SPACE CIVILIZATION BOARD GAME RULE BOOK

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1 a game by Serge Dinatale SPACE CIVILIZATION BOARD GAME RULE BOOK printer friendly version1.0

2 contents GENERAL INfORMATION OBjECTIVE You lead an interstellar empire. The fate of billions lies in your hands. You must juggle worlds, manage and command your people, your resources and your stellar fleets. players 3-4 AGes standard GAme 120 minutes extended GAme 180 minutes The empire with The highest status (most victory points) AT The end of The GAme reigns over The GAlAxY AnD wins. You must not allow your empire to stagnate. Growth is key - it s an expanding universe after all Under your rule, convoys of ships will fare through star filled Gateways to explore sectors of a newfound galaxy. Your fleets will journey into the Unknown, encountering strange worlds, derelict vessels, asteroids and alien armadas INTRODUCTION from The DesiGner before YoU begin basic & ADvAnceD rules They will colonize new planets - they will meet intelligent species. They will mine and harvest resources and establish vast global infrastructures to ensure the expansion and survival of your empire. And three times during your reign, the status of your empire will be tallied and compared with that of your opponents. DESCRIPTION The empires box contents components Your empire depends on you. Don t let it fade to a cooling glow SETTING UP basic GAme GAlAxY map PHASES phases overview phase 1: YeAr / GATewAY / initiative phase 2: census / sustain / GrowTh phase 3: AcTion / reset / status CREDITS APPENDIX GAme, GrAphics, ArTwork & rules Serge Dinatale contributors Adam Duncan, Adam Parton, Adam Browne and Adam Forcucci. published by 2015 Wishmaiden Games - 1st Edition. ThAnks A special thanks to playtesters and to those who contributed to the game s artwork and story. Also thanks to everyone who provided great ideas and suggestions along the way. A big thanks to my wife and two boys who took on this project with me through their patience and understanding. Dedicated to my amazing sons, Joseph and Daniel. Discoveries species battle resolution ADvAnceD GAme variants summary

3 introduction description a note from the designer the empires Welcome to Planetary Reign, a strategic game of empire building, space exploration, planet colonization and resource management. This game aims to provide a rich 4X experience without an overly complex rule set or requiring more than a few hours to play to its conclusion. Planetary Reign is primarily a game of area control & domination and employs a blend of existing eurogame mechanics and a new Specie/Assimilation mechanic in an attempt to make the decision process as engaging as possible. I hope you enjoy the game. Serge Dinatale. BEFORE YOU BEGIN Carefully punch out the cardboard components from the 7 punch-boards. Next, locate the label sheet and the 36 wooden Fleet Discs. There are 9 discs and 18 labels corresponding to the color of each empire. Apply the labels as shown below, ensuring that the correct labels are applied to the front and back of a disc. Take extra care to follow the diagram as once a label is applied, it will be difficult to remove without damaging the label. Spare labels have been included. Front LABELS Level 1 Level 3 Level 5 Level 2 Level 4 Level 6 rear LABELS box contents basic & advanced rules This booklet contains the rules for playing the basic and advanced versions of Planetary Reign. Newcomers should play the basic game while experienced gamers can dive straight into the advanced version which includes the use of Structures - see page 30 for further information on setting up and playing an advanced game. Also included are several variants that players may wish to try, some of which increase the strategic side of the game while others increase the element of chance. Visit for more official variants, FAQs, rules for team play and news regarding expansions and upcoming products. 1 Rules Booklet 1 Galaxy Board 1 Year Track 12 Year Markers 4 Empire Panels 2 Map Cards 1 Initiative Marker 4 Gateway Tiles 48 Planet Tiles 32 Structure Modules 32 Structure Tiles 36 Fleet Discs (9 of each color) 200 Worker Cubes (50 of each color) 120 Resource Cubes (40 of each color) 60 Species Cubes 12 Discovery Markers 8 Status Markers 16 Sector Bonus Markers 12 Salvage Fleet Markers 4 Disabled Fleet Markers 2 Scoring Sequence Tiles 96 Fleet Labels Components in the rules Many of the components relating to the VEYNA Empire (green) have been used to illustrate setting-up and rules of the game. Needless to say, the same set-up and rules apply to all empires

4 DESCRIPTION COMPONENTS YeAr TrAck & YeAr markers The Year Track and Year Markers work together to mark the Years (rounds) of the game. Year Markers also determine which Gateways will be open or closed in a given Year. Year Markers are shuffled and placed on the numbered spaces of the Year track. The three hexagonal symbols along the bottom of the track indicate that a Status Step (scoring round) must be performed at the end of that Year. In a standard game of 9 Years, a Status Step will occur every 3 Years, while in an extended game of 12 Years, a Status Step will occur every 4 Years (as shown above). The Domination and Tribute symbols along the top of the track represent objectives in the game. The numbers next to each symbol are the Victory Points that will be awarded to empires that meet these objectives during a Status Step. initiative marker The player holding the Initiative Marker performs the first Action during the Action Step. During the Initiative Step, the Initiative Marker is passed to the next player in clockwise order. GAlAxY board, map cards & sector markers The Galaxy Board represents a galactic display used by the leaders of four star faring empires to view and coordinate all operations being conducted in the contested galaxy. The Galaxy board consists of two main areas, these being a large central map area and the various tracks on the left & right sides of the board. The large central area is divided into 4 Sectors. Each Sector has its own Sector Track and is used to mark an empire s Population in each Sector. Sector Bonus Markers are placed on Sector Tracks and grant bonuses to advancing empires. The numbered spaces within each Sector are used in setting up a galaxy map and to regulate Fleet movement. The left side of the board contains the Status Track which marks the Victory Points awarded to each empire. The right side of the board contains the Technology Track which marks an empire s progress in engineering and science. Also on the right side is the Culture Track which marks an empire s progress in humanities and government. Located between the Technology and Culture Tracks is the Sustain Chart. This chart is used to determine how many Organics are required by an empire to Sustain its people. Map Cards are utilized by players when setting up a galaxy map. On the rear of a Map Card is a handy player aid which describes the abilities of Structures. GATewAY Tiles Gateway Tiles represent the intermittent entry and exit points of warps in space - allowing Fleets to travel to different Sectors of the Galaxy. During setup, the four Gateway Tiles are positioned onto the board according to a Map Card. Each Gateway Tile has an open side and a closed side. At the beginning of a Year, each Gateway Tile is flipped to its open or closed side as dictated by a Year Marker. DiscoverY AnD status markers Discovery Markers represent the discoveries made by Fleets as they traverse the Galaxy. There are two types of Discovery Markers included in the base game, these being either Asteroid or Alien. Each marker grants a bonus to the empire making the discovery. Players can collect markers in order to increase the bonuses offered. To help keep score, players receive a Status Marker each time they pass the 50 point space on the Status Track

