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The Silver River

The Silver River Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Age Sequence
    • Phase 1: Production Phase
    • Phase 2: Governing Phase
    • Phase 3: Action Phase
  • Action Options
    • Politics Actions
    • Technology Actions
    • Military Actions
    • Civilization Actions
  • Technology Boards
  • Title Cards
  • Fleet Markers
  • Sagittarius A* and Nebula Sectors
  • Trade Stations
  • Wonders
  • Combat
  • Monster Combat
  • Fleet Combat With More than Two Players
  • Planetary Bombardment
    • Friendly Fire
  • Objectives
  • End of the Game
  • Scoring
  • Ties
  • Errata/Component Updates to Make for Version 6.0
  • Variants

Components

  • 240 cubes (60 in 4 different player colors)
  • 4 player screens
  • 56 Explore tokens (14 in 4 different player colors)
  • 16 Trade Station tokens (4 in 4 different player colors)
  • 10 Quest tokens (5 matching sets)
  • 30 Terraforming tokens
  • 8 player boards
  • 4 Technology boards
  • 4 Production boards
  • 1 game board
  • 1 Domestic Investment board
  • 8 Home World hex tiles
  • 12 wooden Wonder miniatures (4 sets of 3 different types)
  • 16 Ship tokens (4 sets of 4 different types)
  • 3 Space Monster miniatures
  • 9 Space Monster cards
  • 3 Title cards
  • 68 square Technology cards (4 sets of 17)
  • 40 Tactics cards
  • 34 Explore cards
  • 40 Personal Objective cards, 4 Public Objective cards
  • 12 custom dice
  • 1 First Player marker
  • 1 Rulebook

Setup

  1. Place the main hex board in the center of the table.
  2. Select Races - Each player chooses a race to play, takes that race's player board and places it on the table in front of themselves. You may also deal these out randomly. Each player then takes their race's Home world tile (Planet tile with the matching icon) and places it in the empty spot on the main board nearest their seat based on the number of players. Any empty hex spot remaining on the board should be filled using the opposite side of Home world tiles (Hostile planet) for races not selected, and according to the included maps.
  3. Distribute Player Pieces, Boards, Screens and Cards - Each player takes the same color of: cubes (60), trade stations (4), Fleet Tokens (4), Explore Tokens (3). NOTE: Each player has a limit of 3 Exploration actions they can take each age, and Wonders (3): placed on their corresponding area of the player board. Each player places their technology board in front of them, their Civil and Military Technology decks, and Personal Objective deck. Do not shuffle the Tech or Personal Objective decks. Each player also takes a Production board and player screen and places on the table in front of themselves.
  4. Tactics Decks - Separately shuffle the Tactics Deck and place it on the table with room to discard.
  5. Space Monster Deck - Select two Level 1, one Level 2 and one Level 3 monster cards and place them face up on the table. You may do this randomly if you choose. Place the associated Space Monster minis by these cards.
  6. Player Setup - Each player places a number of their cubes on their home world equal to the number printed on their home world (5, or 3 and 2 for the YahYel's duel planets). Each Player places 1 cube on each row of the Fleet Tracker on their player board to indicate the number of ships in each fleet per the below table:
Fleet NumberNumber of Ships
15
23
32
41

Players may arrange their different boards (Production, Player and Technology) as they like.

  1. Each player places their four Fleet Markers where they like within 1 sector of their home world, facedown.
  2. Deal each player 1 starting Tactics card facedown.
  3. Each Player takes 8 of their cubes and places them on the Raw Production section of their Production Board. This is booster production for the first age, and is only provided for the first age.
  4. Choose Personal Objectives - Each player chooses 5 Personal Objectives from their Personal Objectives deck, returning the remaining unselected Objectives facedown to the box. Each player should then have 5 Personal Objectives in hand as their own objectives for the game. Players should keep their Personal Objective cards secret from other players, and face down. When an objective labeled as "Immediate" is completed, the cards should be revealed to all players and flipped face up. Mark completed objectives with a cube. Any "End of Game" objectives must be complete at the end of game to score the associated points, while "Immediate" objective points are permanent once the objective is marked as complete.
  5. Place Public Objectives - Place the Public Objective cards face up on the table where all players can see them. Players should mark an objective on these cards with one of their cubes if and when they complete them.
  6. Domestic Investment - Place the Domestic Investment Board on the table where all players can view. Each player places 4 of their cubes to the left of the board, 1 cube for each of the following tracks: Arts, Infrastructure, Education & Social Programs.
  7. The player who first sat down at the table is the first player. Or select a first player randomly. This player takes the First Player Marker.

