item, discard it and place it at the bottom of the deck. Then, in a 1-2 player game, reveal the top Advanced Item Card from the deck and place it face up on the empty space.
3.5.2 Produce in the Core (B Side) Sub-action
Boosting this sub-action allows you to perform the 2 available options, but you cannot perform the same option twice.
To boost this sub-action:
- Use a CONNECT Action Card with free boost, OR
- Spend an active Silicon Battery.
Your BetaBot must be at the Core (B Side). Choose 1 option:
- Option 1 - Extract resources from any Extraction Vault, at the planet's current pressure level.
- Option 2 - Change the planet's pressure level to +1 or -1 and rotate the Core one position, clockwise or counterclockwise.
NOTE: You can't perform this sub-action if there are any Cylindroids in your Vault.
Depending on the Production Vault where you take this sub-action, you will gain resources, advance on your Shield and Battery Tracks, or equip yourself with Advanced Items.
Shields Vault (06)
Move your Shield Marker as many spaces to the left as shield icons are shown in the Vault Tile, depending on the planet's current pressure level. If your Shield Marker is on the leftmost space, you cannot gain any more shields. If you also gain resources, place them in any of your tanks, distributing them as you wish.
Batteries Vault (09)
Pay the corresponding resources (Carbon, Titanium or Silicon) to get batteries of the same type. Place the batteries on the rightmost empty spaces of your Battery Track. If you don't have empty spaces, you cannot gain any more batteries.
Advanced Items Vault (02 & 08)
There are 2 available items in a 1-2 player game and 4 available items (1 of each type) in a 3-4 player game on the Advanced Item Server.
Before choosing an item, you may lose 1 shield to refresh the available items, according to the number of players. In a 1-2 player game, reveal the top 2 Advanced Item cards from the deck and place them on top of the two previously available items. In a 3-4 player game, choose the 2 piles you want to refresh and then place the top card of each chosen pile on its bottom (thereby revealing 2 new available items).
Choose an item in the Advanced Item Server. Pay the cost shown on its card (see Paying a Cost, p. 37) and apply any discount indicated on the Advanced Items Vault, depending on the planet's current pressure level. Then, place the chosen item card on one of your board's extensions (see Player Board Extensions, p. 37).
3.5.3 Activate an Item Sub-action
Boosting this sub-action allows you to activate the same item twice, unless the item requires a boosted action to be activated. Boosting this sub-action doesn't allow you to activate 2 different items.
To boost this sub-action:
- Use a CONNECT Action Card with free boost, OR
- Spend an active Silicon Battery.
Activate one of your equipped visible items (see the Reference Guide).
NOTE: If you activate the same item twice due to boosting this sub-action, each activation is performed separately. This means that you first apply the first activation and then the second activation.
Example: 1 Players (as printed). The purple player executes the Activate an Item sub-action, choosing the Carbon Processor Advanced Item. On the Stress Track, their marker is at level 11 and the yellow player's is at level 12. In the 1st activation, they transform 1 Betamatter into 2 Carbon, and move their Stress Marker to level 12, pushing the yellow player's marker to level 13. In the 2nd activation, they transform another Betamatter into 2 Carbon, and move their Stress Marker to level 13, and pushing the yellow player's marker to level 14.
3.5.4 Disarm/Arm Sub-action
Boosting this sub-action allows you to disarm 1 Cylindroid and arm another, disarm 2 Cylindroids or arm 2 Cylindroids.
To boost this sub-action:
- Use a CONNECT Action Card with free boost, OR
- Spend an active Silicon Battery.
For this action, eligible Explosive Cylindroids are those in your BetaBot's location (if your BetaBot is in an Extraction/Production Vault), or in your square or an adjacent square (if your BetaBot is in the Main Vault).
Disarm an Explosive Cylindroid: Choose one armed eligible Explosive Cylindroid and flip it over so its disarmed side is face up. A disarmed Explosive Cylindroid can't explode due to an Event nor when attacked.
Arm an Explosive Cylindroid: Choose one disarmed eligible Explosive Cylindroid and flip it over so its armed side is face up. An armed Explosive Cylindroid will explode due to an Event or when attacked, damaging BetaBots and/or AlphaBot and/or other Cylindroids.
3.5.5 Open a Box Sub-action
Boosting this sub-action allows you to perform it once.
This sub-action must be boosted, otherwise it can't be performed. To boost it:
- Use a CONNECT Action Card with free boost, OR
- Spend an active Silicon Battery.
To perform this sub-action, your BetaBot must be in a square with a box, or adjacent to a box, in the Main Vault. To open a box, follow these steps in order:
- Draw 2 cards from the Box Items deck.
- You can keep 1 card and return the other one to the bottom of the deck. If you are not interested in either of them, return both to the bottom of the deck, in any order.
- Place the Box Item Card on one of your board's extensions (see Player Board Extensions, p. 37).
3.5.6 Produce in the Hatch Sub-action
Boosting this sub-action allows you to perform it twice.
To boost this sub-action:
- Use a CONNECT Action Card with free boost, OR
- Spend an active Silicon Battery.
One of the Hatch Reminder cards indicates the Hatches in which you can produce. That Hatch must be open and your BetaBot must be adjacent to or on top of it. When producing, apply the effect indicated on the Hatch Reminder card (obtain 1 Exomatter / Equip 1 AlphaBot Item / Spend 1 resource to obtain a matching battery / repair your BetaBot).
NOTE: If you produce on the Hatch while on top of it, you can apply its effect 2 times instead of only once.
NOTE: If AlphaBot or the Elite Cylindroid are on the Hatch, you can't produce in it.
3.5.7 Make a Manual Delivery Sub-action
Boosting this sub-action allows you to perform it once.
This sub-action can only be performed from a Manual Delivery Base and must be boosted. To boost this sub-action:
- Use a CONNECT Action Card with free boost, OR
- Spend an active Silicon Battery.
When performing this sub-action, follow the steps described below to deliver to a ship.
Delivering to a ship
You can carry out 2 types of deliveries. Here's an overview of each one:
-
Manual Deliveries: Perform a boosted Make a Manual Delivery sub-action while your BetaBot is at a Manual Delivery Base. You need to meet all the conditions (see below).
NOTE: When you end your movement at a Manual Delivery Base, increase your stress level by 1.
-
Automatic Deliveries: If you end your movement in an Automatic Delivery Base, and you meet all conditions for a delivery (see below), the delivery is automatically made (you do not need to perform any sub-actions).
NOTE: When you end your movement at an Automatic Delivery Base, increase your stress level by 5.
To be able to carry out either type of delivery, first you must meet all the following conditions:
-
Your MiniBetaBot must be at a Manual Delivery Base or at an Automatic Delivery Base (remember to place your BetaBot on the Neutral Zone).
-
The receiving ship (the one you are going to deliver to) must be exactly at the reception point of your MiniBetaBot's sector. For example, if your BetaBot is in Sector A, the receiving ship must be in the "A" space of its trajectory.
Ship Sector A Sector B Sector C Probe 10 15 20 Scout 26 25 21 Freighter 27 30 40 -
Your stress level cannot exceed the reception point of the receiving ship.
NOTE: If you have exceeded your allowed stress level you can discard up to 2 Cargo Cards. For each card you want to discard, you must lose 3 shields; if you do, discard the card and reduce your stress level by 2. When you lose your last shield, you cannot make deliveries (see BetaBot Shield Track and Battery Track, p. 36).
If you meet all the conditions, carry out the following steps in order:
- If you're making a Manual Delivery, perform a boosted Make a Manual Delivery sub-action. If you're making an Automatic Delivery, ignore this step.
- Take the Demand Card from the receiving ship. Flip it over and place it below your Cargo Card whose letter matches your MiniBetaBot's sector. Then flip that Cargo Card over, so that together with the Demand Card they form a container.
- Take all the resources, batteries and Cylindroids that you want to deliver from your tanks/items/Battery Track/Cylindroid Basic Container, up to the permitted load limit indicated on the receiving ship's Main Objective Card. Place them on the container you just made, where they will remain until the end of the game. At the end of the game you will receive Victory Points according to the contents of each of your containers.
NOTE: The permitted load limit is applied to each Demand Card separately, and not globally to all Demand Cards of that ship.
Depending on the receiving ship and your MiniBetaBot's sector, place your Delivery Marker on the corresponding ship and letter of the Delivery Board.
NOTE: If more than one player delivers to the same ship in the same sector, all the Delivery Markers are placed in the same space of the Delivery Board.
Apply the indicated stress variation to the affected BetaBots, in turn order:
| Ship | Sector A | Sector B | Sector C |
|---|---|---|---|
| Probe | All other BetaBots +5 stress | All other BetaBots +5 stress | All BetaBots +5 stress |
| Scout | The delivering BetaBot +5 stress | All BetaBots +5 stress | All other BetaBots +5 stress |
| Freighter | The delivering BetaBot +5 stress | The delivering BetaBot +5 stress | No stress changes |
Example: 4 players. The purple player is in the 5th Main Vault and the yellow player is in the Manual Delivery Base in Sector B. The purple player executes the Move action to move to the Automatic Delivery Base in Sector B. When they get there, they immediately increase their stress level by 5. They then check if they meet all the requirements to be able to deliver (starting with their stress level, which after the increase is 9), and confirm that they are. As they're in the Automatic Delivery Base, they do not need to execute the Make a Delivery sub-action. They deliver to the Probe (which still has 2 Demand Cards) the following resources: 2 Betamatter, 3 Gas and 7 Acid. This delivery will earn them 22 Victory Points at the end of the game. Finally, they place their Delivery Marker on the corresponding space in the Delivery Zone and each BetaBot applies the corresponding stress variation (+5 stress to all those who have not made this delivery).