5 DESCRIPTION COMPONENTS resources AnD species cubes Resource cubes represent the materials required by empires to continue their expansion activities. In general, Metals are used to build Fleets & Structures, Fuels are used for Fleet movement and Organics are required to sustain Populations. Resources are acquired by Mining Planets and can also be offered as Tributes in order to advance an empire s Status. METALS fuels ORGANICS Species cubes represent the various types of native inhabitants found on Planets during exploration. The type of Species found is determined by the Species symbol shown on a Planet Tile. Each type of Species is associated with one of the eight Actions on an Empire Panel. Leaders utilize a Specie s knowledge, skills and manpower by first assigning them to specific Actions and then assimilating them into their empires. SPECIES resource symbols empire panels Empire Panels represent the interfaces through which leaders command and manage all aspects of their empires. Empire Panels are divided into two main areas, these being a central Reserves area and the Action areas on the left & right sides. This area is also used to store an empire s ready Workers and Fleets as well as any trained Species. Below are storage areas for an empire s Resources and an Aid area outlining the phases and steps of the game fleet Discs AnD fleet markers Each Fleet Disc represents an armada of scout, colony and fighter ships. There are three types of Fleet Discs in the game, each type being either a Level 1/2, Level 3/4 or Level 5/6. The Technology Level and Strength of a Fleet is equal to the number of ships displayed on its front or rear side. The number of white flames indicate how many spaces it may move on the board. LEVEL 1/2 LEVEL 3/4 LEVEL 5/6 The upper Reserves area displays an empire s title, its insignia and an image of its Home world (which also denotes the type of Planet that an empire prefers to inhabit). The left and right sides of an Empire Panel contain the eight different Actions that an empire may perform. Each of these Action areas also includes a Holding area for Species cubes. Salvage Fleet Markers are used to perform salvage operations on Fleets that were destroyed in battle. The Disabled Fleet Markers are only used in the advanced game (required by the Hangar Structure). structure modules & structure Tiles Structure Modules and Structure Tiles represent the various Structures available to empires to install onto Planets. Each Structure is related to an Action and once installed, provides a special ability or bonus whenever that Action is performed. Installation costs consist of a number of Workers and Resources. Also a Structure may only be installed onto a Planet whose Species symbol matches with a Structure s Action symbol. When all requirements have been met, a Structure Module is activated and the corresponding Structure Tile is placed onto the desired Planet. worker cubes A leader commands its people to perform tasks necessary for the survival of its empire. Each Worker cube represents a vast number of trained fleet crews, colonists, troops, miners, politicians, engineers and scientists. The role of a Worker depends on the Action it is performing or the situation it is currently involved in. Each Year, empires receive a number of new Workers according to their Growth Rate. VEyNA CALDERA METHIOS THULE worker symbol planet Tiles There are four main types of Planets Tiles, each type being differentiated by color. Each color is further divided into eight sub-types and are differentiated by their Species symbols. The front of a Planet Tile contains a Structure area, a Population grid, a Resource indicator, a Planet image and a Species symbol. The colored squares on the rear of a Planet Tile represent Sensors. Sensors indicate the types (color) of Planets that could be found at that Tile while the number of squares indicates the size of a Planet s Species population. Planets with higher populations of Species contain less Resources whereas Planets with lower Species populations have more Resources available. Note that Planets matching in color with an empires Home world require less effort to Colonize and Populate. Also note that the Resources found on Planets vary according to a Planets type (color). Overall, green Planets have more Organics, red Planets have more Metal, orange Planets have more Fuel and purple Planets have an even mix

6 SETTING UP BASIC GAME player AnD TAble layout Place the Galaxy Board in the centre of the playing surface. Set the Status Markers aside until required. Place the Year Track alongside the Galaxy Board. If playing a game of 9 Years, return the Year Markers shown to the box. Find the remaining Year Marker that indicates all Gateways are open and place it face-up on the first space of the Year Track. Shuffle the rest of the Year Markers face-down and place next to the Year Track. As an option, players may select the first Year marker at random. Form the Galactic Bank by sorting the Resource and Species Cubes into four piles. Place piles alongside the Galaxy Board. Place Galaxy board and set aside Status Markers 3 Form the Galactic Bank 1 Place Year Track & Shuffle Year Markers 4 a) Each player receives an Empire Panel, all of the corresponding Worker Cubes, Fleet Discs and 3 Salvage Fleet Markers. (Metal) 2 b) Each player now receives 2 Metal, 2 Fuel and 2 Organic Cubes from the Galactic Bank to place onto the relevant Resource areas of their Empire Panels. c) Each player places 4 Worker cubes onto their Reserves area. Each player also places a Level 1 Fleet onto their Reserves area. (Fuel) (Organic) Remove these Year Markers when playing a 9 Year game d) The remaining Worker Cubes, Fleet Discs and Salvage Markers are placed to the side of a player s Empire Panel, forming their Supply. Each player takes 3 Workers from their Supply. Place 1 Worker onto each of the starting spaces of the Technology and Culture Tracks. Place the remaining Worker on the title area of the Status Track as shown. Players take 4 more Workers from their General Supply and place 1 Worker onto each of the 4 Sector Track starting spaces. Then place the Sector Bonus Markers onto the Sector Track spaces with matching symbols. Roll a dice or use any method to determine who receives the Initiative Marker for the first Year. That player places the Initiative Marker over the Aid area of their Empire Panel. Continue to the next section to create the Galaxy map. Also see the Appendix on how to set up an Advanced game. (Species) 6 Determine Initiative 5 Place Workers on Technology, Culture and Status Track starting spaces. 4 Receive Empire Panel, Workers, Resources, Fleets and Salvage Markers Form the Worker and Fleet Supply 10 11