Age Sequence

The Silver River is played over a sequence of 4 Ages. Each Age lasts until all players have passed. At the end of the 4th Age, the winner is the player who has amassed the most Victory Points. Victory Points are gained by Completing Public and Personal Objectives, Building Wonders, Domestic Investment, and some other miscellaneous rewards for in game accomplishments.

Phase 1: Production Phase

Each player simultaneously Produces, gaining 1 Raw Production per Population cube on a planet. Players may also gain production from Title cards, holding nebulas or Sagittarius A*, Trade Stations, and specific technologies. Each player's total production should be placed in the RAW PRODUCTION section on their Production board. In the first age, players should be starting with 13 production, 8 booster production from the setup, and 5 production from their starting population of 5.

Also during the Production Phase, a Space Monster of the appropriate level is revealed and placed on Sagittarius A* in the center of the game board.

Age NumberLevel of Space Monster
11
21
32
43

Phase 2: Governing Phase

Players must place their player screen in front of their Production board and when all players are ready, simultaneously assign all production cubes from the Raw Production space on their Production boards to the Civilization, Military, Technology, and Political Production areas based on the actions they would like to take this age.

Players may distribute these in any amounts by allocating the production however they wish.

Players should plan their turn and the production they need to accomplish their goals for the current age, as once this phase is over production cannot be moved to another type. Once all players have assigned production, players can remove the player screens. Once screens are removed, production is locked for the age.

Phase 3: Action Phase

Starting with the First Player and continuing clockwise, each player takes a single turn until all players have passed.

When a player takes a turn, they may spend any amount of one type of production they have available on their Production board, and execute as many actions as they can afford with that spent production. The only exception is the "Activate a Fleet" action, which may only be done once per turn.

Political Example: Rob has 18 Political Production and spends 14 of it to accomplish the following: Buy 2 Tactics cards - Cost 4. Rob pays 2 Political Production for the first card, draws 2 cards, keeps 1 Tactics card and discards 1. Then he pays another 2 Political Production to draw 2 more Tactics cards, keeps 1, and discards 1. Rob then plays a Tactics card that requires an action. A Tactics card with the text "ACTION:" may be played only when the Tactics Action is taken. Those labelled "Instant" may be played at anytime at no cost.

Buy 2 Wonders - Cost 8. Rob pays 8 of his 14 Political production, and places his Pleasure Dome Wonder on his home world and his Orbital Shipyard Wonder on another planet he controls.

Call For 2 Elections - Cost 2. Rob calls to elect a new Galactic Leader and a new Spymaster. Rob can determine the order in which the titles are voted on, and has 4 political production remaining that he can use to vote with.

After the elections Rob announces that his turn is over. He wants to Populate as well, but that requires Civilization production and he spent Political production this turn, so he must wait until next turn to Populate.

Military Example: Patrice has 15 Military production and chooses to perform military actions on her turn. Build Ships - Cost X. Patrice spends 4 of her Military production to build 4 ships in her #3 Fleet which currently has 4 ships. She moves the cube on the Fleet 3 track of her Player board up to the #8 space. Her #3 Fleet now has 8 ships! Activate a Fleet and Attack! - Cost 1. Patrice spends 1 Military production to move her newly strengthened #3 Fleet into a sector to attack the Fleet of another player. Build Ships - Cost X. Patrice won the battle, but lost 2 ships in the process. She spends 4 more Military production to add 4 ships to her Fleet #3, which pushes this fleet to its max 10 ships. (8 minus 2 lost in battle, plus 4 = 10). She also adds 1 ship each to her remaining 3 fleets at the cost of 3 Military production. Patrice has now spent 12 of her 15 available Military production. She would like to activate another Fleet to explore an empty sector. Although she has 3 Military production remaining, Patrice cannot explore as the Activate a Fleet action can only be done once per turn, so Patrice announces the end of her turn.