Example: 4 players. The yellow player also planned to make a delivery (to the Probe, from the Manual Delivery Base in Sector B), and before the purple player's turn they met all the requirements to carry it out. However, due to the stress variance caused by the recent delivery, they have now exceeded the threshold stress level (their stress was 12 and now is 17, but the limit is 15) and they will not be able to deliver at this time.
Delivering AlphaBot
When AlphaBot leaves the 6th Main Vault, it must be placed on its Shuttle. From now on any BetaBot can deliver it to a ship, either through a Manual delivery or an Automatic delivery. Delivering AlphaBot counts as a complete and single delivery: You cannot deliver AlphaBot and resources/batteries in the same delivery.
To be able to deliver AlphaBot, first you must meet all the following conditions:
- Your MiniBetaBot must be in the sector C Manual Delivery Base or Automatic Delivery Base (remember to place your BetaBot on the Neutral Zone).
- You can only deliver AlphaBot to the Freighter or the Scout and they must be at the reception point of sector C. In a 1-2 player game, you need to unlock the ability to deliver AlphaBot to these ships by placing batteries in the track next to AlphaBot's Shuttle card. This track must be filled left to right. The 1st battery lets you deliver to the Scout and the 2nd battery lets you deliver to the Freighter.
- Your stress level cannot exceed 29. In a 1-2 player game, if the track next to AlphaBot's Shuttle is completely filled, ignore this condition.
- You must have at least 1 shield, and AlphaBot must have at least 2 shields.
- You must have at least 2 batteries on your Battery Track.
- You must have a Delivery Marker on your Player Board (each player starts with 3), but you don't need a Cargo Card.
If you meet all the conditions, carry out the following steps in order:
- If you're making a Manual Delivery, perform a boosted Make a Manual Delivery sub-action. If you're making an Automatic Delivery, ignore this step.
- Place MiniAlphaBot in the Delivery Board.
- Place AlphaBot and its Shuttle Card below your board. Flip the card to show the container.
Depending on the ship you delivered AlphaBot to, gain the following rewards:
- Scout: Choose 1 option
- Equip yourself with 3 available AlphaBot Items of your choice, and also you will gain 10 Victory Points at the end of the game.
- Get up to 8 resources of your choice from AlphaBot's tank, equip yourself with 1 available AlphaBot Item of your choice, then place your Shield Marker on the leftmost space of its track.
- Freighter: Choose 1 option
- Equip yourself with 2 available AlphaBot Items of your choice, and also you will gain 5 Victory Points at the end of the game.
- You can only choose this option if AlphaBot has 7 or more shields: Get up to 8 resources of your choice from AlphaBot's tank, equip yourself with 2 available AlphaBot Items of your choice, then repair your BetaBot up to 2 times.
Place your Delivery Marker on the corresponding space of corresponding ship on the Delivery Board.
Adjust your stress level:
- If AlphaBot is your 1st delivery: reduce your stress level by 10.
- If AlphaBot is your 2nd delivery: reduce your stress level by 5.
- If AlphaBot is your 3rd delivery: increase your stress level by 5.
3.6 Interact Action
When taking this action, first you enter AlphaBot's hull and then you can perform one of the two possible sub-actions: Access the Control or Access the Server.
By accessing the AlphaBot Control you will be able to influence its AI, direct its movement, repair it or equip yourself with the standby AlphaBot Item.
If you access its Server, you can equip yourself with the available AlphaBot Items or draw Action Cards.
NOTE: At the start of the game, both the Control and Server tiles are placed with their A side face up. If AlphaBot loses a certain number of shields, those tiles are flipped over to their B side, and the options for each tile change (see AlphaBot's Shields Track, p. 31).
Entering AlphaBot's hull
To enter AlphaBot's hull, your BetaBot must be in the Main Vault and either on top of AlphaBot, in the same square as AlphaBot or in an adjacent square.
When you enter the hull, you must choose between placing your BetaBot on the Control space and the Server space. These spaces have a maximum capacity for BetaBots:
- 1-2 Players: 1 BetaBot in the Control and 1 BetaBot in the Server.
- 3-4 Players: 2 BetaBots in the Control (1 space is unlocked with the bonus from the AlphaBot's Titanium Batteries Track, see AlphaBot's Battery Tracks, p. 31), and 1 BetaBot in the Server.
If you are already inside the AlphaBot's hull when taking any INTERACT sub-action, you can move from Control to Server and vice versa (respecting maximum capacities).
If you're not in the hull and can't enter it when it is your turn to perform any INTERACT sub-action, do not perform it and return that INTERACT Action card to your hand.
You can boost each INTERACT sub-action by spending any type of battery. That battery is not returned to the general supply, instead it is placed on any space of your choice on the matching AlphaBot Battery Track, with this restriction:
- Titanium Battery Track: The Titanium battery is placed on any space of your choice, as long as the zone that contains that space has at least 1 shield (see AlphaBot's Shields Track, p. 31).
For more information, see AlphaBot's Battery Tracks, p. 31.
NOTE: In a 1-2 player game, instead of placing the spent battery in the matching AlphaBot Battery Track, you can place it in the track next to AlphaBot's Shuttle card. That track must be filled left to right and accepts any type of battery. Each space you fill with a battery can decrease your stress level and unlocks a delivery option for AlphaBot.
3.6.1 Access the Control Sub-action
Boosting this sub-action allows you to perform 2 of the available options in any order, but you cannot perform the same option twice.
To boost this sub-action:
- Use an INTERACT Action Card with free boost, OR
- Spend an active battery of any type and place it on the matching AlphaBot Battery Track.
To perform this sub-action, your BetaBot must be in the Control space. The options available depend on which side of the Control tile is up.
A Side options
1 - Standard AI Reaction: Reveal the top card of AlphaBot's Standard AI deck and resolve it. Then, place it on the discard pile of the Standard AI deck and move the AI Marker down one position, if possible (see AlphaBot's AI, p. 30).
2 - Direction Change: Place the Direction Marker on another position, which in turn will change the direction of AlphaBot.
3 - De-stressing Repair: Place 1 Titanium from AlphaBot's tank or from your tanks on the lowest empty space of the AlphaBot's Shields Track. If there are no empty spaces left, you cannot choose this option.
Then, gain up to 3 resources of your choice from AlphaBot's Tank or reduce your stress level by 1.
4 - Equip yourself with the Standby Item: Pay the cost of AlphaBot's standby item with resources from the AlphaBot's tank, and place it on one of your board's extensions (see Player Board Extensions, p. 37). If there are at least two batteries on the Titanium Battery Track, reduce the cost in 1 resource of your choice. You cannot spend resources from your tanks, nor choose this option if there's not enough resources in AlphaBot's tank.
Then, reveal a new AlphaBot Item card and place it on the Standby AlphaBot Item slot.
B Side options
1 - De-stressing Repair: Place 2 Titanium from AlphaBot's tank and/or from your tanks on the two lowest empty spaces of the AlphaBot's Shields Track.
Then, reduce your stress level by 2.
2 - Direction Change: Place the Direction Marker on another position, which in turn will change the direction of AlphaBot.
Then, increase your stress level by 2.
3 - Mutual Repair: Place 1 Titanium from AlphaBot's tank or from your tanks on the lowest empty space of the AlphaBot's Shields Track.
Then, move your Shield Marker one space to the left. If your Shield Marker was already on the leftmost space, you cannot choose this option.
4 - Productive Repair: Place 1 Titanium from AlphaBot's tank or from your tanks on the lowest empty space of the AlphaBot's Shields Track.
Then, take up to 2 resources from the AlphaBot's tank and place them in any of your tanks, distributing them as you wish.
Leaving AlphaBot's hull
To exit AlphaBot's hull, you must perform the Move BetaBot action. You can choose between 3 options:
- Place your BetaBot on top of AlphaBot, if possible (this costs 1 movement point).
- Place your BetaBot on any square of the Main Vault, if possible (this costs 1 movement point).
- Exit the Main Vault and move to another location of your choice (this costs 1 movement point to exit the Main Vault + variable number of movement points depending on the destination).
3.6.2 Access the Server Sub-action
Boosting this sub-action allows you to perform 2 of the available options in any order, but you cannot perform the same option twice.
To boost this sub-action:
- Use an INTERACT Action Card with free boost, OR
- Spend an active battery of any type and place it on the matching AlphaBot Battery Track.
To perform this sub-action, your BetaBot must be in the Server space. The options available depend on which side of the Server tile is up.
A Side options
1 - Equip yourself with an Available AlphaBot Item: Choose an available AlphaBot Item Card (not the Standby one) and pay the cost shown in the card (see Paying a cost, p. 37). If the Silicon Battery Track is full, pay 1 less resource of your choice. Then, place the chosen card on one of your board's extensions.
Before equipping yourself with an item, you may reduce your stress level by 2 to discard all available items and replace them with the top 2 items from the AlphaBot Items deck. The Standby AlphaBot Item cannot be discarded.
Once you've equipped yourself, place the Standby AlphaBot item card on the slot of the item you just equipped. Then, reveal a new AlphaBot Item card and place it on the Standby AlphaBot Item slot.