7 SETTING UP GALAXy MAP random DisTribUTion - standard Position all Gateway Tiles as shown on Map Card 8 7 Players decide which type of Galaxy Map to play. Newcomers should begin with the Elliptical Galaxy Map. 7 Select a Map Card 8 Position the Gateway Tiles as indicated by the Map Card. Flip Gateway Tiles to reveal their open or closed sides as indicated by the first Year Marker on the Year Track. 9 Shuffle the 48 Planet Tiles face down (Planet side should be hidden). Place 12 Tiles face down into each Sector as indicated by the Map Card. When distributing Tiles, it is best to orient them all the same way. 10 Shuffle all 12 Discovery Markers face-down (bonus side should be hidden) and position as indicated by the Map Card. note for 3 player GAmes Players place a maximum of 1 Species cube onto all explored Planets relating to the non-playing empire. Resources are placed as usual. A key to the symbols on the Map can be found on the bottom section balanced DisTribUTion - variant Replace step 9 with the following: a) Separate the 48 Planet Tiles into 4 piles according to Planet type (color) and shuffle each of the piles face-down (Planet side should be hidden). Separate Planet Tiles by color and shuffle each pile face-down b) Deal 3 Planets Tiles from each pile onto each Sector of the board. Each Sector should now contain a pile of 12 face-down Planet Tiles (consisting of 3 Planet Tiles of each color). c) Take a pile of Planet Tiles from a Sector and shuffle face down. Distribute the Tiles as indicated by the Map Card, ensuring they are placed back into the Sector they were taken from. Repeat this step for each of the remaining piles. Deal 3 Planet Tiles from each pile face-down into each Sector 9 Shuffle and distribute Planet Tiles as shown on Map Card. Start by placing Tiles on the numbered spaces shown in Sector 1. Then place Tiles in Sector 2 etc. 10 Shuffle and position Discovery Markers as shown on Map Card 12 13

8 PHASE 1 PHASE 2 PHASES OVERVIEW STEP 1 CENSUS This game is played over a series of 9 or 12 Years. Each Year consists of 3 Phases with each Phase containing 3 Steps which must be followed in the order listed in this rule book. PhASE 1: During this Phase players determine the current Year, the condition of Gateways and the player that receives the Initiative Marker. This Phase is handled by any/all players. PhASE 2: During this Phase players evaluate an empire s Population, its ability to Sustain its people and its Growth Rate. This Phase is best completed by evaluating one empire at a time - starting with the player with Initiative. PhASE 3: During this Phase, players assign Workers, Species and Resources to Actions, Reset their Workers, Assimilate Species and gain Victory Points for meeting various objectives. important rules first YeAr of GAme Players begin the first Year of the game at the Action Step (skipping Phases 1 and 2). species AssimilATion Untrained Species are Assimilated (ratio 2:1) during an Action step, while trained Species are Assimilated (ratio 3:2) during a Reset step. All status steps Also remember that in addition to being awarded Victory Points for Domination and Tributes, empires will also earn Victory Points for all active Structures and all Fleets on the board. During a Census Step, each empire determines its Total Population by counting all of its Workers on the Galaxy Board and in its Reserves. Species are not included in a Census. To simplify the counting of Workers on the Board, empires check their positions on each of the Sector Tracks (reflecting their current Population in each Sector) and total the numbers marked. Players then add the number of Workers on their Empire Panels (Reserves). The resulting number is an empire s Total Population. STEP 2 SUSTAIN Total Population = Number of Worker Cubes in Sectors 1, 2, 3 and 4 plus Workers in Reserves STEP 1 STEP 2 year Randomly select a face-down Year Marker, reveal its Gateway side and place it on the next available space of the Year Track. See the Gateway Forecast variant to make the use of Year Markers more strategic. GATEWAy The Total Population of each empire is referred to the Sustain Chart to determine how many Organic Cubes are required by an empire to Sustain its people. Players move the required number of Organic Cubes from their Reserves to the Galactic Bank. Empires unable to Sustain their population will be forced to lose 2 Victory Points (from the Status track) for each Organic Cube they are missing. Players may go negative. Players may perform a Synthesize Action to gain 1 Organic Cube, however Workers assigned to Synthesize during Sustain are locked in place until a Reset Step. Empires with Populations equaling or exceeding 30 Workers will require 3 Organics and so on. Total Population Organics Required Flip Gateway Tiles to their open or closed sides as dictated by the Year Marker revealed in the previous Step. STEP 3 GROWTH In the base game rules, Gateway Tiles may only change their open or closed conditions during a Year Step. STEP 3 INITIATIVE Pass the Initiative Marker to the next player in clockwise order. Its new owner will perform the first Action during the Action Step. During the Growth Step, each empire receives a number of new Workers. The number of Workers received is determined by an empire s position on the Culture Track. Growth rates are marked along the bottom of the Culture Track. Players simply move the required number of Workers from their Supply to the Reserve area of their Empire Panels. These new Workers are ready to be assigned to Actions in the upcoming Action Step. Note that the maximum number of Workers available to an empire is limited to those provided in the game. E.g. Growth = 1 Worker 14 15

9 PHASE 3 ACTIONS OVERVIEW AcTion sequence During an Action Step, players take turns assigning their Workers, Species and Resources to any of the eight Action areas displayed on their Empire Panels. The player with Initiative goes first in selecting and performing one Action. Then each player in clockwise order selects and performs an Action. Each Action (except for the Expand Action) may only be performed once per Year. Simply put, a particular Action is no longer available that Year if its symbol contains a Worker or Species cube. Note that each player is free to choose the order of their own Actions. Players continue performing Actions until players have assigned all Workers/Species or all have decided to pass. Players passing on any of their turns may not perform any further Actions that Year There are eight Action areas on an Empire Panel with each area containing one or more Actions. All of the Actions within an Action area may be performed during a single turn or over multiple turns. E.g. Mining all sectors at once or over several turns. Players assign Workers and Resources to Actions from their Reserves, while Species cubes are assigned to Actions from their Holding areas. The symbols within an Action area relay how many Workers/ Species and Resources must be assigned (placed on the symbols) in order to perform a particular Action. Each Worker/Species and Resource symbol depicted within an Action area requires 1 matching cube. Once a Worker/Species has been assigned, it cannot be moved or re-assigned during that Year. The minus sign in the bottom corner of a Resource symbol signifies that Resources assigned to this symbol are spent and should be immediately moved to the Galactic Bank Species cubes are assigned to Actions in the same way as an empire s Workers except that Species may only be assigned to the Actions beside their Holding areas (as each type of Species is suited to a particular Action). Players may assign a mixture of Species and Workers in order to meet the costs of an Action. Empires may Assimilate (convert to Workers) any of the Species they have gathered from Planets using the methods below. Move Workers gained from your Supply to your Reserves and Assimilated Species to the Galactic Bank. UnTrAineD AssimilATion: During the Action step, Species not yet assigned to Actions may be Assimilated. You may Assimilate any 2 Species from one or more of your Holding areas to gain 1 Worker. These Workers may be assigned to Actions immediately. Perform this Assimilation any number of times. TrAineD AssimilATion: During the Reset step, Species that were assigned to Actions are moved to your Reserves. You may Assimilate 3 Species from your Reserves to gain 2 Workers. Assign these Workers during your next Action step. Reserve Areas 2 strategic note Although empires will gain new Workers via Assimilation and Growth, populating Planets too quickly will reduce the number of Workers in an empires Reserves, consequently limiting the number of Actions that an empire can perform in the current Year and in following Years (especially if an empire is not gathering and Assimilating many Species). Action Area 1 Once the Action step is complete, players will perform a Reset Step in which all assigned Workers and assigned Species are moved to an empires Reserves - ready for re-assignment or Assimilation. Untrained Assimilation Example: Convert 2 Species cubes from any holding areas into 1 Worker. Move a Worker from your Supply to your Reserves. 6 AcTion AreA symbols Worker/Species Required Metal Required Technology Advanced Fuel Required Organic Required Culture Advanced Fleet Action Example: Building a Level 3/4 Fleet requires 1 Worker/Species and 2 Metal cubes (note that all Resource costs are cumulative). 3 Worker Gained Resource Gained Return spent Resources to the Galactic Bank Strength Gained Expand Population 4 Aid Area 2 holding Area 16 17

