emergence event rulebook v.9

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    Inner Galaxy Tile Outer Galaxy Tile

    MILITARYSUPERIORITY

    SCIENTIFIC

    ENLIGHTENMENT

    UNIFICATION

    OF WORLDS

    REWARD TABLE

    PREPARATION TRACKS

    Random Resource1

    Random Resource & 1 Refined Trinium2

    2 Random Resources & 1 Refined Trinium3

    2 Random Resources & 1 Reward Tile & 1 Refined Trinium4

    2 Random Resources & 1 Artifact Shard & 1 Refined Trinium52 Random Resources & (1 Reward Tile or 1 Artifact Shard)

    & 1 Refined Trinium62 Random Resources & 1 Reward Tile & 1 Artifact Shard

    & 1 Refined Trinium7

    2 Resources & 1 Artifact Shard & 1 Refined Trinium83 Resources & 1 Artifact Shard & 1 Reward Tile & 1 Refined

    Trinium9

    3 Resources & 1 Artifact & 1 Refined Trinium10

    +2 to any Stat until used, if you control all Locations

    and the Discovery in your home Galaxy Tile.

    10

    15

    20

    253035

    40

    45

    1 62 73 8 114 9 12

    13

    14

    16

    21

    17

    22

    18

    23

    19

    24

    26272829313233343637

    38

    39

    41

    42

    43

    44

    46

    47

    48

    49

    +1FREE TECH

    +1FREE TECH

    +1FREE TECH

    +1FREE TECH

    +1FREE TECH

    +1FREE TECH

    0

    Each Discovery = +1 to Roll.

    H

    5

    MOVEMENTTRACK

    GAME ROUNDS

    TACTICAL& SECURITY

    SCIENCE & NAVIGATION

    DIPLOMACY & ENGINEERING

    5

    1. Victory Point track

    2. Reward table

    3. Round track

    4. Movement track

    5. Military Superiority Preparation track

    6. Scientific Enlightenment Preparation track

    7. Unification of Worlds Preparation track

    SCORING BOARD BREAKDOWN

    1 2

    7

    4

    5

    6

    7

    3

    6

    Movement Track

    Token

    Game Round

    Track Token

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    2- AND 3-PLAYER SETUP

    In a 2-player game, there are 3 Story Discoveries (9 3-Act Discovery tiles)

    and 3 Unique Discoveries. Randomly select and set aside 3 Act I Discovery

    tiles. Shuffle the corresponding Act II and Act III Discovery tiles and place

    them face down in a stack near the Scoring board.There should be a total

    of 12 Discovery tiles.

    In a 3-player game, there are 4 Story Discoveries (12 3-Act Discovery tiles)

    and 3 Unique Discovery tiles. Randomly select and set aside the 4 Act IDiscovery tiles and proceed as above for a total of 15 Discovery tiles.

    2- AND 3-PLAYER SETUP

    In a 2-player game, there are 12 total Damage cards.

    In a 3-player game, there are 18 total Damage cards.

    2- AND 3-PLAYER SETUP

    In a 2-player game, draw 1 random Achievement for a total of

    4 Achievements.

    In a 3-player game, draw 2 random Achievements for a total of

    5 Achievements.

    MOST TIED

    13

    OPPORTUNIST

    MostSuccessesinOpenSpace

    DAMAGE

    MOSTTIED

    13

    COLONIZER

    MostPlanetsControlled

    DAMAGE

    5. DISCOVERIESSet aside the 5 Act I Discovery tiles, shuffle the rest of the Discovery tiles, and

    place them face down in a stack near the Scoring board. Separate each of the

    Discovery card story arcs into separate piles for now, near the Scoring board.

    8. REWARD POOLShuffle the Attack and Bonus Reward tiles together and place them face-

    down near the Scoring board. Place the positive and negative Stat tokens

    near these tiles.

    9. ARTIFACTSShuffle the Artifact tiles and place them in 1 face-down stack near theScoring board. Place the Artifact Shards face-up near the Artifacts.

    10. RESOURCE POOLSeparate the 4 resourcesRadma (Red), Balorum (Blue), Trinium

    (Yellow), and Refined Trinium (Orange)into 4 piles near the

    Scoring board.

    6. DAMAGE POOLPlace the 24 Damage cards face-up near the Scoring board.

    7. ACHIEVEMENTSPlace the 3 Achievement cardsParagon of War, Savant of the Stars,

    and Galactic Emissaryface-up next to the Scoring board. Now shuffle

    the remaining Achievement cards, draw 3 cards at random, and place them

    face-up next to the first 3 Achievement cards, for a total of 6 Achievements.