2 - Draw an Action Card: Draw 1 Action Card of your choice. If the Carbon Battery Track is full, you can draw 2 cards instead of 1, of one of the following combinations:
- 1 MOVE and 1 INTERACT, OR
- 1 MINE and 1 CONNECT.
B Side options
1 - Repair and Draw: Lose 1 shield and place 1 Titanium from the general supply on the lowest empty space of the AlphaBot's Shields Track.
Then, draw 1 Action Card of your choice. If the Carbon Battery Track is full, you can draw 2 cards instead of 1, of one of the following combinations:
- 1 MOVE and 1 INTERACT, OR
- 1 MINE and 1 CONNECT.
2 - De-stressing Repair: Lose 1 shield and place 1 Titanium from the general supply on the lowest empty space of the AlphaBot's Shields Track.
Then, reduce your stress level by 2.
Phase 4: Maintenance
In this phase, you can rearrange resources and batteries, as well as combine them to obtain different results. You will be able to replicate batteries and prepare their production for the next round. One of the most important factors to keep in mind in this phase is the Lava in your tanks: you must solidify it or liquefy other resources with it. Finally, you can also change your AI to Competitive or Cooperative.
4.1 Maintenance Processes
Carry out the following processes in order:
- Exomatter: It doesn't liquefy.
- Gas or Acid: They cannot be moved from the Dangerous Substances Tank, unless you place them on a specific item that can store them (such as Nanobots).
4.1.1 Replicating and Rearranging Batteries Process
Replicating batteries
If your Battery Track is full, you cannot perform this process.
You may produce up to 2 batteries of your choice, from the ones you have prepared in previous rounds in your Battery Producer (see Combining Betamatter Process, in this page). For each battery you want to replicate:
- Return the Betamatter and the resource on top of it (Carbon, Titanium, Silicon or Exomatter) to the common supply.
- Take a battery from the common supply matching the returned resource. If you returned Exomatter, take 2 different batteries.
- Place the battery/ies in the rightmost empty spaces of your Battery Track.
Rearranging batteries
During this process you can rearrange the batteries on your Battery Track as you wish, even exchange the one in your BetaBot.
NOTE: At the end of this process it is mandatory that your BetaBot has a battery in it (unless you have run out of batteries on your Battery Track, and you have not replicated any, in which case omit this requirement).
4.1.2 Rearranging and Liquefying Resources Process
First, rearrange resources:
- You may rearrange your resources by moving them from one tank to another, but you must always move them to a higher number tank.
- You cannot move resources from your items to your tanks or from one item to another, but you can move them from your tanks to your items.
Depending on the type of resource that you want to move, keep in mind the following:
- Lava and Resources: If you move Lava into a tank that contains Carbon, Titanium, Silicon or Betamatter, these resources become liquefied (see below). The same thing happens the other way around.
Then, liquefy resources:
Whenever one or more resources other than Exomatter are in the same tank as one or more Lava, each one of them is liquefied:
- Return the liquefied resources to the common supply.
- Take 1 Lava from the common supply for each liquefied resource, and place them in that same tank.
- Add 1 additional Lava to that tank.
4.1.3 Solidification Process
For each tank that contains 2 or more Lava:
- Return to the common supply all the Lava of that tank.
- For each 2 Lava returned, take from the common supply 1 Betamatter and place it in that tank.
NOTE: From this moment on, you can't move the resources to other tanks.
4.1.4 Combining Betamatter Process
You may combine Betamatter with different resources to replicate batteries or more resources.
To replicate batteries in future rounds, you must prepare them within the 3 spaces of the Battery Producer. To prepare a battery, place on one of those spaces:
- 1 Betamatter + 1 Carbon / 1 Titanium / 1 Silicon on top → 1 matching battery.
- 1 Betamatter + 1 Exomatter on top → 2 different batteries.
NOTE: Each round, you can prepare up to 3 batteries, but you can only replicate up to 2 batteries.
You can also combine Betamatter with Gas or Acid to gain immediately:
- 1 Betamatter + 1 Gas → 2 Titanium.
- 1 Betamatter + 1 Acid → 2 Silicon.
Place the obtained resources in the same tank you took the Betamatter from, or in a higher number tank.
NOTE: You can make these combinations with Betamatter in any order you prefer.
4.1.5 BetaBot AI Process
If you've got exactly 5 batteries in your Battery Track you can change your AI from Competitive to Cooperative, or vice versa. If more than one player wants to change their AI at the same time, the changes are made in turn order.
Example: The purple player has in the battery producer: 1 Betamatter with 1 Carbon, 1 Betamatter with 1 Silicon and 1 Betamatter with 1 Exomatter. In the tanks: Tank 1: 4 Lava, Tank 2: 1 Betamatter, 1 Carbon, 1 Titanium and 1 Silicon and Tank 3: 1 Exomatter. Hazardous Substances Tank: 2 Acid and 3 Gas. They have no items equipped. 8 Shields and 6 batteries on the Battery Track and no batteries in the BetaBot. The purple player begins their Upkeep Phase.
- Solidification: The Lava in tank 1 and 2 solidifies, becoming 1 Betamatter in tank 1, and 2 Betamatter in tank 2. The single Lava in tank 4 doesn't solidify.
- Combine Betamatter: They combine 1 Gas with the Betamatter from tank 1 to get 2 Titanium, which stay in tank 1. They combine 1 Acid with 1 of the Betamatters in tank 2 to get 2 Silicon, which stay in tank 2. Lastly, they take the remaining Betamatter from tank 2 and 1 Titanium from tank 1 to place them in one of the Battery Producer slots, in order to replicate 1 Titanium battery in the next Upkeep Phase.
- BetaBot AI: Since they have more than 5 batteries on their track during this step, they cannot change their AI.
- Replicate and Rearrange Batteries: They have 2 options: Replicate 1 Carbon battery and 1 Silicon battery with the two Betamatter that have the corresponding resources, or use the Betamatter with the Exomatter to replicate 2 different batteries of their choice. Since they need 1 Titanium battery, they choose the Exomatter option to replicate 1 Titanium battery and 1 Carbon battery. Since there was only 1 free slot left on their Battery Track, they place 1 Silicon battery from the Track in their BetaBot, and the 2 new batteries on the Battery Track. Lastly, they rearrange their batteries as they see fit.
- Liquefy and Rearrange resources: First they place the Exomatter and 1 Lava in tank 4. Then they place the Betamatter and Carbon in tank 3. Lastly they place 1 Lava in tank 2. Therefore, they liquefy the Silicon and the Titanium in tank 2 and obtain 1 Lava for each, resulting in 4 Lava in total. The Exomatter in tank 4 does not liquefy.
4.2 Battery Track Bonuses
Every time you place a battery on your Battery Track, a new bonus is activated and it gives you certain advantages when playing. Similarly, each time you remove a battery, the corresponding bonus is deactivated and you can no longer benefit from it. You start the game with 3 batteries.
| Battery | 2-3 Players | 4 Players |
|---|---|---|
| 1 | You can spend your Active Battery to boost sub-actions | (same) |
| 2 | You can make deliveries to the ships | (same) |
| 3 | You have 2 movement points | You have 3 movement points |
| 4 | You can program Action Cards in Slot 3 | You may spend the Active Battery from your Battery Track |
| 5 | You can choose between Competitive or Cooperative AI | (same) |
| 6 | You may spend the Active Battery from your Battery Track | You can program Action Cards in Slot 3 |
| 7 | You have 3 movement points | Additional actions due to discarding a captured Cylindroid are boosted |
| 8 |
Phase 5: Cylindroids and AlphaBot Activation
First, the Cylindroids are activated, then the Elite Cylindroid (if present), and finally AlphaBot. Keep in mind AlphaBot's Shields Track, its Battery Tracks, and its Movement.
5.1 Cylindroids Activation
Cylindroids in the Main Vault and the Extraction/Production Vaults are activated sequentially. Each Cylindroid attacks if able, and if not able, it moves (if possible).
Cylindroids are activated in the following order, first according to their type:
- 1º: Laser Cylindroid.
- 2º: Miner Cylindroid.
- 3º: Explosive Cylindroid.
- 4º: Elite Cylindroid (if present).
and then according to their square:
- 1ª: A1 Square.
- 2ª: B1 Square.
- 3ª: A2 Square.
- 4ª: B2 Square.
So, for instance, a Laser Cylindroid will always be activated before an Explosive Cylindroid, and two Cylindroids of the same type will be activated according to their position in the Main Vault's squares.
5.1.1 Cylindroids Attack and Movement
Each Cylindroid attacks if they have at least one possible target (AlphaBot and/or BetaBot(s)), and they attack all possible targets.
Cylindroids attack in the Main Vault
Each type of Cylindroid attacks differently:
- Laser Cylindroid: Attacks at any distance within the Main Vault. Each target loses 1 shield.
- Miner Cylindroid: Attacks on their same square and adjacent ones. Each target loses 1 shield.
- Explosive Cylindroid: If the Explosive Cylindroid is disarmed at the beginning of its activation, it becomes armed and will do nothing else this activation. If the Explosive Cylindroid is already armed at the beginning of its activation, and is adjacent to AlphaBot or in the same square or adjacent to any BetaBots, it explodes:
- BetaBots on the same square lose 2 shields each, or 1 shield each if they are on an adjacent square.
- AlphaBot and Elite Cylindroid on an adjacent square lose 1 shield each.