Civilization Example: On her last turn, Tracey spent Technology production to gain the Trade Stations, Subterranean Colonization and Domestic Planning Civilization technologies. She has a Fleet in an empty sector and another in a sector with an Unihabitable planet. Build a Trade Station - cost 2. Tracey uses her Trade Stations technology to build a Trade Station in the empty sector where she has a fleet. She spends her 2 Civilization production and places one of her trade stations in this sector. She also has previously colonized two planets. Planet A is a planet with a capacity of 5. She has one population here and cohabitates the planet with another player who has 2 population here. She also has 1 population on planet B, which she colonized previously, and which has a max capacity of 4. Populate - Cost X. Since Tracey has the Domestic Planning technology she can spend X Civilization tech to add an equal number of population where she already has population. She spends 5 Civilization production to add 2 population cubes to Planet A, maxing it out, and 3 cubes to planet B maxing it out. Colonization - Cost 3. Tracey spends 3 more Civilization production to colonize the uninhabitable planet in the sector where she has a fleet present. She adds one of her cubes to this planet. She can do this because she has the Subterranean Colonization technology, but must pay 3 Civilization production as she has not yet upgraded the base Colonization action printed on her Technology board. If she had also developed "Advanced Colonization" it would have cost her 2. Populate - Cost X. Since this new planet is now colonized, Tracey decides to max out its population by spending 2 more Civilization production to add 2 more cubes to this planet using her Domestic Planning technology a second time.

Conversion: Players may convert any 2 Production of any type(s) into 1 Production of any type, without costing an action, at any time.

The cost to perform an action is always represented by a number, the production type symbol and the production type color. The color and icon always represent the type of Production, and the number is the amount the player must spend to perform the action.

Action Options

Pass - The first player to pass each Age gets the First Player marker.

Once a player has passed, they may take no more actions this Age. For each and every turn that you pass in an Age, you may increase your level on one Domestic Investment track. Move your color cube up one space on any of the 4 Domestic Investment tracks. When you do, you gain a one-time bonus based on the icon that you move your cube onto. For example, if you land on the battle helmet symbol, you gain 1 military production, and place 1 cube on the Military Production section of your Production board. If you land on a Ship icon, you may gain 1 ship in any of your Fleets by moving a cube up one space on the Fleet section of your Player board for the Fleet of your choice.

This simulates that your faction is now focusing on domestic development rather than expanding throughout the Silver River. Players should complete their actions in an Age as efficiently as possible to take advantage of Domestic Investment.

When the last player passes, the Age is over regardless of turn order, and this last passing player is allowed to move one space on the Domestic Investment track.

Politics Actions

  • Call for Elections - 1 per Title. Choose a Title or Titles and perform a vote. Pay 1 Political production for each. Each vote is done with each player secretly placing any amount of their Political production from their personal Production board in a closed fist and revealing simultaneously. Each player may vote for themselves or another player to receive the title. Each Title card may only be voted on once per Age. If a call for multiple elections is enacted, the player who called for the election chooses the order.
  • Build a Wonder - 4 per Wonder. Build a wonder on any planet you control. Select 1 Wonder from your Player board to build, and place it on a planet you control (have the most population on). Only 1 Wonder may be built per planet. Wonders grant the owner special abilities, are worth VP, and also may count towards Objectives. Foreign population may benefit from Orbital Shipyards and Pleasure Domes built by other races on a world they share, but Racial Wonders (the third wonder on each player's Player Board) may only benefit the race that built it.
  • Tactics - 2. Draw 2 Tactics cards, keep 1, discard the other, and play as many Tactics cards as you wish. There is no hand limit. Some Tactics cards must be played as an action with no cost. Some Tactics cards are instants, and are designated as such on the card. Instants may be played at any time, without cost.