    MOST TIED

    13

    HOARDER

    Most Different Types of Goods in Cargo Hold

    DAMAGE

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    Separate the 15 Galaxy Tiles into 2 stacks, one with 6 Inner Galaxy Tiles and the other with 8 Outer Galaxy Tiles. Shuffle the 2 stacks separately. Place the

    Center Galaxy Tile face-up in the center of the play area.

    Next, place the 6 face-down Inner Galaxy Tiles around the Center Galaxy Tile. Then place the 8 Outer Galaxy Tiles around the Inner Galaxy Tiles as shown in

    the Galaxy Setup diagram on page .

    4- PLAYER GALAXY SETUP

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    3 PLAYER2 PLAYER

    9

    CAPTAIN SETUPEach player removes the 4 Captain Power cards from their Captain deck.

    Shuffle the 4 Captain Power cards face-down, select 1 at random, and put it

    into the deck of Captain cards. Players then place the other 3 Captain Power

    cards face-down in a pile near their Captain board. Shuffle the Captain deck

    and draw 4 cards in preparation for the first turn of the game.

    PLANNING FOR THE FUTURE

    Before players place their randomly selected Captain Power card

    into their deck, they may look at it. This gives players an idea of what

    exactly their Captain is capable of at the beginning of the game.

    Finally, players place the ship that corresponds to their Captain on their home planet in the center of their Home Galaxy Tile.

    DISCOVERY SELECTION

    Mix up the Act I Discovery tiles that were set aside earlier and place them face-down on the Center Galaxy Tile. Each player randomly chooses 1 and places it

    face-up on the Discovery Hex in his or her Home Galaxy Tile. The remaining Act I Discovery tile is shuffled into the stack of Discovery tiles near the Scoring board.

    Players now place their Home Galaxy Tile in the open area in-between the Outer Galaxy Tiles nearest their play area. Home Galaxy Tiles are placed so that the

    Discovery is 1 hex away from the adjacent Outer Galaxy Tile, and the other Locations (Asteroids and Planets) are adjacent to Inner and Outer Galaxy Tiles.

    2- AND- 3 PLAYER GALAXY SETUP

    2- AND 3-PLAYER SETUP

    In a 2-player game, randomly remove 4 Outer Galaxy Tiles and set up the Galaxy based on the Galaxy Setup diagram on page .

    In a 3-player game, randomly remove 2 Outer Galaxy Tiles and set up the Galaxy based on the Galaxy Setup diagram on page .

    CORRECTPLACEMENT

    INCORRECTPLACEMENT

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    3. MOVEMENT PHASERounds are advanced by player movement in the game. Whenever the Movement

    tracker passes 12 on the Movement track, the Round marker advances by 1. Any

    changes that need to happen because the Round has progressed to a new Epoch

    are resolved immediately.

    2- AND 3-PLAYER SETUP

    In a 2-player game, the Movement track is limited to 6 spaces.

    In a 3-player game, the Movement track is limited to 9 spaces.

    RESTRICTION

    Players are not allowed to move into the Center Galaxy Tile unless they

    have the Level-2 Navigation tech purchased on their Captain board.

    ADVANCED GAME

    If players choose to play the Advanced

    Game, then they play through 3 complete

    Epochs. The third Epoch adds Elite OpenSpace Encounters, and Location values

    are reduced once again by 1 VP.

    This makes Planets and Asteroids worth

    1 VP and Space Stations worth 2 VP.

    Once the round progresses to 7, the

    third Epoch begins. After players

    complete this third Epoch, they proceed

    to Game End scoring.

    Ships can perform 2 types of movement during the Movement Phase:

    normal movement and Trans-Dimensional Drive (TDD). Players can choose to

    perform one type of movement on their turn, not both.

    NORMAL MOVE

    1 MV = 1 ON THE MOVEMENT TRACK

    Normal movement allows players to play cards from their Hand as

    movement. If a Captain card has a move value (MV), it is located on the

    bottom of the card. For each MV spent, the Captains ship is moved to 1

    adjacent hex and the Movement track advances by 1. Cards in the players

    Hand with MV can be spent one at a time or in multiples, up to the players

    entire Hand. However, Captains can move only up to their maximum MV

    as shown on their Captain board. Any MV spent over this maximum is lost.

    Spent cards are placed into a face-up discard pile next to the Captain deck.

    During this Phase, players can spend 1 MV when adjacent to an unrevealed

    Galaxy Tile to Reveal it (see Reveal section, next page).

    EPOCHSThere are 2 Epochs in the Normal Game. Each

    Epoch is a measurement of time represented by 3

    rounds. Once a new Epoch is reached, all gameplay

    stops immediately and the next set of Open

    Space cards is shuffled into the Open Space deck.