- Cylindroids that are either on the same square or on adjacent ones are eliminated and returned to the bag.
- Boxes that are either on the same square or on adjacent ones are returned to the general supply.
NOTE: The Explosive Cylindroid also explodes when AlphaBot moves to its space (see AlphaBot's Movement, p. 31) or attacks it because of an Aggressive AI card.
- Elite Cylindroid: See Elite Cylindroid Activation and How to Attack it, below.
Cylindroids attack in the Extraction/Production Vaults
Cylindroids in the Extraction/Production Vaults attack any BetaBot in their Vault. BetaBots lose shields from those attacks as if they were on the same square as the Cylindroid attacking them.
Cylindroids movement
Each Cylindroid that didn't attack (since it armed itself, or had no targets), will attempt to move. This movement will only take place if the Cylindroid has a free space to go to; otherwise, it doesn't move.
All eligible Cylindroids move simultaneously, respecting the Cylindroid order if needed:
- Cylindroids in A1 move to A2.
- Cylindroids in B1 move to B2.
- Cylindroids in A2 move to the Mantle or Crust Extraction/Production Vault that's closest to the Main Vault.
- Cylindroids in B2 move to the Crust Extraction/Production Vault that's closest to the Main Vault.
NOTE: Laser Cylindroids always attack, so they never move in this Phase.
5.1.2 Elite Cylindroid Activation and How to Attack it
Elite Cylindroid activation
The Elite Cylindroid will activate in this phase if it is in the Main Vault (see Elite Cylindroid, p. 14). To activate it, reveal the top Elite Cylindroid AI Card from its deck and apply all the effects you can (see the Reference Guide for the possible effects). Then discard it on top of the Cylindroid Hatch space on the Elite Cylindroid board.
When the Elite Cylindroid Ending AI card is shown, if the Elite Cylindroid has not been eliminated, shuffle the discarded Elite Cylindroid's AI cards and place them in a stack face down on top of the revealed Elite Cylindroid Ending AI card.
NOTE: If you're not using the Elite Cylindroid AI cards (CLASSIC MODE), when the Elite Cylindroid is activated it simply deals 1 damage to each target (AlphaBot/BetaBot) in each adjacent square (if it's the Miner) or in all squares (if it's the Laser).
How to attack the Elite Cylindroid
Regardless of the Elite Cylindroid you're facing, you need to move its Shield Marker out of its Shield Track to eliminate it. If you perform an Attack sub-action and you want to target the Elite Cylindroid, you must be adjacent to it and boost the sub-action. If you do, you deal 1 damage to it. You can't capture it, scrap it, nor disintegrate it.
Each time you deal 1 damage to it, move its Shield Marker down one space. Then, get the reward shown in the Elite Cylindroid Reward card space corresponding to the space you just moved the marker from.
Below there's an explanation of these rewards, depending on the Elite Cylindroid.
Attacking the Miner Elite Cylindroid (1-2 players, A Side):
- 1º Shield: Reduce your stress level by 1 and get 1 Titanium, 1 Silicon and 1 Betamatter.
- 2º Shield: Reduce your stress level by 1 and get 1 Titanium, 1 Acid and 1 Gas.
- 3º Shield: Reveal and apply all the effects that you can of 2 Cylindroid AI Cards.
- 4º Shield: Reduce your stress level by 2 and get 1 Silicon, 1 Silicon Battery and 1 Titanium Battery.
Attacking the Laser Elite Cylindroid (1-2 players, B Side):
- 1º Shield: Reduce your stress level by 1 and get 1 Titanium, 1 Carbon and 1 Exomatter.
- 2º Shield: Reduce your stress level by 1 and get 1 Carbon, 1 Lava and 1 Exomatter.
- 3º Shield: Reveal and apply all the effects that you can of 2 Cylindroid AI Cards.
- 4º Shield: Reduce your stress level by 2 and get 1 Titanium, 1 Carbon Battery and 1 Titanium Battery.
Attacking the Miner Elite Cylindroid (3-4 players, A Side):
- 1º Shield: Reduce your stress level by 1 and get 1 Titanium, 1 Silicon and 1 Betamatter.
- 2º Shield: Reduce your stress level by 1 and get 1 Titanium, 1 Gas and 1 Silicon Battery.
- 3º Shield: Reduce your stress level by 1 and get 1 Silicon, 1 Acid and 1 Titanium Battery.
- 4º Shield: Reduce your stress level by 2 and get 1 Titanium, 1 Silicon Battery and 1 Titanium Battery.
Attacking the Laser Elite Cylindroid (3-4 players, B Side):
- 1º Shield: Reduce your stress level by 1 and get 1 Titanium, 1 Carbon and 1 Exomatter.
- 2º Shield: Reduce your stress level by 1 and get 1 Carbon, 1 Lava and 1 Carbon Battery.
- 3º Shield: Reduce your stress level by 1 and get 1 Titanium, 1 Lava and 1 Titanium Battery.
- 4º Shield: Reduce your stress level by 3 and get 1 Titanium, 1 Carbon Battery and 1 Titanium Battery.
AlphaBot attacks the Elite Cylindroid: If AlphaBot were to move to the Hatch, instead the Elite Cylindroid loses 1 shield (AlphaBot remains in its current square). If AlphaBot attacks the Elite Cylindroid due to an AI card, the Elite Cylindroid loses 1 shield. In both cases, the bonus resources for losing that shield are placed in AlphaBot's tank, up to its capacity limit.
Elite Cylindroid elimination:
If the Miner Elite Cylindroid is eliminated, all Cylindroids in the Main Vault are returned to the bag. Then, flip the Elite Cylindroid to its Laser side and place it back on the last segment of the Cylindroids Belt. Fill the segments marked with the letter B with new waves of Cylindroids, randomly taken from the bag (1-2 player game), or fill all the segments (3-4 player game). Return the Elite Cylindroid Hatch Token to its corresponding space, with the Laser Elite Cylindroid (purple) side face up. Return to the box all the cards corresponding to the Miner Elite Cylindroid AI deck (yellow), now you will only use the Laser Elite Cylindroid cards (purple). Discard the Miner Elite Cylindroid Reward card and place the Shield Marker on the highest space of its track.
NOTE: If you're not using the Elite Cylindroid AI cards (CLASSIC MODE), flip the Elite Cylindroid Tile to its Laser side (purple).
If the Laser Elite Cylindroid is eliminated, all Cylindroids in the Main Vault are returned to the bag and the Elite Cylindroid is returned to the box.
Keep in mind that the Laser Elite Cylindroid attacks targets in any square of the Main Vault, and not just those that are adjacent.
NOTE: If you're not using the Elite Cylindroid AI cards (CLASSIC MODE), return the Elite Cylindroid Tile to the box.
NOTE: When AlphaBot leaves the Main Vault, place the Elite Cylindroid on the last segment of the Cylindroids Belt and its Hatch Token in its corresponding space, with the current Elite Cylindroid side face up. Form the corresponding Elite Cylindroid AI deck again if there are any discarded cards. The other Cylindroids in the Main Vault return to the Cylindroids Belt (see AlphaBot Leaves a Main Vault, p. 32).
5.1.3 AlphaBot's Reaction
If as a result of an attack from Cylindroids of one type AlphaBot loses shield(s), you must reveal (if able) and resolve an Aggressive AI card (see AlphaBot AI, in this page). If it is then attacked by Cylindroids of a different type, repeat the same procedure. Therefore, an Aggressive AI card is not revealed per each lost shield, but per each different type of Cylindroid that attacked it.
5.2 AlphaBot Activation
AlphaBot is activated automatically, through Standard AI and Aggressive AI cards. Perform the following steps in order:
- Reveal the top card of the Standard AI deck and resolve it (see the Reference Guide). Then, move the AI Marker down 1 position (to a higher number), if possible.
- If when resolving the Standard AI card AlphaBot loses shield(s) due to the explosion of an Explosive Cylindroid or a Hatch that deals damage, reveal if possible the top card of the Aggressive AI deck and resolve it (see the Reference Guide). Then, move the AI Marker up 1 position (to a lower number), if possible.
Then, check the current number of shields on AlphaBot's Shields Track and its AI Marker's position:
- If it has 8 or more shields, the AlphaBot activation ends.
- If it has 7 or less shields, and its AI Marker is at 0, the AlphaBot activation ends.
- If it has 7 or less shields, and its AI Marker is not at 0, go back to step 2 and you must reveal and resolve the top card of the Aggressive AI deck.
NOTE: If at any moment you need to reveal an AlphaBot AI card of either type and there are none left in the deck, shuffle its discard pile to form another deck face down, then reveal a card.
5.2.1 AlphaBot AI
AlphaBot's AI Track length varies according to the number of players:
- 3-4 Players: It goes up to position 2.
- 1-2 Players: It goes up to position 3.
NOTE: Remember, during setup the AI Marker is set at position 1.
Whenever a Standard AI card is revealed: Move the AI Marker down 1 position (to a higher number), if possible.
Whenever an Aggressive AI card is revealed: Move the AI Marker up 1 position (to a lower number), if possible.
5.2.1 AlphaBot AI (continued)
While the AI marker is at position 0: No Aggressive AI cards can be revealed (regardless of the reason to reveal them).
If AlphaBot has taken damage from more than one type of Cylindroid (see AlphaBot's Reaction, p. 30), reveal and resolve new Aggressive AI cards for each different type of damage, until the AI Marker is at 0.