Technology Actions

  • Research Civ/Military Tech(s) - X Tech. Research Civilization or Military Technology cards, paying the costs shown in the bottom right corner of the Technology card you wish to gain. Each Tech card has a Level, and to play a Tech card you must have previously researched a tech of one level lower of that type (must build Civilization Tech Level 1 before building a Civilization Tech Level 2, etc.) Military and Civilization Tech are independent. Cards must be played into a Tech slot on your board. If a card is covered up, you do not lose that card, but cannot use the ability/action shown on a card covered up. This does not remove anything previously built from the game. Some Tech cards have special icons in the top right, and must be placed on the space with a similar icon, as these are upgrades to basic actions.
  • Reconfigure - 1. You may rearrange your Tech cards on both Civilization and Military boards in any order you like, still abiding by the rules of the icons in the upper right and the slot requirements. You cannot place Civ Techs on the Military spaces and vice versa. Only techs displayed can be utilized, so you may need to do this action if you have more techs researched than free slots. This action is considered an "Instant Action" that you may do at any time.

Military Actions

  • Activate a Fleet (Logistics) - 1. Move one fleet 0-1 spaces, then choose one:
    • Explore an empty hex (space with no planets) - If you have not explored this hex already, draw an Exploration card, resolving the text. Then place an exploration token on the space to mark that you have explored this space. Exploration of an empty space is always a positive result. If you complete an Exploration card that provides a Victory Point, keep the Explore card in front of you until the end of the game so it can be counted, otherwise, discard to an Explore discard pile once complete. At the start of each Age, each player should collect 3 Explore tokens in their color. There is a limited 3 exploration actions per age for each player. If the Explore deck runs out, remove any side quests, and reshuffle the discard pile to create a new deck. If you choose to do a quest on an Exploration card drawn, place the card in front of you, place a quest token on it, then place the second identical quest token on your Fleet marker that is doing the quest.
    • Attack - You may, but do not have to attack if you move into a space with another player's fleets/units. Other players with fleets on or adjacent to the sector may move into the space for free and join in the battle. See below for Combat rules.
    • Colonize a planet - Pay the Civilization based on your Colonization technology and place a Population cube on each new planet you wish to colonize. You must have a fleet present. You may Colonize planets where other players have cubes if there is room (the planet is under its max capacity, including any terraforming by any race that exists on the planet) Planets have Population Capacity, and new cubes added cannot exceed that number of total Population cubes (Capacity includes all players).
    • Fight a Space Monster - Enter a sector where a monster exists and attack it. This is a high-risk, high reward move. Other players with fleets on or adjacent to the sector may join you, and they may move into the space for free. See Monster Combat rules below.
    • Do nothing - You simply move onto a space.
  • Build Ships - X. Only if no other player fleet is present. You may pay X Military Production to add X ships to any eligible Fleet(s). This can be divided any way you choose. A Fleet removed from play after losing all its ships can have ships added, and the Fleet marker is placed on the player's Home world.

Civilization Actions

  • Colonize a new planet - X. X = amount shown the player's Colonization Tech space of their Technology board. May be performed on its own or as part of a fleet activation. A Fleet must be present and only habitable planets can be colonized. Planets labeled "Hostile" are uninhabitable and require a technology to colonize. You may only add 1 cube on any planet being colonized. You may colonize planets where other races exist as long as there is room (under the planet's total max capacity, including any terraforming modifiers gained by any race that inhabits the planet) Please note: Terraforming technology modifiers do not stack.
  • Populate - X. X = amount shown on Populate Tech space of the player's Technology board. You may add Population cubes to any planets you have already Colonized. As always, planets have population max capacity, (number shown on the planet plus the highest terraforming modifier gained by any race on the planet). New cubes added cannot exceed the number of total population max capacity (Capacity includes all players). Please note, once a planet is terraformed it remains terraformed, even if the race who had the terraforming technology is eliminated from the planet.

At the end of the Action Phase, any Production remaining on your Production board stays to the next Age. The game ends at the end of the 4th Age.

Technology Boards

Each player has a technology board with starting technologies and slots to play newly researched technologies.

Some technology slots have symbols in the upper right:

  • These slots contain basic actions that can be upgraded by technologies. You may only play technologies into these slots with this symbol, and technologies with this symbol must be played into these slots.
  • These slots display your Fleet Upgrade Level, and show which dice results hit during combat, among other things. You may only play technologies into these slots with this symbol, and technologies with this symbol must be played into these slots.
  • These slots begin the game locked, and a technology card cannot be played into them. Each slot tells you how to unlock the slot. Unlocked slots should be marked with a cube as a reminder that they are unlocked.