10 PHASE 3 STEP 1 ACTIONS exploration AcTion This Action allows an empire to launch ready Fleets from its Home world (Empire Panel) and to move Fleets around the Galaxy in order to explore Planets. This Action also allows an empire to send out Probes in order to make Discoveries. Fleets may move any number of spaces up to their Movement Allowance (number of white flames). Fleets move orthogonally (not diagonally) in any direction and may move onto spaces containing unexplored, neutral and friendly Planets as well as friendly Fleets. Fleets may not move onto spaces containing Gateway Tiles (unless Hyperjumping), nor spaces containing enemy Fleets and Planets without stopping to battle (unless they have attained the Sociology ability - see page 24). Fleets may Hyperjump to any space on the board in order to speed up movement and to travel to other Sectors of the Galaxy. Note that Fleets may not use normal movement to cross Sector boundaries (unless they are a Technology Level 5 or 6). ending movement A Fleet must end its movement if it wishes to: a) Explore (reveal) a Planet Tile b) Colonize an unclaimed/neutral Planet Tile c) Attack an enemy Planet or Fleet exploring planet Tiles When a Fleet ends it movement on an unexplored Planet Tile, its owner flips the Tile over in order to reveal its front side (then places the Fleet back on top of the Tile). All Planet Tiles should be placed back onto the board with the same orientation as this will help players when evaluating the contents of the board and when locating or placing Workers & Resources. 1 2 MOVE (M1 & M2) Assign 1 Worker/Species to an M symbol to enable 1 Fleet on the board to move its Movement Allowance or Hyperjump. A Fleet on a Home world launches to an open Gateway and then moves its Movement Allowance or Hyperjumps. Players may move the same Fleet multiple times using both M symbols. HyPERjUMP (H1 & H2) In order to Hyperjump, players must assign Fuel cubes in addition to assigning Workers/Species to M symbols. single JUmp Assign 1 Fuel Cube to a H symbol to allow a single Fleet to: (a) jump to any open Gateway and then perform its Movement Allowance or (b) jump to any space within its current Sector. DoUble JUmp Assign 1 Fuel Cube to both H symbols to allow a single Fleet to: (c) jump to any open Gateway and then jump to any space within the newly arrived Sector. planet Tiles 2 There is no hyperjump (Fuel) cost associated with launching a Fleet from a home world to an open Gateway. PROBE Assign 1 Worker/Species to the PRB symbol to pick up 1 Discovery Marker located up to 1 space away from a Fleet. Fleets in the same space as markers do not have to perform this action to pickup markers. See Appendix for further information on Discovery Markers and related bonuses. b placing resources AnD species Immediately after revealing a Planet Tile, players must place a number of Resources and Species cubes from the Galactic Bank onto the Tile. Place 1 Resource cube matching each Resource symbol and place 1 Species cube onto each solidfilled square of the Population grid. Also see page 12 for special notes regarding three player games. Discoveries Players pickup Discovery Markers in order to gain bonuses. Players collecting sets of matching markers will be able to exchange their markers for larger bonuses - see Appendix on page 28 for more information. (Species Symbol) Once explored, immediately place Resources and Species cubes as indicated onto the Planet Tile. 1 a c x 18 19