NOTE: Remember that Aggressive AI cards are revealed per each type of Cylindroid that dealt damage, not per number of lost shields.
NOTE: To see how each Standard and Aggressive AI card works, see the Reference Guide.
AlphaBot attack due to an Aggressive AI card
When AlphaBot attacks, it deals 2 damage to any BetaBots that are on the same or an adjacent square, and 1 damage to the Elite Cylindroid if it is adjacent to it. Any adjacent Cylindroids are eliminated and returned to the bag.
If as a result of its attack AlphaBot eliminates an armed Explosive Cylindroid, it explodes and AlphaBot loses 1 shield. In that case, reveal and resolve an Aggressive AI card (as long as the AI Marker is not at 0).
NOTE: The Explosive Cylindroid also explodes if at any time during the game AlphaBot moves onto its square (see AlphaBot's Movement, in this page).
5.3 AlphaBot's Shields, Batteries and Movement
5.3.1 AlphaBot's Shield Track
AlphaBot, similarly to the BetaBots, has a Shield Track, divided into 4 zones. Whenever AlphaBot loses a shield, return to AlphaBot's tank the topmost Titanium from its Shield Track. Whenever AlphaBot loses the last shield from a zone, a new penalty is activated.
- 1st Zone penalty (7 shields or less): At the end of Phase 5, reveal and resolve an Aggressive AI card (as long as the AI Marker is not at 0).
- 2nd Zone penalty (4 shields or less): At the end of Phase 5, flip its Control Tile to the B Side. The Direction Marker remains in the same direction.
- 3rd Zone penalty (1 shield): At the end of Phase 5, flip the Server Tile to its B Side and AlphaBot can't be delivered.
- 4th Zone penalty: Whenever AlphaBot loses its last shield, increase the stress level of all BetaBots by 5. Then, AlphaBot recovers 4 shields: Take 4 Titanium from the common supply and place them on empty spaces of its Shield Track, starting from the bottom.
Whenever AlphaBot recovers all the shields of a zone, the corresponding penalty is deactivated:
- If at the end of Phase 5 AlphaBot has 2 or more shields, flip the Server Tile back to the A Side. While AlphaBot has 2 or more shields, it can be delivered.
- If at the end of Phase 5 AlphaBot has 5 or more shields, flip the Control Tile back to the A Side.
- If at the end of Phase 5 AlphaBot has 8 or more shields, do not reveal and resolve an Aggressive AI card.
NOTE: AlphaBot's Status cards are a graphical reminder of the penalties associated with the amount of shields in the AlphaBot Shield Track. We recommend that you update the AlphaBot Shield Track and the AlphaBot Status card on the AlphaBot Extension board each time a penalty is activated/deactivated.
NOTE: The Titanium batteries on AlphaBot's Titanium Battery Track also count as AlphaBot shields. Each time you would remove a shield, if there is a Titanium battery placed next to that shield, instead remove the battery and return it to the general supply.
5.3.2 AlphaBot's Battery Tracks
In order to boost one of the two sub-actions of the INTERACT Action, you can spend any type of battery. Once spent, the battery is not returned to the general supply, but is instead placed on the matching AlphaBot Battery Track. If that Track is full, return the battery to the general supply. Placing a battery may trigger certain bonuses.
Titanium Battery Track
This Track is filled from bottom to top. You can only place a battery here if the associated Shield Track area is filled with shields.
- When placing the 1st battery: Reduce your stress level by 2.
- When placing the 2nd battery: Reduce your stress level by 1. The discount for the Standby AlphaBot Item is activated for as long as this battery is present.
- While the 3rd battery is present: When you perform the Access the Control sub-action, you can take a free Direction Change option in addition to any other option(s) (see Direction Change, p. 26).
- While the 4th battery is present:
- 1-2 Players: Before performing an Access the Control sub-action, you can lose 1 shield to boost it without having to spend a battery.
- 3-4 Players: There is an additional space to perform the Access the Control sub-action.
NOTE: Remember that you can use 1 Padlock Marker to mark the locked upgrades on this Battery Track. To do so, it should always be placed on the bottommost locked upgrade.
Carbon Battery Track
This Track is filled from top to bottom.
When placing a battery in this track, reduce your stress level by 2, 1 or 0, as indicated on the space where you place the battery. While this track is full, if you would draw an Action Card when performing the Access the Server sub-action, draw 1 additional card (see Access the Server sub-action, p. 26).
Silicon Battery Track
This Track is filled from top to bottom.
When placing a battery in this track, reduce your stress level by 2, 1 or 0, as indicated on the space where you place the battery. While this track is full, the discount for available AlphaBot Items is activated (see Equip yourself with an Available AlphaBot Item, p. 26).
5.3.3 AlphaBot's Movement
AlphaBot moves as a result of some Standard AI cards. BetaBots that are on top of AlphaBot or inside its hull move with it.
Check the table to know through which squares AlphaBot moves based on its current direction and square. Remember that AlphaBot does not move to the squares connected to the tunnels. It cannot move from a B square to an A square, and vice versa.
| Direction | Entry | A2 | B2 | Hatch | A1 / B1 |
|---|---|---|---|---|---|
| ◀ (left) | A2 | A1 | Hatch | A1 | Exit |
| ▲ (up) | Hatch | Hatch | Hatch | Exit | Exit |
| ▶ (right) | B2 | Hatch | B1 | B1 | Exit |
NOTE: See page 20 to remember what happens when AlphaBot moves to any of the Main Vault squares.
If AlphaBot moves to a square with an armed Explosive Cylindroid, the Cylindroid is eliminated and due to the explosion AlphaBot loses 2 shields. If there were any BetaBots on the same square as the Explosive Cylindroid, they are pushed to an adjacent square (in turn order, players choose which adjacent square they move to) and lose 1 shield each. Then, reveal and resolve an Aggressive AI card (as long as the AI Marker is not at 0).
NOTE: Remember that when AlphaBot eliminates a non-Explosive Cylindroid by moving to the square they're in, the resources they are built of are placed in its tank, up to its capacity limit.
5.3.4 AlphaBot Leaves a Main Vault
If AlphaBot is in the Exit square of the Main Vault, its next move (with any card that moves it forward, including card #05), will be to the Entry square of the Main Vault of the next Section of the planet. AlphaBot can never go backwards, unless the corresponding Aggressive AI card is revealed.
Every time AlphaBot leaves a Main Vault, follow these steps in order:
- Advance the Main Vault Marker on the Active Main Vault track.
- BetaBots that are on top of AlphaBot or inside its hull move with it to the next Vault.
- If your MiniBetaBot is on the Main Vault that AlphaBot has just left, place your BetaBot on the Neutral Zone.
- If your MiniBetaBot is on the Main Vault that AlphaBot has just moved to, place your BetaBot on the Entry Square of the Main Vault.
- Cylindroids on squares A2 and B2 move to the corresponding Vaults (see Cylindroids Movement, p. 29). If there are no available spaces in those Vaults, they are returned to the bag.
- Cylindroids on squares A1 and B1 return to the Cylindroids Belt (the ones on B1 are returned first). Place them starting from the segment next to the last occupied segment. Then, add the amount of stress indicated in the segments occupied by these Cylindroids: Each BetaBot increases its stress level by that amount.
- Return to the general supply the boxes and the hatch token. Then, place a new hatch token, face down (closed).
Example: AlphaBot exits the 3rd Main Vault. Since the Main Tunnel is still blocked, AlphaBot unlocks it: Put the resources on the Main Tunnel Tile in AlphaBot's Tank (in this case 1 Betamatter), flip the tile and remove the Padlock Marker. Then, AlphaBot enters the 4th Main Vault: The 2 padlock markers are removed from Sector A and 1 Exomatter is placed in AlphaBot's Tank.
NOTE: When AlphaBot leaves the 3rd Main Vault, if the Main Tunnel is still locked, AlphaBot unlocks it on its way to the 4th Main Vault. Remove the Padlock Marker on the exit corridor of the Main Tunnel. Then put the resources on its tile in AlphaBot's tank and flip the Main Tunnel tile. It is now unlocked.
NOTE: Once AlphaBot leaves the 6th Main Vault, new waves of Cylindroids will no longer appear, neither in the Main Vault nor in the Extraction/Production Vaults. Skip the Cylindroids spawn from the Event Card from that moment onwards.
5.3.5 AlphaBot Enters the 4th/5th/6th Main Vault
When AlphaBot moves to the 4th, 5th or 6th Main Vault (Crust) apply the following Unblocks and Bonuses:
- Remove the padlock markers from that Sector (there may be 1 or 2).
- Apply the bonus depicted on that Crust Section Tile:
- AlphaBot gains 1 shield. Place 1 Titanium from the common supply on the bottom empty space of AlphaBot's Shield Track.
- Place 1 Exomatter in AlphaBot's Tank, within the tank's limit of 1 resource of each type.
- Place 1 battery of each type in AlphaBot's Tank, within the tank's limit of 1 resource of each type.
5.3.6 AlphaBot Leaves the 6th Main Vault
Place MiniAlphaBot on the Shuttle and AlphaBot on top of the Shuttle Card.
- Remove the Server and Control Tile. From now on, you won't be able to perform the INTERACT action because AlphaBot is no longer reachable.
- BetaBots that are on top of AlphaBot or inside its hull are placed in the Neutral Zone.
- BetaBots that are in the 6th Main Vault are placed in the Neutral Zone.
