- Many Alien species, each player chooses from two
- Each have a special power on big card, plus related flare card, which significantly alter game
- Have just discovered warp portals left by ancients, but have little control
- Aim is to establish 5 foreign colonies first
- Joint victory is fine
- Each player has a starting hand of 8, can only get new cards when all normal cards used - good and bad
- colony is one or more ships on one planet
- start with 5 home colonies in your home system (4 ships on each planet)
- as you succeed in invasions these ships will move to other peoples systems and become foreign colonies
- destroyed ships go to the warp, and slowly get repaired (one ship back at start of turn, defensive rewards, some abilities/cards)
- 3+ home colonies required for alien power to function
- empty home planets must be invaded to re-establish colony
- empty home planets are still defended, but with 0 ships
- Turn has one or two encounters, divided into 7 phases
- Current player is the offense
- Abilities only work in certain phases - cards show those phases in orange
- Start of turn
- redraw? must have encounter or use any start of turn cards, then discard and draw 8
- not part of encounter, some abilities trigger
- Rest are Encounter - may be repeated if first is successful + still have encounter card
- Regroup (get a ship)
- One ship back from warp to any colony, or directly to gate if no colonies
- Destiny (determine gate destination)
- Draw card
- must have encounter in that system
- if own colour: redraw, attack foreign colony, re-establish home colony (auto success)
- wild - any other player
- artifact - do what it says on card (counts as colour of decided person if it matters)
- Launch (choose planet and ships)
- system owner becomes defense
- choice of target planet - point gate
- other player colonies are bystanders and are not involved
- Place 1 to 4 ships from any colonies on gate
- can empty colony but this is usually a bad idea
- can be from multiple colonies
- Alliance (invite friends to attack or defend)
- Offense extends invites
- Defense extends invites
- Each other player clockwise from offense
- accepts one invite (or declines all)
- Place 1-4 ships from colonies on gate/near planet
- becomes offensive ally or defensive ally
- Offense reward: foriegn colony!!!
- Defense reward: more cards/ships (reward deck?)
- Planning (choose an encounter card)
- If defense has no encounter card reveal hand, play/discard all, draw 8 new cards - repeat until 1 or more encounter card
- Choose card face down
- Encounter cards - once out redraw at start of turn
- Attack (numbers - majority)
- Negotiate - auto lose unless both players use - if so make deal
- 1 Morph - copies other card
- Other basic cards
- Reinforcements - modify after cards revealed
- Special - rules on card, show examples, explain Zap!
- Flare
- 2 per player - both alien races that player had to choose from
- Not discarded when used (but are when out of encounter cards)
- 1 per encounter
- Use wild unless matches your race AND your power is active (not zapped or low colonies)
- Cosmic Quake - if can't draw cards - everyone gets new hands of 8
- Reveal (show cards, determine result)
- Both players reveal chosen cards
- Attack vs Attack: add ships higher total wins - defender wins ties
- Offense, Defense, and Allies may play reinforcements to either side in any order until all pass
- Attack vs Negotiate: Attack player wins, but loser gets compensation
- Negotiate vs Negotiate: Deal
- Allies return ships - get nothing
- Offense and Defense have one minute to make a deal, or lose ships
- Morph vs Morph - both lose
- Resolution (hand out rewards and penalties)
- Offense win: offense + allies form colonies, defense + allies ships to warp, offense may have second encounter
- Defense win: offense + allies' ships to warp, defense allies return to any colony - 1 rreward (card or ship from warp) for each ship defended with, no second encounter
- Deal Made: carry out terms, offense may have second encounter
- Deal Failed: both players lose 3 ships of their choice to the warp, no second encounter
- Compensation: loser takes 1 card at random from winner's hand for each ship lost to warp (not allies)
- Allow establishing a colony where you have ships - ships sourced from gate/colonies
- Transfer cards in hand
- something must happen - card change hands and/or new colony
- does not have to be equal
- ships left on gate return to colonies