Researched Tech Cards must be played into a Tech slot on your board. If a card is covered up, you do not lose that card, but cannot use the ability/action that is now hidden under the new card. Only the top card of a technology stack maybe used. This does not remove anything previously built from the game.

Each Tech card has a Level, and to play a new Tech card you must have an available slot and must have previously researched a Tech of one level lower of the same type (Civilization or Military). You can't mix Civilization cards and Military cards, or use one type as prerequisite for the other.

Title Cards

There are 3 Political Title cards in the game (Galactic Leader, Trade Leader and Spymaster), and each gives special abilities or bonuses as described on the card to the holder of the Title. Also, some Title cards are used for Objectives. Title cards may be part of a Political "Call for Elections" action to win them from the table or from other players.

Voting: Voting is a blind bid of Political Production by all players. Players take any amount of Political production they own into their hands, hiding the cubes in their fists, then players vote by revealing the production cubes in their fists on the count of three. Players use a closed fist to vote for themselves, or may point at another player in order to vote for that player. Players may abstain from voting by revealing 0 Political Production in their fist. The majority of votes for a single player wins, and the Title card is given to that player. Each Political Production in a vote cast for the winning player is discarded, and each counts as 1 vote for a player. Political Production used by players whose side did not win, return their Political Production to their Political Production section on their Production boards. The 1 Political Production used to call the vote does not count as a vote.

Fleet Markers

Each player has 4 fleet markers, numbered 1-4. These markers remain number side down during the game, but a player may look at their own fleet marker, a fleet marker that shares a space with one of their fleets, or a fleet in any sector where they have population, a trade station, or a Wonder, at any time.

A fleet with no ships is removed from the board. If ships are added to a fleet off the board, add the fleet marker back to its home world sector.

Sagittarius A* and Nebula Sectors

Sagittarius A* and the Nebula sectors may not be explored. Any player that has the only fleet(s) in one of these during the production phase, receives +1 raw production for each.

Trade Stations

Trade Stations can be built only if you research the appropriate Civilization Technology.

Trade Stations have the following rules:

  • Limit 1 base per empty sector or nebula
  • 4 Trade Stations max per player
  • Players may rebuild their own destroyed Trade Stations
  • Trade stations cannot be moved
  • Trade Stations may participate in battle
  • Trade Stations act as 1 Ship in battle with power equal to your Fleet Upgrade Level
  • During the Production Phase, each Trade Station produces for its owner, 1 Raw Production for each adjacent sector that has a planet with any number of population, regardless of who has the population(s) on the planet(s). A trade station does not produce a production from population in empty sectors, nebulas or in Sagittarius A*, nor from adjacent empty sectors that have a Trade Station, nor from sectors with planet(s) that only have a Wonder or Wonders present.

Wonders

Wonders are built with Political Production on planets you have colonized.

Wonders have the following rules:

  • Built on a planet where you have population.
  • Limit of 1 per planet
  • When built, choose one Wonder to build from your Player board
  • Wonder Special Ability affects all players on the planet except for Racial Wonders, which can only benefit the race who built it
  • May be attacked the same as 1 Population cube
  • If destroyed, the player who built the Wonder receives 4 Military Production immediately. The population is now supportive of war!

Combat

Combat occurs only when a player activates a fleet and moves into a space with another player's fleet or trade station. In order to bombard Population or Wonders on planets, players must research the Level 1 Military technology "Planetary Bombardment", which allows them to attack those targets.

When a ship moves into a space with another player's fleet, follow these steps:

  1. You may choose to declare an attack and become the Attacker.
  2. If you choose not to attack, any player already in the space may declare an attack and become the Attacker.
  3. If an attack is declared, any Fleets in any adjacent sector may move into the sector under attack. These fleets may participate in the battle on either side, or stay bystanders. Please note that if claiming to be a bystander, you may not attack, but can be attacked.
  4. If both players decline to declare an attack, the activated fleet may then Explore (a space with no planets), Colonize (if possible), or do nothing.