- Cylindroids in the 6th Main Vault are moved to the corresponding Vaults or returned to the Cylindroids Belt as per the normal rules. However, from now on there won't be any new waves of Cylindroids, neither in the Main Vault nor in the Extraction/Production Vaults (skip the Cylindroids spawn from the Event Card).
- Remove the Hatch Token from the Main Vault and return it to the box.
Example (Phase 5, as printed on page 33): At the start of Phase 5, the Main Vault is in the state shown in the picture. First, the Cylindroids are activated. To start with, each Cylindroid with valid targets attacks all of its valid targets. Those attacks are resolved sequentially in Cylindroid type order. Note that the yellow BetaBot is not a valid target since it is on top of AlphaBot.
- Laser Cylindroids: Each one attacks both the purple BetaBot and AlphaBot, dealing 1 damage each. So both the purple BetaBot and AlphaBot each lose 2 shields.
- Miner Cylindroids: Only the one in B2 can attack, since Miner Cylindroids can only attack targets in their square or adjacent squares. Thus, AlphaBot loses 1 shield.
- Explosive Cylindroids: The one in A1 is disarmed, so it arms itself. The one in B2 is armed and adjacent to a target (AlphaBot), so it explodes. Thus, both AlphaBot and the Elite Cylindroid each lose 1 shield, both Cylindroids in B2 are eliminated and returned to the bag, and the adjacent box is returned to the general supply.
Note: Since AlphaBot's AI marker is still at 0, it can't react to taking damage from Cylindroids. Remember that each time AlphaBot loses a shield, the topmost Titanium of its Shield Track is placed in AlphaBot's tank.
Then, the Cylindroids that didn't attack or arm themselves, will attempt to move. They move simultaneously, but respecting the Cylindroid type order if needed. Laser Cylindroids do not move, since they attacked. Miner Cylindroids: the one in A1 moves to A2, and the one in B1 moves to B2. Explosive Cylindroids: the one in A1 doesn't move, since it armed itself.
Then, the Elite Cylindroid activates. The top card of its AI is revealed, and it is a sawing attack. Since it is adjacent to the Elite Cylindroid, the purple BetaBot loses 2 shields. AlphaBot is not affected by the attack since it is not adjacent to the Elite Cylindroid.
Now it is time for AlphaBot's activation. The topmost card from its Standard AI deck is revealed, indicating that AlphaBot moves 1 square. Since its Direction Marker is in the left space, it moves to A2. The Laser and Miner Cylindroid there are returned to the bag, and the resources they're made of are added to AlphaBot's tank (1 Exomatter, 1 Carbon, 1 Silicon and 1 Titanium). The purple BetaBot is pushed and its player chooses to move it to the corner square. To finish, AlphaBot's AI marker is moved down 1 space (to the "1").
Since AlphaBot has less than 7 shields, and its AI Marker is not at 0, the topmost card from its Aggressive AI deck is revealed. AlphaBot is angry! AlphaBot compresses the BetaBots in its hull. The red BetaBot is there, and loses 3 shields (but remains inside the hull). To finish, AlphaBot's AI marker is moved up 1 space (to the "0").
Now we check again: AlphaBot has less than 7 shields, but its AI Marker is at 0. Thus, AlphaBot's activation ends.
Phase 6: Status Check
First, each player adjusts their stress level, if necessary, and checks their hand size. Then, if necessary, the turn order for the next round is established.
Stress level
If your MiniBetaBot is on a Section Tile that hasn't been explored by AlphaBot yet, you must increase your stress level by 1 for each Section Tile that separates you from AlphaBot.
NOTE: If your MiniBetaBot is in a Crust Extraction/Production Vault, it counts as being in the corresponding Mantle tile of that Sector.
NOTE: If your MiniBetaBot is on the Core, your stress level does not increase.
Example: 4 players. AlphaBot is in the 3rd Main Vault. The purple player does not increase their stress level, since they are on a Section Tile already explored by AlphaBot. The yellow player does not increase their stress level neither, because they are in a Crust Extraction/Production Vault. The white player increases their stress level by 1, since they are in the Manual Delivery Base in Sector A, thus 1 Section Tile ahead of AlphaBot. Lastly, the red player increases their stress level by 3, since they are in a Vault 3 Section Tiles ahead of AlphaBot.
Hand size
You can have up to 5 Action Cards in your hand (6 in a 2-player game). While your stress level is higher than 25, you can have up to 4 Action Cards in your hand. In this step, discard down to your allowed number of cards.
Turn order
The turn order for the next round is determined by the player's stress level. The first player will be the one with the most stress, and they take the 1st Player Tile. The next player will be the second with most stress, and so on. In case of a tie at stress level 0 or 40, the previous round's turn order is maintained.
Example: 4 players. At the beginning of the round, the turn order is as follows: 1st purple player, 2nd yellow player, 3rd red player and 4th white player. In Phase 6, the turn order is modified again, taking into account the player's stress level: The purple player keeps the turn order tile (1st). The yellow player gives the turn order tile (2nd) to the red player. The yellow player and the white player are both in level 0, so the white player must keep their turn order tile (4th). Thus, the yellow player receives the remaining turn order tile (3rd).
End of the Game
If at the end of a round, all three ships are on the Orbit End Tile, the game ends immediately and players proceed to the final scoring to determine the winner.
Final Scoring
Once the game is over, players add up their Victory Points (VP) earned by:
- Main Objectives.
- Secondary Objectives.
- Delivering AlphaBot.
- Equipped Items.
- Remaining Shields.
VPs for Secondary Objectives
If you have Delivery Markers left, you can place them on Secondary Objectives that you can complete.
If you have completed either of your Secondary Objectives, and placed a Delivery Marker on it, you get the VPs indicated on the card.
If you have completed both Secondary Objectives, and placed a Delivery Marker on each of them, you also get the additional VPs indicated on the card.
VPs for Delivering AlphaBot
If you have delivered AlphaBot and you have chosen this reward, you gain 10 VPs (if delivered to the Scout) or 5 VPs (if delivered to the Freighter).
VPs for Main Objectives
Multiply the number of resources/batteries/Cylindroids you have placed on your containers (made with Cargo Cards) by the number of VPs each resource/battery/Cylindroid grants, as is shown on the Main Objective Card of the matching ship.
VPs for Equipped Items
Add up the VPs of all your equipped items, including the ones stacked under the visible ones.
VPs for Remaining Shields
Add up your remaining shields. For each 2 shields you gain 1 VP.
Converting stress into VPs
Use your Stress Marker to calculate your VPs. First of all, remember that your stress level on the Stress Track are negative VPs. Therefore, to determine your VPs total, for each VP earned, move back (towards the 0) your Stress Marker 1 space in the Stress Track.
If your Stress Marker reaches level 0, flip it over to the side showing the Victory Points icon and continue advancing on the Stress Track, this time to count your positive VPs.
Example: 3 players. Each player scores VPs as follows:
- Purple player: Main Objectives: They delivered the following to the Scout at Sector B: 4 Carbon (2 VPs each) and 3 Betamatter (1 VP each) = 11 VPs. They delivered the following to the Freighter at Sector C: 3 Exomatter (2 VPs each), 2 Lava, 1 Acid and 1 Gas (all those are 1 VP each) = 10 VPs. Total for Deliveries = 21 VPs. Secondary Objectives: They have a Delivery Marker left over, but can't complete any Secondary Objectives, so they receive 0 VP. Deliver AlphaBot: They haven't delivered it, so they receive 0 VP. Items: 2 Advanced Items = 7 VPs. 1 AlphaBot Item = 2 VPs. Total for Items = 9 VPs. Shields: They have 3 shields left = 1 VP. TOTAL = 31 VPs.
- Yellow player: Main Objectives: They delivered the following resources to the Scout at Sector C: 4 Carbon (2 VPs each) and 6 Betamatter (1 VP each) = 14 VPs. Secondary Objectives: They completed 1 Secondary Objective, and placed a Delivery Marker on it, so they receive 6 VPs. Deliver AlphaBot: They delivered it to the Cargo, and chose to score 5 VPs. Items: 2 AlphaBot Items = 6 VPs. Shields: They have 5 shields left = 2 VPs. TOTAL = 33 VPs.
- Red player: Main Objectives: They delivered the following resources to the Probe at Sector A: 4 Acid (2 VPs each), 3 Gas (2 VPs each) and 3 Betamatter (1 VP each) = 17 VPs. Secondary Objectives: They fulfilled 2 Secondary Objectives, and placed a Delivery Marker on each of them, so they receive 6 VPs for each one and 2 for fulfilling both. Total for Secondary Objectives = 14 VPs. Deliver AlphaBot: They haven't delivered it, so they receive 0 VP. Items: 2 Box Items = 3 VPs. Shields: They have 11 shields left = 5 VPs. TOTAL = 39 VPs.
At the end of the game, the stress level of each player is as follows: purple player → 28, yellow player → 29 and red player → 37. Therefore, the Final Score of each player after adding the VPs to their stress level is as follows: Purple Player = 31-28 = 3 VPs. Yellow Player = 33-29 = 4 VPs. Red Player = 39-37 = 2 VPs. The yellow player wins, since they have the most VPs.
Stress Botics Winner
The player with the most VPs wins the game. If no player has positive VPs, the player with less stress (ie: negative VPs) wins the game. In case of a tie, use the following tie-breakers in order to establish the winner:
- The player who has delivered AlphaBot.
- The player with more shields.
- The player who has less Delivery Markers left.
