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solo play

Emergence Event solo play highlights each species first steps into interstellar space. It represents the first time these races emerge from their planet into the
larger theater of the galaxy.

They must struggle to understand the mysteries of their first discoveries before being overwhelmed.

Setup
The player begins on the selected captains
home tile. The galaxy is not setup like in
standard EE; it is discovered randomly. 2

Create three stacks of galaxy tiles: place an


outer galaxy tile face-down to begin each +1 -1 +1
+2 -2 -2

stack, then place one inner galaxy tile face- +1 +2 -1

down next, then place another outer galaxy


tile face-down on top of the stack. At this
MATRIARCH
BriDGe upGraDe a.i. upGraDe carGo holD upGraDe

point, the player should have three stacks of 3 4 Requires: 3 Level-1 Techs Requires: 2 Level-2 Techs Requires: 1 Level-3 Tech

eVans
Maximum Bonus
Hand Size add 1 Captain power add 1 Captain power add 1 Captain power
Move Stat repair 2 Damage Cards in Discard repair 2 Damage Cards in Deck Full Cargo Hold Capacity

tactical security
lVl lVl
psionic shields: -1 Damage Card received from Negative Captain Powers mind control: May spend 1 Resource to gain a players Attack tile. 1 +1 Tactical 2
1 +1 Security 2

three galaxy tiles. In the middle of each stack


lVl you may now pay for negative lVl receive +1 of any Good
2 Captain powers with any resource. 2 1
2 for successful Encounters. 2 1
tactical security science naViGation Diplomacy enGineerinG

2 4 4 3 3 3
lVl Each Damage Card in Hand is lVl you many now perform
3 now either +2 to 1 Stat or 1 MV. 2 1 1
3 upgrades anywhere. 3 1

science naViGation

should be an inner galaxy tile. Place the right


cereBral
carGo holD eQuippeD artifacts enGineerinG lVl
+1 Science
lVl
+1 navigation
Must have Level-2 Science, 1 2
1 2

Level-2 Engineering, and lVl lVl


when performing the Trade action at asteroid May navigate center Galaxy Tile.
Level-1 Navigation.
2 Fields, receive 2 resources instead of 1. 1 2
2 May add or subtract 1 from TDD roll. 2 1

lVl Discovery Target numbers are lVl Can choose Hex during TDD
2
3 reduced by 1. 1 2 1
3 but must pay 1 additional refined Trinium. 3 1

stack on top of the middle stack, then that


1
any artifact may be reverse Diplomacy enGineerinG
engineered once per turn. receive
2 Vp and 1 Tech. Discard artifact. lVl lVl
+1 Diplomacy +1 Engineering
1 2
1 2

UPGRADED HOLD
tDD
lVl lVl
Maximum TDD May Discard 1 card in Hand +1 to One Stat needed during open Space.

2 REFINED TRINIUM 2 during upgrade phase. 1 2


2 +1 max MV. 1 2

REQUIRED distance 2

combined stack on top of the left stack. At


STORAGE Galaxy Tiles. lVl Draw 1 card after you play a lVl 1 Free MV.
3 Captain power. 2 2
3 TDD distance +1 Galaxy Tile. 2 2

this point, the player should have one face-


down stack of nine galaxy tiles.

Place the center galaxy tile under the stack of nine tiles. Captain Captain Power
Ambassador Jolal Arboreal Conclave
Take the selected captain board, ship, and captain cards. In solo play, only one captain
power is used in each deck. That captain power is pre-determined. Commander of the Evolved The Continuum
Matriarch Evans Mental Preparation
Place the ship on the home planet in the home galaxy tile. Shuffle the captain deck with
Star Racer Vinh The Lanar Maneuver
the captain power and place it face-down near the captain board.
Sandu, VP of Acquisitions Asset Advantage
Place the captains tokens near the captain board.
Hive Queen Zalex Avarice
Separate 10 damage cards. Place these cards near the playing area. Explorer Laris Latee Interstellar Probe
Xeron and Xoron Charge the Annihilator
There are only four artifacts available in solo play: Voturon Energy Matrix, Crystalline
Data Shard, Ggopasian Multiverse Shifter, and Ybari 641 Computer Core.
Separate the open space cards into decks of trivial, medium,
Separate all act one discoveries. Randomly select one. This represents the only discovery and hard open space cards. Elite open space cards are not used.
available. Place it on the captains home tile. Place the corresponding act two, act three, Remove open space cards from the captain deck.
act four tokens, and the three random unique discovery tokens next to the playing area.
Gather eight plus and eight minus tokens near the playing area.
Separate the resources into separate piles and keep them near the playing area.
Finally, grab the d6 and the resource dice.
Refined Trinium is not used.