    Gameplay can now resume, but with a few veryimportant changes:

    Every Encounter at Locations is worth 1

    fewer VP.

    Open Space Encounters are

    more dangerous.

    Players start the game in the first Epoch. Once the

    round progresses to 4, the second Epoch begins.

    Players play through 2 complete Epochs before

    proceeding to Game End scoring.

    +

    +

    +

    +

    +

    +

    MOVEMENT

    TRACK

    GAME ROUNDS

    Matriarch Evans plays

    3 cards with 1 MV each

    during the Movement

    Phase. She can spend

    2 MV to move through

    Open Space and her

    final MV to move

    onto the uncontrolled

    Planet. If she has the

    required stats, she may

    Encounter the Planet

    during the Encounter

    Phase. The cards she

    used for movement are

    placed into the discard

    pile and are not in her

    Hand to use during theEncounter Phase.

    123

    SECURITY

    OR

    231

    SCIENCE

    OR

    123

    TACTICAL

    OR

    213

    SCIENCE

    OR1 MV + +1 MV 1 MV

    = 3 MV

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    TRANS-DIMENSIONAL DRIVE (TDD)

    TDD = 3 SPACES ON THE MOVEMENT TRACK

    Trans-Dimensional Drive is used to move instantly from 1 Galaxy Tile to

    another, within the Captains range (found on the Captain board). TDD is

    unpredictable and can be used only if the player possesses the required

    Refined Trinium and there is a revealedGalaxy Tile to jump to. Players can

    find the Refined Trinium requirement to use TDD on their Captain board. TDD

    cannot be used to jump over unrevealedGalaxy Tiles and must also abide by

    the same Center Galaxy Tile restrictions found under normal move.

    When players use TDD, they must select a legal hex in a Galaxy Tile different

    than the one they occupy. Players place their ship in the selected hex,

    advance the Movement track by 3, and roll the D6. Consult the Center Galaxy

    Tile where the center hex is surrounded by the numbers 1 through 6. Using

    the center hex as a guide to the ships current location, use the number

    rolled to move the ship to the appropriate adjacent hex.

    Each player completes their entire Movement Phase in turn order before

    proceeding to the Encounter Phase.

    RESTRICTION

    Players must make sure that any possible roll of the TDD die lands

    them in a legal hex. This includes the Center Galaxy Tile, if restricted

    due to lack of tech, unrevealed Galaxy Tiles, or the edge of the Galaxy.

    Also, more than one players ship can never occupy the same hex.

    If, through the roll of a TDD die, this could happen, the movement is

    not allowed and the player must select a different hex.

    RESTRICTION 2

    Players may never Reveal a Galaxy Tile through TDD movement.

    Consulting the Center

    Galaxy Tile, Matriarch

    Evans moves her ship to

    where the Center Galaxy

    Tile indicates the 1

    hex is in relation to her

    ships current position.

    Matriarch Evans uses

    TDD to move 2 Galaxy

    Tiles away and places

    her ship in a legal hex.

    She then rolls a D6 and

    the result is a 1.

    REVEALING AT AN ASTEROID FIELD

    It is also possible to Reveal Galaxy Tiles by controlling an Asteroid

    Field via the Navigation Stat and using its Reveal reward. When

    Revealing a Galaxy Tile this way, players still gain the 1 VP for

    Revealing, but can position (i.e., rotate) the Galaxy Tile however

    they wish. Revealing a Galaxy Tile this way does not advance the

    Movement tracker. The player must still place a Discovery tile onto

    the appropriate hex.

    REVEAL

    Players adjacent to unrevealed Galaxy Tiles may spend 1 MV to Reveal 1

    Galaxy Tile. This 1 MV is used only to Reveal the Galaxy Tile and cannot be

    used to also move the ship. As with any movement, spending this MV to

    Reveal a Galaxy Tile advances the Movement tracker by 1. The player is

    awarded 1 VP for Revealing a Galaxy Tile. When Revealing a Galaxy Tile, the

    player rolls 1 D6 and rotates the unrevealed Galaxy Tile so that the number

    matching the die roll is situated next to the ships location. Players flip over

    the Galaxy Tile such that this edge is still next to their ship. Finally, the player

    must now populate the Galaxy Tile with a Discovery Tile. Draw 1 Discovery

    tile from the face-down stack and place it face-up onto the Galaxy Tile in the

    appropriate hex. Players who still have MV available, may continue with their

    Movement Phase after Revealing.

    The player spends 1 MV

    to move adjacent to the

    unrevealed Galaxy Tile,

    spends an additional 1 MV to

    Reveal the Galaxy Tile, andthen gains 1 VP.