If the tie persists, the tied players share the victory.
Relevant Terms
Active Battery
When you want to boost a sub-action, you must spend an Active Battery. The battery in your BetaBot and the one on the rightmost space of the Battery Track are the Active Batteries, though the latter is only available if the corresponding bonus of your Battery Track is active (see Battery Track Bonuses, p. 28). To spend it, return it to the common supply. If you spend the battery from the Battery Track, immediately move all your batteries one space to the right, without changing their order.
BetaBot Shield Track and Battery Track
Whenever you take damage, you lose 1 shield for each 1 damage taken. To indicate this, move the Shield Marker 1 space to the right on your Shield Track.
Every time you place a battery on your Battery Track, a new bonus is activated and it gives you advantages when playing (see Battery Track Bonuses, p. 28).
The Shield Track is interlaced with the Battery Track and they share 4 spaces (2, 4, 6, 8). When your Shield Marker is placed on or moves rightwards through one of those shared spaces, you lose the batteries you have to the left of that space.
When a Titanium Battery is on one of the shared spaces, it works as a shield: If the Shield Marker is in that same shared space and it has to be moved rightwards on the Shield Track, do not move it and return the battery to the common supply instead.
When you lose your last shield, flip your Shield Marker and Status Tile to the B Side. Thereafter, you have 6 movement points when you perform the Move Action (12 if you boost it), but you cannot make deliveries. You still can complete your Secondary Objectives. When you lose 1 shield, increase your stress level by 1 instead. When you gain 1 shield, flip your Shield Marker and Status Tile to the A Side back again, unless your stress level is higher than 40 (see Stress Track, p. 37).
Example 1: The yellow player loses 1 shield when attacked by a Miner Cylindroid. The Shield Marker is moved 1 space to the right, occupying the 6th Battery (Carbon) space. Therefore, they lose their 7th battery (Silicon), since it is to the left of that space. The 6th battery (Carbon) is placed on top of the Shield Marker.
Example 2: The purple player loses 2 shields when attacked by an Explosive Cylindroid. Their Shield Marker is moved 1 space to the right, occupying the 6th Battery (Titanium) space. Therefore, they lose their 7th battery (Silicon), since it is to the left of that space. It should then be moved another space to the right, but since the Titanium Battery plays the role of a shield, instead of moving the Shield Marker they return the Titanium Battery to the general supply. Lastly, since they now have exactly 5 batteries, they can choose to change their AI from Cooperative to Competitive.
Example 3: The red player loses 4 shields when attacked by two Explosive Cylindroids. They first move their Shield Marker 3 spaces to the right, thus losing the 3rd and 4th batteries (both Carbon). Now, since they can't lose any more shields, they flip their Shield Marker and Status Tile to side B. Since they should lose 1 more shield and they can't, instead they increase their stress level by 1. They now have 6 movement points, until they flip their Status Tile again.
Deck End Event
Whenever one of the Action Card decks runs out of cards, that deck's End Event is revealed and carried out:
- MOVE Deck: AlphaBot moves to the Exit square of the Main Vault.
- MINE Deck: AlphaBot obtains resources from the Hatch, regardless of the square it is on and whether the Hatch is open or not. Place them in AlphaBot's tank, up to its maximum capacity. If AlphaBot is on the Hatch, it does not lose shields even if the Hatch is open and deals damage.
- CONNECT Deck: All BetaBots in the Main Vault gain 1 Battery.
- INTERACT Deck: AlphaBot gains 2 shields. Place 1 Titanium from the general supply on each of the two lowest empty spaces of AlphaBot's Shields Track.
Finally, shuffle the discard pile of that Action Card deck. Place the new deck face up on its corresponding space of the Action Server.
Discount
When an item has a discount, you can pay 1 resource/battery less of your choice.
Example 1: 2 players. [Illustrated example on page 37; the picture is not reproduced here.]
Paying a cost
Whenever you have to pay a cost, you must spend from your tanks or items that allow you to store resources. What you have paid is returned to the common supply. When you pay batteries, you can use any from your Battery Track. Then, move all the batteries one space to the right to fill the empty spaces, without changing their order.
NOTE: The battery in your BetaBot cannot be used to pay for a cost nor can it be delivered to a Ship. It can only be spent to boost actions.
Player Board Extensions
When you equip an item, place it on one of your Player Board's Extensions. If the extension is empty, you immediately gain the indicated bonus. This bonus is only gained the first time you place an item here. If the extension is not empty, you must place it on top of the item that is already there. Only the visible item of each extension can be activated.
When placing an item on top of another, keep in mind the following limitations:
- You can place small card items on top of other small card items, but you cannot place them on top of large card items.
- Large card items can be placed on top of any item card.
NOTE: During the final scoring, all your equipped items grant you VPs, even if they are not visible.
NOTE: Some extensions only admit small card items.
Repairing your BetaBot
Repairing your BetaBot means moving your Shield Marker to the left in your Shield Track.
Stress Track
The Stress Track indicates the stress level of each BetaBot. During the game, a BetaBot can increase or reduce their stress level.
Your Stress Marker can never share the same position (except on level 0 and 40) on the Stress Track as another player's marker. If you get to an occupied position, push the other marker to the next position (works equally in both directions). This can cause more pushing between other players' markers.
If your Stress Marker is on the level 0, you cannot further reduce your stress level.
If you reach stress level 40, flip your Turn Order Tile and, instead of continuing to increase it, you lose 1 shield for each 1 stress increased. When you lose your last shield, flip your Shield Marker and Status Tile to the B Side. Now place your Stress Marker on the level 0 and from this moment on, each time you increase your stress level you will advance on the Stress Track, counting from the level 40 (41, 42, etc.).
NOTE: If your Stress Marker exceeds level 40 and it is placed on the same position as another player's marker who has not exceeded it, there will be no pushes: place your marker on top of the other player's marker.
When you repair your BetaBot while in that state, instead reduce your stress level.
If you reach level 40 or less, flip your Turn Order Tile back to the A Side. From that moment you can repair your BetaBot as usual.
Example (stress above 40, as printed): The purple player has their Stress Marker at level 38, and has 1 shield left. Due to the delivery of the yellow player to the Scout at Sector C, the purple player increases their stress level by 5. The first 2 increases cause them to place their Stress Marker at level 40 and flip their Turn Order Tile. Now, instead of increasing stress they must lose shields, and they lose their last shield, so they flip their Shield Marker and their Status Tile to the B side. Now, for the remaining 2 increases, they increase their stress level to 42, placing their Stress Marker on top of the yellow player's marker (stress level 2).
Example 2: 4 players. The purple player reduces their stress level by 2 when repairing AlphaBot, thus placing their Stress Marker at level 2. Because of this, it pushes the red player's marker to level 1 on the track, which in turn pushes the white player's marker to level 0. The yellow player reduces their stress level by 1 when capturing a Cylindroid, so they push the purple player's marker, and the purple player pushes the red player's marker. The white player reduces their stress level by 2 when repairing AlphaBot, but since they're already at level 0 on the Stress Track, they cannot reduce it any further. The red player increases their stress level by 2 when activating one of their items, thus placing their Stress Marker at level 2, which pushes the yellow player's marker to level 3.
Solo Mode
In the solo mode you control your BetaBot and a friendly, auxiliar robot called DeltaBot. This eager aide can be tasked to complete errands for you, making it the perfect partner in your quest to fulfill the Corporation's directives. However, do not expose DeltaBot too much, or it will blow up, either from stress or enemy attacks. If worse comes to worst, you can always pick up its remains and add them to your BetaBot, unlocking new abilities for yourself.
Changes in setup
Follow all the Odyssey set up rules, with the following changes:
- Choose a BetaBot and execute the set up for your BetaBot as if you were Player 1.
- Instead of using the normal Turn Order tile, use the Solo Mode Turn Order Tile, with the side showing BetaBot marked with a "1" face up. Then, place next to it the Solo Mode Stress Limit Reminder Tile, with the 0 to 40 side face up.
- Take 1 random Solo Mode Secondary Objectives card.
- Take 1 random Solo Mode Final Objectives card.
- Remember to place all boards and tiles that depend on the number of players with the 1 player side face up.
- When setting up the Events Card deck discard the Events Cards for 2, 3 and 4 players, and form the deck as usual with the other cards (including the Solo Mode Events Cards).
- When setting up the Action Card decks, use 7 basic cards and 1 boosted card in each one. If you want a more difficult experience, use just 6 basic cards instead.
- Then, proceed to DeltaBot's set up:
- 8.A. Place DeltaBot's Stress Marker on level 0 of the Stress Track, with the stress icon face up (so the Victory Point icon is face down).
- 8.B. Place DeltaBot on the Core Tile, and MiniDeltaBot on the Core Section Tile. Place 1 Carbon Battery in DeltaBot.
- 8.C. Place DeltaBot's board A side up, adjacent and to the left of your player board, and then place Carbon, Titanium and Silicon on its tank (called the main tank). Then place DeltaBot's Shield Marker on the space marked MAX of its Shield Track. Then place 1 Carbon battery on the first space of its Battery Track, and 1 Titanium battery on the second space. Finally place 1 Betamatter and 1 Silicon on its Battery Producer.
- 8.D. Take DeltaBot's Status Tile with the normal (ie: not burning) side face up and place it beneath its main board, and place DeltaBot's Delivery Marker on it.
- 8.E. Place DeltaBot's AI tile next to its main board, with the competitive side face up.