Victory
Game Elements Not Used
If the player completes the discovery story, then the player wins.
Several elements from the standard game are not used:

The VP board and all elements Refined Trinium and TDD. Defeat
associated with it, including
Elite open space encounters. If the player is required to draw a damage card but cannot, the
preparation tracks and the
movement track. Any artifacts not listed above. player loses.

Reward tiles, except for the 6 Captain powers not listed above. If the center of the galaxy tile is on top of the galaxy tile stack the
artifact shards. player must complete the discovery story. If the player cannot
Captain open space cards. complete the discovery story by the end of the round, the
player loses.

6
Game Turn
The player deals four cards from the created captain deck in preparation for the first turn of the game. Solo game play flow is similar to standard EE. However,
the details of many phases are significantly different.

1 Movement Phase
Normal movement works the same in solo play as it does in standard EE. Any card with a move value may be
played from the players hand for movement. For each move value spent, the captains ship is moved to one Restriction
adjacent hex. Cards with move values may be spent one at a time or in multiples. Captains can move only up to
their maximum value. Any move value spent over this maximum is lost. Trans-dimensional Drive is not
used in solo play.
Spent cards are placed face-up into a discard pile next to the captain board.

Exploring the Galaxy


A player adjacent to a galaxy tile edge with no galaxy tile may spend one
move value to move into an unexplored area. When revealing, the player When an inner galaxy tile is drawn, discard it and shuffle the next
draws the top galaxy tile. If the tile is an outer galaxy tile, roll a d6. Rotate level of open space cards into the existing open space deck.
the galaxy tile so that the number matching the die roll is situated next to the
At the beginning there is no open space deck.
ships location, then flip over and place the galaxy tile.

If there is an open discovery hex, populate the galaxy tile with a discovery.
Randomly draw one discovery token from the face-down stack and place it
The player rolls a face-up in the appropriate hex.
5 when revealing
the Galaxy Tile. The If there is a planet, roll one random resource die. Place this resource into the
tile is rotated until
hex with the planet. This represents the resource this planet needs.
the number 5 is
adjactent to their
ship. The Galaxy Tile The player
is then flipped over. draws a
Discovery tile
RANDOM RESOURCE
from the face-
down stack,
act i
WONDERS
OF THE
GALAXY

and places
it on the
There are several things that can happen based off the type of galaxy tile on Discovery icon
on the newly
top of the stack. discovered Additionally roll one
Galaxy Tile, random resource
If it is an inner galaxy tile, then it is discarded and another galaxy tile face-up. die if there is a
is drawn. The player will need to modify the open space deck per the planet. Place this
resource into the
additional rules. hex with the planet

If it is the center of the galaxy tile, then the player only has this turn to
finish the discovery story. Finally, the player moves his ship into the newly revealed galaxy tile.

2 Encounter Phase
This phase is very different from standard play. All locations regardless of type begin with a target number of nine. Discovery cards are used to determine stat
used and target numbers. Additionally, in solo play locations have fewer stats that may be used in an encounter with them.

Location Type Encounter Crew Stat Reward


Target Number for all encounters are 9

Asteroid Field Engineering 1 random resource

Planet Tactical or Diplomacy 1 resource other than the type needed and access to research phase

Space Station Navigation and Security +1 to all stats in open space

Discoveries See card Artifact Shard

Open Space See card Nothing

7
Every encounter requires the player to use a specific crew stat. When encountering at a location, a player must meet or exceed the target number of nine. The
player may play any cards in his or her hand to boost the crew stat used in the encounter. For every point below the target number nine at the location, the
player takes one damage card into his or her discard pile.