11 PHASE 3 STEP 1 ACTIONS STEP 1 ACTIONS population AcTion sector TrAcks This Action allows an empire to move its Workers to Planets in order to Colonize (place the first Worker) and Populate them. Once a Planet is Colonized, an empire may gather the Resources and Species found there. Players may also return Workers from Planets by performing Abandon Actions. To Colonize or Populate a Planet, move 1 Worker from your Reserves onto a Planet, taking 1 Species cube in return (if any are available). Players must place all Species removed from Planets into their related Holding areas (Species symbol matching an Action symbol - see Appendix on page 28 for more information). Marked on each of the Sector Tracks are a variety of bonus symbols. During setup, Sector Bonus Markers matching these symbols are placed onto the Tracks. The first empire to move their marker onto a bonus symbol immediately removes the Sector Bonus Marker (from the game) and receives the bonus described below. Once a marker has been removed from a Sector Track, that bonus is no longer available. Planets matching in color with an Empire s Home world require less effort to Colonize or Populate. Empires attempting to Colonize or Populate Planets that do not match color with their Home world must also assign a Worker or Species to the relevant Alien World symbol. Before being able to Colonize a Planet, a Fleet must be located on the Planet Tile being Colonized. Once Colonized, a Planet can be further Populated without a Fleet having to be present on the Tile. Players must remember to adjust their positions on each of the Sector Tracks whenever Workers are added or removed from Sectors. Sector Tracks also grant bonuses to advancing empires - see Sector Track inset. All Planets may be Populated to a maximum of 4 Worker cubes while all Holding areas may contain a maximum of 3 Species cubes. Species just gathered from Planets may immediately be assigned to their associated Actions or undergo untrained assimilation. empire settlement You are the first empire to form a Settlement in this Sector. Advance your marker on the Status Track by 3 Victory Points. mining boom Replenish any Planet in this Sector with the Resources (from the Galactic Bank) marked on the selected Planet. population boom Receive 1 Worker from your Supply and place it on any Planet in this Sector or into your Reserves. empire city You are the first empire to form a City in this Sector. Advance your marker on the Status Track by 6 Victory Points. EXPAND (EXP) Assign 1 Worker to the EXP symbol, then move that same Worker to the Planet you wish to Colonize or Populate. Species may not be assigned to this symbol. A player may move 1 Worker each turn and there is no limit to the number of Workers moved in a given Year. Place a Worker onto the Population grid and move a Species to its related holding area Empire home world mining AcTion This Action allows an empire to Mine the Resources found on any Planet that is currently colonized or populated by that empire s Workers. Workers/Species are assigned to specific Sectors in order to Mine the Planets located within those Sectors. Players may also Strip Mine a Sector in order to gain an additional Resource. Remember that empires will require Resources to Build & Move Fleets, Install Structures and to Sustain their Populations. During a Status Step, empires may offer Resources as Tributes to the Galactic Bank in exchange for Victory Points. Also players may at any time purchase Resources from the Galactic Bank at the cost of 2 Victory Points per Resource as well as exchange any 2 Resources from their Reserves for 1 Resource from the Galactic Bank. Adjust Sector tracks to reflect the number of Workers (Population) in Sectors. ALIEN WORLD Assign 1 Worker/Species to the ALIEN WORLD symbol matching the color of the Planet being Colonized or Populated. Once a Worker has been assigned to a symbol, players may continue to Colonize or Populate Planets of those colors without further costs that Year. ABANDON (ABD) Assign 1 Worker/Species to the ABD symbol to move 1 Worker from any Planet back to your Reserves. The returned Worker may be assigned to an Action immediately. Players may not abandon Planets that contain one or more Species cubes. S1, S2, S3, S4 (SECTORS) Assign 1 Worker/Species to the S1, S2, S3 or S4 symbol to move 1 Resource Cube from any Planet located in the corresponding Sector to your Reserves. Note that each Sector may only be Mined once per Year unless using the Strip Action. STRIP (STP) Assign 1 Worker/Species to the STP symbol to move 1 additional Resource Cube from a Planet located in any Sector to your Reserves

12 PHASE 3 STEP 1 ACTIONS STEP 1 ACTIONS fleet AcTion TechnoloGY AcTion This Action allows an empire to Build and Upgrade any number of Fleets as long as the Resource costs for each Fleet being Built or Upgraded are met. An empire may only Build or Upgrade Fleets to Technology Levels matching with or lower than their position on the Technology Track. Empires may Build and store any number of Fleet Discs in their Reserves, however each player may only have a maximum of 2 Fleet Discs on the Galaxy board at any time (except when using a Hangar Structure - the maximum is then raised to 3 Fleet Discs). Minor Level Upgrades (from Level 1 to 2, from 3 to 4 or from 5 to 6) and Major Level Upgrades (from Levels 1/2 to 3/4 or to 5/6) may be performed on Fleets while located anywhere on the board and on an Empire Panel. To reflect a Fleet s new Technology Level, simply flip or exchange a Fleet Disc with those in the Supply. Empires may also scrap Fleets at anytime during their turn. There are no costs associated with scrapping Fleets. Scrapped Fleets go to an empire s Supply and Metal cubes equal to a Fleet s build cost minus 1 are moved from the Galactic Bank to an empire s Reserves. This Action allows an empire to advance its position on the Technology Track or to Synthesize 1 Resource of any type. Empires advance their position on the Technology Track in order to gain a variety of special abilities - see inset below. Empires gain all of the abilities leading up to (and including) their current position on the Technology Track. Resource Cubes received via Synthesize Actions may be assigned immediately. RESEARCH / SyNTH Assign 3 Workers/Species to the RESEARCH symbols to advance your position on the Technology Track by 1 space or assign 2 Workers/ Species to the SYNTH symbols to move 1 Resource of any type from the Galactic Bank to your Reserves. Note: Technology Level 2 is required to perform SYNTH actions. The S reminds players that only 2 Workers/Species are required for the Synthesize Action TechnoloGY AbiliTies Move Built Fleets to Reserves warp engines Fleets may move 3 spaces, Hyperjump to closed Gateways at cost of 1 damage, Hyperjump to spaces within Sectors and move (not jump) across Sector borders. ion engines Fleets may move 2 spaces, Hyperjump to closed Gateways at cost of 1 damage to the Fleet and Hyperjump to spaces within Sectors. impulse engines Fleets may move 1 space, Hyperjump to open Gateways and Hyperjump to spaces within Sectors. E.g. Upgrading a Fleet from a Level 1/2 to 3/4 requires 1 Metal BUILD (BLD) Assigning 1 Worker/Species to the BLD symbol allows an empire to build any number of Fleets as long as the Metal cost for each Fleet built is also assigned. The number of Metal Cubes required to Build a Fleet is determined by its Technology Level. Once built, move Fleet Discs from your Supply to your Reserves. These Fleets are now ready to launch and move. UPGRADE (UPG) Assigning 1 Worker/Species to the UPG symbol allows an empire to upgrade any number of Fleets as long as the Metal cost for each Fleet upgraded is also assigned. Minor Level Upgrades do not require Metal Cubes. Major Level Upgrades (from Levels 1/2 to 3/4 or to 5/6) require a number of Metal Cubes equal to the number of Major Levels advanced. planetary shields All Colonized and Populated Planets matching (color) with an empire s Home world receive 1 Point of Strength. This additional point of Strength also deals damage to attacking opponents. TerrAform You must now only assign Workers to the ALIEN WORLD symbols when Colonizing new Planets. You may further Populate any of your Planets without assigning additional Workers. logistics You may now install Structures onto any type (color) of Planet. Also players may now use a SYNTHESIZE Action to gain a Resource from the Galactic Bank