- 8.F. Place DeltaBot's additional tank Tile below the AI Tile, with the side 1 face up.
- 8.G. Place DeltaBot's additional battery Tile below the additional tank Tile, with the A side face up.
DeltaBot's Battery Track Bonuses
Every time you place a battery on DeltaBot's Battery Track, a new bonus is activated and it gives it certain advantages. Similarly, each time you remove a battery, the corresponding bonus is deactivated and it can no longer benefit from it. It starts the game with 2 batteries.
- Battery 1: DeltaBot can spend its Active Battery to boost sub-actions.
- Battery 2: DeltaBot has 2 movement points.
- Battery 3 (A Side): Additional actions due to discarding a captured Cylindroid are boosted.
- Battery 3 (B Side): Lava in DeltaBot's additional tank doesn't solidify.
- Battery 4: DeltaBot may spend the Active Battery from its Battery Track.
- Battery 5: DeltaBot can deliver to ships. However, if it does, it loses 3 shields.
NOTE: DeltaBot's Shield Track is interlaced with its Battery Track in same way that BetaBot's Shield and Battery tracks are, as explained on page 36.
Changes in gameplay
Follow all the Odyssey rules, applying BetaBot's rules to DeltaBot, with the following exceptions:
Phase 2
- On step 2.1, draw cards for both DeltaBot and BetaBot, in turn order and following the normal rules. Remember that the turn order is indicated by the Solo Mode Turn Order Tile. All cards drawn go to your hand (it doesn't matter if you drew the card for BetaBot or DeltaBot).
- On step 2.2, program cards for both DeltaBot and BetaBot, following the normal rules. When programming cards, it doesn't matter if you drew the card for BetaBot or DeltaBot and if you wish, you can place them face up (in Phase 3, you will still be able to take an action card back to your hand instead of performing it). At the start of the game you can program up to 2 actions for DeltaBot, and a 3rd action slot is unlocked while your BetaBot has cooperative AI. This 3rd action slot is labelled as "0" in DeltaBot's AI Tile.
Phase 3
In turn order, alternate between BetaBot and DeltaBot to perform actions. Each one must spend their own resources/batteries to keep their action cards/boost their actions. However, DeltaBot can spend resources from its main tank to keep any of its action cards.
IMPORTANT: DeltaBot can only make a delivery when its Battery Track is full. When DeltaBot wants to make a delivery, it will use your BetaBot's matching Cargo Card (since DeltaBot doesn't have Cargo Cards) but must use its own Delivery Marker.
DeltaBot can add to a delivery made by BetaBot, be it on the same Delivery Base or another one, following the normal rules to make a delivery with 2 changes:
- It doesn't take a Demand Card (since it is already taken).
- It doesn't require a Cargo Card (since it's adding to the existing cargo).
The same is true the other way around: BetaBot can add to a DeltaBot delivery, following the same rules.
NOTE: Be sure to check the Delivery Board, since the post-delivery stress changes are different than in other player counts.
Phase 4
- When replicating batteries, if DeltaBot or BetaBot can't hold the battery(es) they produce, they can pass them to the other bot if they're in the same location.
- When rearranging resources, if DeltaBot and BetaBot are in the same location, you can exchange freely both resources & batteries between them.
- When rearranging resources, DeltaBot can rearrange them freely between its main tank and additional tank.
- When combining Betamatter in the Battery Producer, DeltaBot's options depend on which side of its AI Tile is face up (see DeltaBot's AI Tile).
- At the end of the BetaBot AI process, flip DeltaBot's AI tile if it doesn't match the AI of your BetaBot. Never flip DeltaBot's AI tile outside of this step.
Phase 5
During this phase, whenever an effect would increase all player's stress level, increase both BetaBot's and DeltaBot's stress level accordingly.
Phase 6
Perform the Stress Level step for BetaBot and DeltaBot separately. Your hand size is still 6, like in the multiplayer game (or 4, if BetaBot's stress level is 25 or higher).
When determining turn order, flip the Solo Mode Turn Order tile depending on which Bot has more stress:
- If BetaBot has more stress than DeltaBot, flip it to the side showing BetaBot marked with a "1".
- If DeltaBot has more stress than BetaBot, flip it to the side showing DeltaBot marked with a "1".
DeltaBot's Mechanics
DeltaBot's AI Tile
DeltaBot's AI Tile is double sided, and at the end of each Phase 4 it is flipped if it doesn't match BetaBot's AI. Depending on which side of its AI tile is face up, DeltaBot gains or loses some abilities.
While DeltaBot's AI Tile shows BetaBot's competitive AI, DeltaBot:
- Has +1 Movement Point.
- Can't program Action cards on its "0" Action slot.
- Can't program INTERACT actions.
- Besides being able to place 1 Betamatter + 1 Carbon / Titanium / Silicon in its Batteries Producer, DeltaBot can place 2 Betamatter in its Batteries Producer to repair 1 shield in a posterior Combining Betamatter Process (even if DeltaBot's AI is cooperative at that point).
While DeltaBot's AI Tile shows BetaBot's cooperative AI, DeltaBot:
- Can program Action cards on its "0" Action slot.
- Can program INTERACT actions.
- Besides being able to place 1 Betamatter + 1 Carbon / Titanium / Silicon in its Batteries Producer, DeltaBot can place 1 Exomatter and 1 Betamatter in its Batteries Producer to produce 2 different batteries in a posterior Combining Betamatter Process (even if DeltaBot's AI is competitive at that point).
DeltaBot's Additional Battery & Tank Tiles
DeltaBot's Additional Battery & Tank tiles are double sided, and they are flipped when its Shield Marker reaches a certain spot on its track:
- The Additional Battery Tile starts the game with its A side face up, and is only flipped to its B side when DeltaBot's Shield Marker moves down to the 4th space of the track (marked 2B). This tile is only flipped back to its A side when DeltaBot's Shield Marker moves up to the space below the one marked MAX.
- The Additional Tank Tile starts the game with its 1 side face up, and is only flipped to its 2 side when DeltaBot's Shield Marker moves down to the 4th space of the track (marked 2B). This tile is only flipped back to its 1 side when DeltaBot's Shield Marker moves up to the space marked MAX.
NOTE: When flipping this tile to its 2 side, choose and discard the resources you can't fit in the tank.
DeltaBot's Explosion
DeltaBot can explode in 2 ways:
- Its Shield Marker is in the lowest space of its Shield Track, and DeltaBot must lose 1 or more shields.
- Its Stress Marker reaches level 15 or more.
When DeltaBot explodes, immediately do the following:
- Return DeltaBot's Stress Marker to the box. Then, increase your BetaBot's stress level by 10.
- Flip DeltaBot's Status Tile to its destroyed side.
- Do not return DeltaBot nor MiniDeltaBot to the box - leave them where they are to mark the location where it exploded.
- Return DeltaBot's resources and batteries (but not its Delivery Marker) to the general supply.
- Return DeltaBot's AI Tile, Additional Battery Tile and Additional Tank Tile to the box. Do not return DeltaBot's main board to the box.
Once DeltaBot has exploded, if your BetaBot is in the location where DeltaBot exploded, you can perform a boosted CONNECT action to:
- Flip DeltaBot's main board.
- Return DeltaBot and MiniDeltaBot to the box.
- If DeltaBot's Delivery Marker is still on its Status tile, move it to its spot at the bottom of DeltaBot's main board. You can return to the box DeltaBot's Status tile.
From now on, your BetaBot can use the CONNECT action (and spend the indicated resources) to unlock parts of DeltaBot's main board for BetaBot's use (each CONNECT action unlocks 1 part). Leave the spent resources in the indicated spots in order to remember that that part of DeltaBot's main board is now available. The unlockable parts are:
- Part 1: Spend 1 Silicon, 1 Titanium and 1 Carbon to unlock it. You can now use DeltaBot's main tank and its "0" Action slot.
- Part 2: Spend 1 Acid, 1 Gas, 1 Silicon/1 Titanium/Carbon and any 1 battery to unlock it. You can now use DeltaBot's Player Board extension, and you can activate items in it.
- Part 3: Spend 1 Betamatter and any 2 batteries to unlock it. You can now use DeltaBot's Battery Producer, where you can: replicate 2 different batteries (Betamatter + Exomatter) or repair your BetaBot (2 Betamatter). DeltaBot's Battery producer doesn't count for the restriction of 2 replicated batteries per turn.
- Part 4: Spend 2 Exomatter and increase your stress level by 2 to unlock it. You can now use DeltaBot's Delivery Marker (if still available).
Example: DeltaBot has exploded. You moved your BetaBot to the location where DeltaBot exploded, and performed a boosted CONNECT action, picking up its remains. In subsequent turns you've performed a CONNECT action and paid the resources to unlock part 1 (so you can now use DeltaBot's main tank and its "0" Action slot), and then you performed another CONNECT action and paid the resources to unlock part 3 (so you can now use DeltaBot's Battery Producer). You can't access DeltaBot's Board extension since you haven't unlocked part 2, and neither can you use DeltaBot's Delivery Marker, since you haven't unlocked part 4.
Final Scoring (Solo Mode)
Tally BetaBot's score as per the normal rules. Then add or subtract the score due to the Solo Mode Final Objectives card.
If DeltaBot hasn't exploded, subtract its stress level from BetaBot's score.
You win if your score is positive VPs. Congratulations, your BetaBot model has been considered acceptable by the Corporation's standards, and will be mass produced.