When combat occurs, follow these steps:

  1. Ships fire - All combat is simultaneous, which means both players get to fire all ships before recording casualties. Each player announces for each of their fleets and/or trade stations present what they are attacking, and rolls 1 die per ship / trade station. Consult the Tech player board and Fleet Upgrade Level to determine the number of hits. The symbols listed will show what result is a Hit, Miss or Critical Hits (!), which counts as 2 hits. Any hits done over and above the number needed to destroy the target do not carry over to other fleets, population, trade stations or wonders. After all damage is determined, both players mark lost ships on their Player boards for each Fleet taking damage. (or remove population, Wonders, or trade stations, if applicable). All enemy ships must be destroyed before enemy trade stations, population or wonders may be targeted. If a planet is bombarded, a wonder or population may be hit as determined by the attacker. If there are not enough dice, roll, count the hits and then roll again until all ships are represented, and all hits counted.
  2. At the start of each new turn of combat, players may choose to attack, stop attacking and remain in the sector, or retreat. If a player chooses to retreat, they may retreat to any adjacent sector. If your opponent has retreated, you may not retreat. The combat is over.

Combat continues until all ships or targets of one or both sides are destroyed or one player has retreated.

Monster Combat

Monster combat represents a fleet traveling through a Sagittarius A* rift to battle terrible creatures of the multiverse. Monster combat is high risk, but also high reward. Monster Combat occurs only when a player activates a fleet in the Sagittarius A* space in the center of the map, or any space where a monster may appear through Exploration. Any other player with a fleet in the sector where a monster exists or adjacent sectors may move in and join the battle at no cost.

When Monster combat occurs, follow these steps:

  1. Display Monster - Read the Monster Rules, including how many hits it takes to kill the monster to all players.
  2. Ships fire - Each player counts the number of ships in their fleets, and rolls 1 die per ship. Consult the Tech player board and Fleet Upgrade Level to determine the number of hits. Critical hits count as 2 hits. Each roll counts as 1 attack for the max # of attacks. If enough damage is done to the Monster to kill it, the monster is killed and ends the battle immediately! If not killed, track monster hits with any cubes.
  3. Monster attacks - Each Monster card shows the damage the monster does per turn. This is typically based on some feature of the fleets, such as crits rolled, etc. Monster damage is applied to every fleet participating in the battle.
  4. Each player then loses ships, 1 per monster hit, to each of their fleets participating in the battle.
  5. If any number of players and the monster remain, return to step 2.

If the monster is killed, each Monster card displays the rewards. These rewards are gained by every player who participated in the battle and has at least 1 fleet still remaining in the sector where the monster was killed. Replace the Space Monster with another monster of the same level. All player(s) fleets remaining after a victorious battle are immediately returned back to their Home world(s).

Fleet Combat With More than Two Players

Fleet combat works like Monster combat in that you must move a fleet into a sector that has fleets, population, wonders, and/or a trade station you wish to attack. When you move into a sector and announce an attack, any player occupying that sector with fleets, population, wonders, and/or a trade station may look at the bottom of your fleet marker to see which fleet it is. As the attacker, you may look at the bottom of any fleet marker in the sector you have entered. At this point any players may move any fleets they have adjacent to the sector under attack. Each player may attack whom they want, or not attack at all. Every player in the sector is vulnerable to attack by other players in the contested sector. However, only the player who INITIATES the battle may score the War Hero Public objective. Any participant on the winning side may claim a Personal objective that applies. Fleet size for determining an objective is determined by the total number of ships destroyed by your ships only. All attacks are simultaneous, but dice are rolled starting with the player who initiated the attack and moving clockwise around the table.

Planetary Bombardment

You may only execute a planetary bombardment against a population and/or a Wonder if there is no fleet of the player you wish to bomb in the sector under attack, and you must have the Military Technology Planetary Bombardment. Fleets of other players may be present, or may move in if in an adjacent sector. Bystanders present may choose to join you in the bombardment, do nothing, and remain a bystander, or even attack your fleet. They may not bomb your population or wonders unless they defeat your fleet(s) first. The attacker rolls first and then any other bystander fleets in clockwise order from the attacking player. All attacks are simultaneous. When executing a planetary bombardment you must announce the number of ships you wish to attack with, up to the total number of ships you have in the sector. Then you roll dice equal to the number of ships you announced as attacking. For every hit you roll based on your Fleet upgrade level, you MUST remove one Wonder or one population. For every critical hit, you must remove two. You may only make one planetary bombardment per turn.