13 PHASE 3 ACTIONS STEP 1 STEP 1 ACTIONS GovernmenT AcTion military AcTion This Action allows an empire to advance it s position on the Culture Track or to Recruit additional Workers. An empire advances its position on the Culture Track in order to improve its Growth Rate (see Growth Step on page 15), to increase its Status by gaining bonus Victory Points and to gain a variety of other special abilities as marked on the spaces of the Culture track - see inset below. This Action allows an empire to prepare its Fleets and Planets for battle situations. Players increase the Strength of attacking Fleets by assigning Workers to the ATTACk symbols before moving Fleets into enemy spaces. Players increase the Strength of defending Planets by assigning a Worker to the DEFENSE symbol in anticipation of being attacked. See Appendix on page 29 for more details on Battle Resolution. The R reminds players that only 2 Workers are required for the Recruit Action CULTURE / RECRUIT Assign 3 Workers/Species to the CULTURE symbols to advance your position on the Culture Track by 1 space or assign 2 Workers/Species to the RECRUIT symbols to move 1 Worker from your Supply to your Reserves. Note: Culture Level 2 is required to perform RECRUIT actions. Attacking Fleet gains 1 Strength Defending Planet gains 1 Strength ATTACK Assign 2 Workers/Species to the ATTACk symbols and all attacking Fleets gain 1 Strength for the duration of the current Year. DEfENSE Assign 1 Worker/Species to the DEFENSE symbol and all defending Planets gain 1 Strength for the duration of the current Year. culture AbiliTies Players immediately receive Victory Points and abilities marked on spaces. structure AcTion Used only in the Advanced Game, this Action allows an empire to install Structures onto Planets in order to gain bonus abilities. There are eight types of Structures in the game, each type being associated with one of the eight Actions on an Empire Panel. A Structure may only be installed onto a Planet whose Species symbol is the same as the Action symbol displayed on the Structure. Also Structures may not be installed onto Planets that don t match color with an empire s Home world (unless an empire has the Logistics ability). Empires must meet a Structure s full installation cost before being able to be installed onto a Planet. For more details see Advanced Game on page 30. INSTALL (INST) Assign 1 Worker/Species to the INST symbol to install multiple Structures, ensuring that the Resource costs and Population requirements for each Structure installed are met. See Advanced rules for further information. sociology Empires must progress their Culture to this step in order to be able to perform a RECRUIT Action. Also Fleets may travel through enemy occupied spaces without having to stop to battle. medicine The second Worker on all Planets under attack also survives (along with the first Worker) and is moved to your Aid area (as usual, the third and fourth Workers do not survive and are moved to your Supply. economics Your empire now requires 1 Organic cube less than the Sustain chart normally dictates during all upcoming Sustain Steps. As usual, any Organic cubes still required are paid to the Galactic Bank. UPGRADE (UPG) Assign 1 Worker/Species to the UPG symbol to upgrade multiple Structures, ensuring that the Resource costs and Population requirements for each Structure upgraded are met. See Advanced rules for further information

14 PHASE 3 STEP 2 RESET STEP 3 STATUS The Reset step takes place when all players can no longer assign Workers/Species to Actions or all have chosen to pass. To perform a Reset step, players simply move all assigned Workers and all assigned Species from Action areas to their Reserves. Workers residing in Aid areas are now also moved to the Reserves area. All assigned Workers and Species are moved to the Reserve area. Trained Assimilation Example: Players exchange 3 Species from Reserve area for 2 Workers from Supply. Points awarded during 1st Status Step victory points AwArDeD Points awarded during 2nd Status Step Points awarded during 3rd Status Step An empire may now perform a Trained Assimilation by exchanging 3 Species from its Reserves for 2 Workers from its Supply. Move Workers gained to your Reserves and Assimilated Species to the Galactic Bank. Any Species that did not undergo assimilation must remain in the Reserves area and wait to be assimilated during a later Reset Step. Players must also ensure to return any spent Resource Cubes inadvertently remaining on Action areas to the Galactic Bank. Players now proceed to a Status Step if due, or begin a new Year. STEP 3 STATUS scoring sequence DOMINATION TRIBUTES Players should begin by awarding points for Sector 1, then points for Sector 2 and so on. Empires adjust their positions on the Status Track according to the number of VPs received. Note that the number of points awarded for Domination increases with each Status Step performed. 1st 2nd 3rd Tribute Symbol DOMINATION TRIBUTES Domination Symbol Empires with the most Population in a Sector yield VPs for 1st place. Empires with second most yield the VPs for 2nd place. Empires with at least a presence in a Sector yield 3rd place VPs. Any 2 identical Resources yields the larger number of points. Status Step Symbol resolving Ties All Players receive 1st place points All Players receive 1st place points 2nd place points All Players receive 1st place points All Players receive 2nd place points STRUCTURES ARMADAS Status Steps are performed at the end of every 3 Years in a standard game and at the end of every 4 Years in an extended game. Status symbols are marked at intervals along the bottom of the Year Track as a reminder. During a Status Step, each empire will receive Victory Points (VPs) for Domination of Sectors, for Tributes to the Galactic Bank, for active Structures and for Armadas (Fleets). To determine points awarded for Domination, each empire checks the number of Workers (as marked on Sector Tracks) it has in each Sector. Empires with the most Population in a Sector will each receive the largest number of VPs. Players coming second will each receive the middle number of VPs. Lastly, all empires with a presence in a Sector (at least 1 Worker) receive the lowest number of VPs - see inset for help on Resolving Ties. When VPs for all Sectors have been awarded, players may offer Tributes (in Initiative order) to the Galactic Bank. There are two types of Tributes. The first requires a player to move 2 identical Resources from their Reserves to the Galactic Bank in exchange for a larger number of VPs. The second type requires 2 non-identical Resources be exchanged for a smaller number of VPs. Each player may offer a single Tribute during a Status Step, however, there is no limit to the number of Resources that may be offered. Note that the number of points awarded for Tributes decreases with each Status Step performed. Players are now awarded 1 VP for each Structure (regardless of type or size) that their empires have currently active. Lastly, each empire will gain Victory Points equal to the total number of Flames pictured on all of its Fleet Discs on the board. Once this Step is complete, players will either begin a new Year or if all Years have been played, the game has ended and the winner is the player with the highest Status. Any 2 non-identical Resources yields the smaller number of points. STRUCTURES Players receive 1 VP for each Structure currently active. ARMADAS Each empire receives VPs equal to the total number of Flames pictured on all of its Fleet Discs on the board. E.g. Player owning Fleets shown will receive a total of 6 VPs ( = 6 VPs). All Players receive 1st place points 2nd place points 3rd place points 1st place points All Players receive 2nd place points 1st place points 2nd place points 3rd place points 3rd place points 26 27