There is no minimum target number at locations and no maximum number of damage cards a player can acquire from a location.

Tactical vs Diplomacy Holding Stack


When having an encounter at a planet, only two crew stats may be used: Perhaps the largest change from the standard game is the holding stack. Any
tactical and diplomacy. However, when a player chooses a crew stat it has cards played to succeed at an encounter are placed into the holding stack.
ramifications throughout the galaxy. These cards are not placed into the discard pile.

Using one stat provides a bonus to that stat and a penalty to the other for all These cards stay in holding until the player secures a complete galaxy tile.
encounters and open space. The maximum bonus or penalty is two. Once every location (planet, asteroid field, discovery, and space station if
applicable) on a galaxy tile is claimed, then the galaxy tile is considered to be
For instance, using diplomacy at a planet provides a +1 bonus counter for
secured and the holding deck is shuffled back into the players draw deck.
diplomacy and a -1 penalty counter for tactical. These modifiers are in place
for all encounters. At the next planet, if tactical is used, then the bonus and
penalty counters would be removed. However, if diplomacy is used again,
Science

diplomacy would be at +2 and tactical at -2. HOLDING STACK (USED IN SUCCESSFUL ENCOUNTER)
1 3 2
OR

Captain Cards Matriarch Evans 0421 art placed.indd 1 8/18/14 3:55 PM

Diplomacy is used Draw DISCARD


at this planetery
-1
MATRIARCH
BriDGe upGraDe a.i. upGraDe carGo holD upGraDe

encounter. It provides 3 4 Requires: 3 Level-1 Techs Requires: 2 Level-2 Techs Requires: 1 Level-3 Tech

eVans
Maximum Bonus
Hand Size add 1 Captain power add 1 Captain power add 1 Captain power
Move Stat repair 2 Damage Cards in Discard repair 2 Damage Cards in Deck Full Cargo Hold Capacity

tactical security

a +1 bonus counter
lVl lVl
psionic shields: -1 Damage Card received from Negative Captain Powers mind control: May spend 1 Resource to gain a players Attack tile. 1 +1 Tactical 2
1 +1 Security 2

lVl you may now pay for negative lVl receive +1 of any Good
2 Captain powers with any resource. 2 1
2 for successful Encounters. 2 1 TacTical
tactical security science naViGation Diplomacy enGineerinG

2 4 4 3 3 3
lVl lVl

for diplomacy and a


Each Damage Card in Hand is you many now perform
3 now either +2 to 1 Stat or 1 MV. 2 1 1
3 upgrades anywhere. 3 1

science naViGation
cereBral
carGo holD eQuippeD artifacts enGineerinG lVl lVl

-1 penalty counter
+1 Science +1 navigation
Must have Level-2 Science, 1 2
1 2

Level-2 Engineering, and lVl lVl


when performing the Trade action at asteroid May navigate center Galaxy Tile.
Level-1 Navigation.

+1
2 Fields, receive 2 resources instead of 1. 1 2
2 May add or subtract 1 from TDD roll. 2 1

lVl Discovery Target numbers are lVl Can choose Hex during TDD
2
3 reduced by 1. 1 2 1
3 but must pay 1 additional refined Trinium. 3 1 3 2 1

for tactical. These


OR
1
any artifact may be reverse Diplomacy enGineerinG
engineered once per turn. receive
2 Vp and 1 Tech. Discard artifact. lVl lVl
+1 Diplomacy +1 Engineering
1 2
1 2

modifiers are in place UPGRADED HOLD


tDD
STORAGE
2 REFINED TRINIUM
REQUIRED
Maximum TDD
distance 2
Galaxy Tiles.
lVl
2
lVl
3
May Discard 1 card in Hand
during upgrade phase.

Draw 1 card after you play a


Captain power.
1

2
2

2
lVl
2
lVl
3
+1 to One Stat needed during open Space.
+1 max MV.

1 Free MV.
TDD distance +1 Galaxy Tile.
1

2
2

2
Captain Cards Matriarch Evans 0421 art placed.indd 4 8/18/14 3:55 PM

for all encounters.