Friendly Fire

If you execute a planetary bombardment on a planet that has more than one race on it, and you roll more hits than you need to eliminate the defender, you must remove the cubes of other races up to your total hit count, even if those cubes are your own population.

Objectives

Public Objectives: Public Objective cards start the game in play face-up. Each player may claim one of these objectives when they complete it by putting their cube on the card. Each Public objective can only be completed once per player during the game. When completed, place one of your cubes on the objective completed.

Personal Objectives: Each player starts the game with a hand of 5 Personal Objective cards they have selected. Some personal objectives are resolved immediately, some are only resolved at the end of the game, which is displayed on each Personal Objective card. Personal Objectives reward varying amounts of Victory Points if you accomplish them.

If a Personal Objective card provides immediate points, mark it with one of your cubes to indicate it has been completed. You are still eligible to claim the "End Game" points as well, but other players will now be able to see your end game objective, and the condition must exist at the end of the game to claim points for any "end game" objectives. You must play a Personal Objective with an immediate effect at the time you complete the objective in order to claim the Victory Points. Even if you do not complete or reveal an immediate effect on a card, you are eligible for the "End Game" points on that card.

End of the Game

The game ends at the end of the 4th Age.

Scoring

Each player counts the amount of VP as follows:

  • VP scored on any Side Quest Exploration cards
  • VP scored by completing Public Objectives
  • VP scored by completing Personal Objectives (Immediate objectives on cards revealed, and End Game objectives on both revealed and hidden in hand)
  • VP scored for Wonders controlled (Please note, except for racial Wonders, the player with the most population on the planet controls it, even if they did not build it!)
  • VP for your remaining production cubes, regardless to type, according to the following table:
# Of Production CubesVictory Points
1 to 31VP
4 to 83VP
9 to 155VP
16+8VP
  • VP from the Domestic Investment track. Count Domestic Investment points as follows: 1VP for each track where you have reached or passed the VP icon on the track, 3VP for each track where you are the highest or tied for the highest, and VP equal to the level of the track where you are the lowest.

The player with the most Victory Points wins!

Ties

If there is a tie, and one of the tied players is Galactic Leader, the Galactic Leader wins! The next tiebreaker is Spymaster, and then Trade Leader.

If a tie remains, the player with the most Population cubes on the game board wins.

If a tie remains, the player with the most colonized planets wins.

If a tie remains, the player with the most ships wins.

Errata/Component Updates to Make for Version 6.0

  • Public Objective: War Hero: Remove Cube icons, leave space under each level for players to place a cube.
  • Public Objective: Galactic Defender: Remove Cube icons, leave space under each level for players to place a cube.
  • Tech board: Level 0 Fleet upgrade - "When attacking: Must retreat after 3 attacks."
  • Fleet Upgrade Level 1 Tech card - "When attacking: Must retreat after 5 attacks."
  • Personal Objective - Change Explore all empty sectors to explore the most sectors.
  • Update Personal Objectives to say "3 or more planets" instead of (3+) - causes some confusion with players who thought it referred total pop of the Hostile Planets.
  • Update Hostile Planet Tiles to say "Unihabitable" to be consistent.
  • Arcturian - Misspelling of the word Colonization
  • Wonders score chart on Player Boards is wrong - Should be 1=1, 2=3, 3=6
  • Add Tactic card - DEPLOY: Move any number of your Fleets up to 1 sector and do nothing.
  • Remove Personal Objectives - Miscellaneous 01 and Civilization 03
  • Change Personal Objective Miscellaneous 02 to be Explore 01 and the End Game objective to be, Explore the most explored empty sectors - also +6 VP if tied.

Variants

Even faster: All players also start with a nearby 4 population max habitable planet with 4 population cubes. Add 3 more ships to any combination of Fleets. Select two Level 1 technologies and add them to their Technology board, and open two technology slots of their choice. Play 3 Ages instead of 4.