15 APPENDIX APPENDIX DISCOVERIES AND SPECIES BATTLE RESOLUTION Discoveries Players may use Probes or Fleets to pick up Discovery Markers. Discovery Markers may be exchanged for their bonuses at any time during the game including Status steps. Players may exchange a single marker for the bonus displayed on its left side or attempt to collect two matching markers in order to receive a larger bonus, as displayed on its right side. Any two markers displaying the same symbols on the left side are considered to be a match. Once exchanged, remove markers from the game. species All Planet Tiles in the base game contain Species symbols. There are eight different Species symbols, each of which is associated to one of the eight Actions on an Empire Panel. Species are gathered, put to work performing their associated Actions and then Assimilated (Trained Assimilation) or if needed for an alternative Action, Species can be Assimilated before being put to work (Untrained Assimilation). If desired, a player may Colonize or Populate a Planet without having to move a Species cube to its Holding area as long as there is space on the Planet for the new Worker. An empire wanting to Populate a Planet that is full, or has an associated Holding area that is full, may move 1 Species cube from the Planet to the Galactic Bank. species symbols AnD AcTion symbols DiscoverY bonuses SINGLE MARkER BONUS Gain 1 Resource matching symbol on left side of marker MATChING MARkERS BONUS Gain the Bonus on right side OR ASTEROID Choose a Bonus on right side BINARY ALLOY Move 4 Metal Cubes from the Galactic Bank to your Reserves. Fleets that end their movement in spaces containing enemy Fleets or enemy Planets must immediately engage in battle. A Fleet causing a battle situation is termed the Attacker. Each battle is resolved as it occurs. Battles are resolved by first determining the Strength of the Fleets and Planets involved in a battle situation. A Fleet s Strength is equal to the number of ships illustrated on one side of a Fleet Disc (its current Technology Level). A Planet s Strength is equal to the number of Workers on the Planet (Species are ignored in battles). Both the Attacker and Defender receive damage equal to the Strength of their opponents. To reflect the damage dealt to a Fleet, downgrade it s Technology Level by the amount of damage received - flip or exchange surviving Fleet Discs with those in the Supply. A Fleet is destroyed if it receives an amount of damage equal to or higher than it s Strength. Destroyed Fleets are moved to an empire s Supply. When a Fleet is destroyed, its owner may perform a Salvage Operation to recover some of its Metal. Each player begins the game with 3 Salvage Markers. Each marker is able to recover 1 Metal regardless of the Technology Level of the Fleet destroyed. A player must decide if they wish to perform a Salvage Operation at the instant their Fleet is destroyed. If so, they simply remove a Salvage Marker from the game and receive 1 Metal from the Galactic Bank. To reflect the damage dealt to a Planet, move a number of Workers equal to the damage received from the Planet to their owner. The first Worker on a Planet always retreats and survives - move it to the Aid area of its owner s panel (it will be moved to the Reserves area during a Reset step). The second, third and fourth Workers on any Planet always fight to the death and are moved to an owner s Supply (unless an empire has the Medicine ability - see page 24). When a player attacks an enemy Planet containing an enemy Fleet, resolve the Fleet to Fleet battle first, then if the attacking Fleet survives, proceed to resolve the Fleet to Planet battle. Planets without Populations become neutral and unclaimed. Remember that Strength can be increased by performing Military Actions. Note that a Military Attack bonus will only apply to Fleets that instigate battles. Similarly, a Military Defense bonus only applies to defending Planets (that is they are under attack). Also note the Strength of Fleets and Planets can be modified by abilities such as Shielding and by future Structures. EXAMPLE: An empire may gather 1 Species cube each time it Colonizes or Populates a Planet. A Species cube is moved to its associated Holding area (Action Symbol matches Species symbol) E.g. Species would be moved to the Explore Action Holding area. PLUTONIUM Move 4 Fuel Cubes from the Galactic Bank to your Reserves. FUSED QUARTZ Move 4 Organic Cubes from the Galactic Bank to your Reserves. ALIEN CYBERNETICS Move 2 Workers from your General Supply to your Reserves. ENERGY harness Advance your position on the Technology track by 1 space. GAIA CULTURE Advance your position on the Culture track by 1 space. battle situation examples FLEET TO FLEET BATTLES RED PLAYER ATTACkS: Level 3 Fleet receives 1 damage and survives. Exchange the damaged Fleet Disc with a Level 2 Fleet Disc from it s owners Supply. GREEN PLAYER DEFENDS: Level 1 Fleet receives 3 damage and is destroyed. Move Fleet Disc to it s owners Supply. Player may use a Salvage Marker to recover 1 Metal. FLEET TO PLANET BATTLES RED PLAYER ATTACkS: Level 2 Fleet receives 2 damage and is destroyed. Move the Fleet Disc to it s owners Supply. Player may use a Salvage Marker to recover 1 Metal. GREEN PLAYER DEFENDS: Planet s Population receives 2 damage. Move the 1st Worker to its owner s Aid area and the second Worker to its owner s Supply. The Planet is now neutral or unclaimed