At the next planet,


diplomacy is used
-2 The Discard Pile
again. The bonus to The holding stack is different than the discard pile.
diplomacy is now at
+2 and tactical at -2.
+2 The discard pile works the same as standard EE. When a players
draw deck is depleted, then the discard is shuffled and becomes the
draw deck.

3 Research Phase
This phase only happens if the player is at a planet. If at a planet, then the science crew stat may be used to interact with the planet. The crew stat may be
boosted by playing cards with science.

The number of science units determines what may be done.

Activity Science Used Artifact Shard


Move Damage Cards 1 science unit per card from hand to holding stack All planets have the capacity to allow the player to
excavate mysterious artifact shards. For a player to
Upgrade Tech 1 science unit plus resource cost for the tech per tech upgraded acquire a planets artifact shard, the needs of the planet
must be met. Once the needs are met, he or she must
Excavate Artifact Shard 6 science units after the planets needs have been met
spend six or more science units at a planet.

4 Refresh Phase
The refresh phase is when the player draws cards into his or her hand for the next round, and deals with loss conditions if the center of the galaxy tile is
visible on top of the galaxy tile stack.

8
Additional Rules for solo play
There are other changes to standard EE rules in solo play.

Captain Powers
There is no designated time when a player may play a captain power.
Captain powers may be played whenever the player wishes. Once played, The player does not need to be able to produce a bonus to play a
the captain power is placed into the discard pile. captain power.

Success and Damage Cards Inactivity


Encounters cannot be failed. The player will always succeed at the encounter If a player does not have an encounter in a game round, then the player is
but will take damage cards for the difference between the crew stat and the considered inactive.
target number.
Inactivity usually happens as a result of visiting a planet, asteroid, or space
If the player is required to draw a damage card and there are none left, the station after having claimed it. This could be to meet a planets needs,
player loses. excavate an artifact, research a new tech, or just because the player does
not feel confident in chancing an open space encounter.

If a player is inactive, then the center of the galaxy tile is moved up one
location in the galaxy tile stack. The tile on the bottom of the stack is
removed from the game. If it is an inner galaxy tile, then the open space
deck must be adjusted accordingly.

Open Space
There is no open space deck at the beginning of the game. Stopping in open space offers no encounter until the first inner galaxy tile is removed. When an
inner galaxy tile is drawn, then the next highest difficulty of open space cards are shuffled into the existing open space deck. If this is the first inner galaxy tile
drawn, then the trivial open space cards create the open space deck. From now on, landing in an open space hex forces an open space encounter.

When the player enters an open space hex, then the player draws to his or her maximum hand size of four and reveals the top open space card. Open space
encounters work the same as the standard game as far as completing them. However, open space encounters in solo play offer no rewards.

In solo play, open space encounters are unlimited. Open space encounters are not marked and do not count toward galaxy tile completion.

The first inner galaxy tile is


drawn. The open space deck
The Player stops in open space. is now created, starting with Life Pod
success

However, there is no open space trivial cards. Stopping in an


1 VP, 2 Blue Resources & 1 Reward tile
Failure
Take 1 Damage card to Hand or Discard 1 Resource

enocunter until the first inner galaxy open space hex forces an open 5

tile is drawn. space encounter.

Upgrade Tech Claiming an Artifact


If the player is at a planet in the research phase, the player may spend Artifact shards are rewarded for completing discoveries. Artifact shards may
science units and resources to gain technologies. Only the first level of each be excavated if a planets needs are met and the player has the science
tech tree is available in solo play. Cards may be used to boost the science units.
units available to spend. Cards used in this way are put in the discard pile.
On their own, artifact shards dont do anything during gameplay. Once a
These technologies are permanent upgrades to the ship and are tracked with player gains his or her third shard, they are immediately discarded and that
tech tokens. player gains an artifact from the face-down supply.

1 science unit plus resource cost for the tech Artifacts are placed in the artifact slot on the captain board.
Upgrade Tech
per tech upgraded

For more information on techs, refer to page 21 of the EE game rules.

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