- 1 Aim of the game
- 2 Gameplay
- 3 Game end
- 4 Actions
- 5 Roles
- 6 Planet cards
- 7 Technology cards
Aim of the game
Gain the most influence
You have a hand of cards dealt from your deck of cards.
On your go, you may first take an Action. This must be selected from the cards in your hand.
After your action, you then take a Role. You may always select any role, and this will usually give you a card from the role stacks which is added to your deck. When you play a role, its strength can be boosted by also playing the cars in your hand.
Once this is done, every other player may either follow your role or dissent in which case they are dealt one card from their deck into their hand.
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or below. If you have less cards than your hand limit you will be dealt new cards from your deck up to your card limit.
The game ends the turn following the depletion of a number of role card stacks are depleted (1 stack for 2-3 player game, 2 stacks for 4-5 player game), or the influence token supply is exhausted.
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.
Draw 2 cards from your deck to your hand.
Collect 1 fighter token or attack 1 planet (use as many fighters as the planet fighter cost to flip it over).
Place the colonize card on a planet or settle 1 planet (it must have as many colonies as the planet colonize cost to flip it over).
Once you have flipped planets over you may produce/trade on them. Only planets with a resource slot can produce goods.
Add one resource token to an upturned planet of your choice or trade in one reslurce token from a planet and receive an influence token in return.
Remove up to 2 cards from your hand.
When you play a role you may also play cards with that symbol to give more strength to that role.
When you choose a role you also get the leader bonus. The following players just play the normal role.
Roles as leader
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice. For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.
Look at one planet card per survey symbol played. Choose one planet that will be added face-down to your empire.
Collect one fighter per warfare symbol played or Attack one planet (in the same way as when done as an action).
Place as many colonize cards as played on a planet or settle 1 planet (it must have as many colonies as the planet colonize cost to flip it over).
Choose either Produce or Trade.
Produce - Add one resource token per production symbol played onto empty resource slots on your planets. If the Produce/Trade resource stack is depleted get one extra resource token.
Trade - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return. If the Produce/Trade resource stack is depleted remove one extra resource token.
Buy a technology card. You must have enough research symbols to afford the cost of the technology (3, 5 or 7). If the Research stack is depleted get one extra research symbol.
Roles for following players
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role). Choose one planet that will be added face-down to your empire.
Collect one fighter per warfare symbol played.
Place as many colonize cards as played on a planet.
You must follow the leaders choice of either Produce or Trade.
Produce - Add one resource token per production symbol played onto empty resource slots on your planets.
Trade - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.
Buy a technology card. You must have enough research symbols to afford the cost of the technology (3, 5 or 7).
Planet cards have a cost in colonies or warfare. You can turn the planet over by paying either of these costs'
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it. It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol. Some planets have a +1 game effect which increases your hand limit by 1 card.
Technology cards have a cost which is paid with research symbols.
They have actions which can be played for the action phase. Note that the action is not related to the symbols on teh cards, so read the action carefully before playing a technology during the action phase.
They have symbols which can be used during the role phase.
Technologies usually go into your hand/deck and can only be used when in your hand, but some technologies are permanent and are added to your empire, where they always have their ability.
The level 2 and 3 technologies also give you influence points.