16 appendix appendix advanced game advanced game variants To setup an advanced game, position all Structure Modules next to their associated Actions. Structure Modules start the game with their inactive (ghosted) side showing. Place the smaller Structure Tiles in your Supply. The abilities granted by Structures are usually triggered when their associated Actions are performed. Note that a Structure must be active in order to gain its bonus or to utilize its ability - see next page for Structure abilities. A Structure s installation costs must be met before being installed onto a Planet. Installation costs consist of a Worker, a number of Resources and a Population Requirement. Once met, a Structure Module is flipped to it s active side and the matching Structure Tile is placed onto the Planet. A Structure s Population Requirement is the minimum number of Workers that must be present on a Planet before it can be installed. All Structures included in the base game are Outposts (Small-Scale), each of which requires 2 Workers on a Planet. Expansion packs will contain Medium-Scale and Large-Scale Structures, each having Population Requirements of 3 and 4 Workers respectively. A Structure s Resource cost is determined by referencing the Population Requirement symbol on the Structure Module with the matching symbol on an Empire Panel. Note that Resource costs for Structures work the same way as Resource costs for Fleets (cumulative costs). A Planet may only contain 1 Structure Tile and once placed, may not be moved to another Planet or destroyed. A Structure may only be operated by the empire responsible for installing it and remains de-activated if an enemy takes control of a Planet containing a Structure. A Structure is instantly de-activated if the Population of a Planet falls below the Structure s Population Requirement. When this happens, flip both the Structure Tile and the Structure Module to their de-active sides. Structures may be re-activated by restoring a Planet s Population to the required number of Workers. With future expansion packs, players will be able to install additional Structures with greater abilities or upgrade existing Structures in order replace those with outdated abilities and to minimize installation costs. When Upgrading a Structure, the new Structure must be the same type (associated to the same Action) as the old Structure. Secondly, a Planet must meet the Population Requirement of the new Structure and lastly, the difference in Resource costs between the two Structures must be paid. OUTPOST Structure ABILITIES Each Worker assigned to a Move symbol allows you to secretly explore 1 Planet Tile located anywhere on the board. Once explored, replace face down. You may now move your Fleet if you wish. Immediately advance your empire s position on the Status Track by 3 Victory Points. These points are kept by an empire as long as this Structure remains active. When performing a Mining Action, you may exchange 1 Resource Cube just mined for any other Resource from the Galactic Bank. This ability is limited to once per Year. You may build and launch 1 Fleet more than the maximum Fleets allowed. Also a Hanger grants an empire 1 extra Move without Worker cost. Disable any Fleet if this Structure is de-activated. Performing a Research Action allows you to advance your position on the Technology track and to gain 1 Fuel from the Galactic Bank. Move Fuel cubes gained to your Reserves. GATEWAY FORECAST Players reveal which Gateways will open or close in the Year ahead of the current Year. After setting up the Year Track and Year Markers, randomly select a face-down Year Marker and turn it over to reveal it s Gateway side. Place it face-up amongst the other Year Markers. This revealed Year Marker will be placed onto the next space of the Year Track during the following Year Step, at which point a new face down Year Marker will be selected and revealed etc. MASS GENOCIDE In this variant, players disregard the scoring of Armadas during all Status Steps. Fleets are now much more destructive as they have no Victory Points to lose in battles. DOUBLE INITIATIVE On their first turn to perform an Action, the player with the Initiative Tile may perform two consecutive Actions. After having performed the two Actions, the player with the Initiative Tile returns to performing one Action per turn. Associated Action (e.g. Exploration) Population Requirement (2 Workers) STRUCTURE MODULES Ability symbols Matching Tile STRUCTURE TILES Associated Planet Once installed, flip the Structure Module to its active side and place matching Structure Tile onto a Planet. Performing a Culture Action allows you to advance your position on the Culture track and to gain 1 Organic from the Galactic Bank. Move Organic cubes gained to your Reserves. When performing an Attack Action, you assign 1 Worker less than the normal requirement. This ability is limited to once per year may not be applied to a Defense Action. After performing an Install Action, you may exchange 1 Metal Cube for 1 Worker. Add a Worker to your Reserves from your General Supply. Spent Metal Cubes go to the Galactic Bank. SENSOR ENCRYPTION When a Fleet arrives at an unexplored Planet Tile, it s owner picks up the Tile and secretly looks at it s Planet side. That player decides whether to reveal the Tile or to place it back face-down, leaving it hidden. SUPREME LEADERS In this 2 player variant, each player takes control of two Empires. Setup and rules are the same as when playing with 4 players. Additionally, once per Year, each empire may at any time, exchange or gift 1 Resource between their empires

17 APPENDIX SUMMARy start first YeAr AT AcTion step rounds (YeArs) Player with Initiative performs first Action, then each player in clockwise order performs an Action. PhASE 1 YeAr - Place new Year Marker onto the Year Track. GATewAY - Flip Gateway Tiles to open/closed side. initiative - Pass Initiative Marker clockwise. PhASE 2 census - Count the Total Population of each empire. sustain - Pay Organic Cubes to the Galactic Bank. Lose 2 VPs from Status Track for each Organic missing. GrowTh - Receive Workers from your Supply. PhASE 3 AcTion - Players assign Workers/Species to Actions. reset - Move Workers/Species to Reserves. Move any Resource Cubes still on Action areas to Galactic Bank. status - Victory Points are awarded to players. TechnoloGY AbiliTies 1. impulse - Move 1 space, Jump to open Gateways. 2. logistics - Structures on Alien Worlds & Synthesize. 3. ion - Move 2 spaces, Jump to closed Gateways. 4. TerrAform - Alien World only when Colonizing. 5. warp - Move 3 spaces, Move across Sector borders. 6. shields - Home world type Planets gain 1 Strength. culture AbiliTies sociology - Recruit & Move through enemy spaces. medicine - Save second Worker under Attack. economics - Pay 1 Organic less during Sustain. Discoveries AnD species See Page 28 for information. battle resolution strength - Receive damage equal to opponent Strength. Fleet Strength = Tech Level plus any bonuses. Planet Strength = Number of Workers plus any bonuses. order - First Fleet to Fleet, then Fleet to Planet battles. status step DominATion - Receive points for Dominating Sectors. TribUTes - Receive points in exchange for Resources. structures - Receive points for active Structures. ArmADAs - Receive points for Fleets on board (flames). Ties - See page 27 for information on resolving ties. exploration population mining fleet TechnoloGY GovernmenT military structures AcTions move 1 - Launch and move a single Fleet its allowance. move 2 - Launch and move another single Fleet its Movement Allowance or move the same Fleet again. hyper - Hyperjump a Fleet to an open Gateway or to a space within its current Sector. Fleets may jump twice. probe - Pickup 1 Discovery Marker located no more than 1 space away from your Fleet. expand - Move Workers to Planets - receive Species. Move 1 Worker per turn - any number in a Year. Alien world - Place a Worker on a colored symbol when Colonizing or Populating an Alien Planet. AbAnDon - Move 1 Worker back to your Reserves. sectors 1, 2, 3, 4 - Move 1 Resource from a single Planet located in the chosen Sector to your Reserves. strip - Move 1 additional Resource from any Planet. build - Build any number of Fleets paying Resource costs for each Fleet built. You may also Scrap Fleets. UpGrADe - If Minor, pay no Resource costs. If Major, pay Resources equal to major levels advanced. research - Advance Technology Levels by 1 space. synth - Gain 1 Resource (any type) from Galactic Bank. culture - Advance Culture Levels by 1 space. recruit - Gain 1 Worker from your Supply. ATTAck - All attacking Fleets gain 1 Strength. DefenD - All defending Planets gain 1 Strength. install - Install any number of Structures, paying the Resource costs for each Structure installed. Also ensure that all Population requirements are met. UpGrADe - Upgrade Structures of same type paying Resource costs and meeting Population requirements. 32

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