    The player rolls a

    5 when revealing

    the Galaxy Tile. The

    tile is rotated untilthe number 5 is

    adjactent to their

    ship. The Galaxy Tile

    is then flipped over.

    Finally, the player draws a

    Discovery tile from the bag, and

    places it on the newly discovered

    Galaxy Tile.

    1

    2

    2

    3

    3

    4

    4

    5

    5

    6

    6

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    POWERS AND ARTIFACTS

    Some Artifacts and Captain Powers allow players to move during

    different Phases of the game. This still advances the Movement

    tracker the appropriate amount, unless a movement is stated as

    being free. Free movement never advances the Movement tracker.

    CREW COLLABORATION

    Every Crew Stat from Captain cards is added to the ships base Crew

    Stats, along with any other bonuses the player has accumulated and

    chooses to use. Fulfilling multiple Crew Stats is often required for

    Discoveries and Open Space Encounters.

    4. ENCOUNTER PHASEAfter players have completed the Movement Phase, the Encounter Phase

    begins and is resolved in turn order. Players attempt Encounters using their

    Crew Stats listed on the Captain board, plus Crew Stats on the Captain cards

    they still have left in their Hand after the Movement Phase. The exception to

    this rule is Open Space Encounters which are discussed later in this section.

    There are three types of Encounters:

    1. Locations (Planets, Asteroid Fields, and Space Stations)

    2. Discoveries (Discovery tiles)

    3. Open Space (empty hexes)

    In order to have an Encounter, a players ship must be on a hex containing a

    Location, a Discovery, or Open Space, with one of the following statements

    being true:

    The Location is not controlled.

    The Discovery is not controlled and the player is eligible to attempt

    the Discovery.

    An Open Space Encounter has not been completed in the current

    Galaxy Tile.

    If one of the above statements is true, then the player can attempt the

    Encounter. Players can gain bonuses or penalties to their base Crew Stats in

    the following ways:

    Ship abilities

    Playing Captain cards

    Played Captain Powers currently in effect

    Stat modifier tokens

    Previously purchased tech from the Captain board

    Disabled tech from another Captains Attack tile

    Damaged Crew Stat(s) from another Captains Attack tile

    Equipped Artifacts

    Planets are the most common Locations found in the Galaxy. The 3 ways to

    Control a Planet are through the Tactical, Science, and Diplomacy Crew Stats.

    Players need to meet the minimum TN in 1 of these 3 Crew Stats to take

    Control of a Planet.

    The 3 different rewards for completing an Encounter at a Planet are:

    1 Reward tile and a Reward table roll

    1 Artifact Shard and a Reward table roll

    +1 Hand size and a Reward table roll

    Planets provide the controlling player with a special action called Repair

    during the Upgrade Phase.

    ENCOUNTERS AT LOCATIONS

    Each Encounter at a Location offers three different ways by which a player

    can attempt to Control that Location. Each requires the player to use a

    specific Crew Stat. The number needed to succeed at an Encounter in the

    chosen Crew Stat is called a target number (TN).

    When Encountering a Location, a player must meet or exceed the minimum

    TN of the Crew Stat chosen at the Location. Each Location lists a minimum

    and maximum TN needed for success in 1 of the 3 Crew Stats. Players can

    play any remaining Captain cards left over in their Hand to boost the Crew

    Stat they choose. For every point below the maximum TN at the Location, the

    player takes 1 Damage card into his or her Hand. The most damage a player

    can ever take from a Location is 3.

    If the player cannot meet the minimum TN in any of the Crew Stats available

    for the Location, they cannot complete the Encounter. In such a case, the

    player may choose to stay at the current Location and attempt to complete

    the Encounter in the next Encounter Phase, or they may choose to abandon

    the Encounter and leave the Location during the next Movement Phase.

    After players have met the required TN of the Location, they perform the

    following:

    Gain VP based on the current Epoch.

    Raise the Preparation track matching the color of the Crew Stat that

    the player used by 1 (by 2 if the Location is a Space Station). For more

    information on Preparation tracks, see page

    Gain the reward(s) stated under the Stat used at the Location.

    Roll on the Reward table using 1 D6. Add +1 to the roll for each

    Discovery the player Controls.

    After receiving these rewards, players take 1 of the Control tokens

    from their supply and place it on the Location.

    PLANETS (TARGET NUMBER 6-9)

    Requires: Tactical, Science, or Diplomacy

    3

    FIRST EPOCH

    2

    SECOND EPOCH

    1

    THIRD EPOCH

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    RECOGNIZING A GREAT CAPTAIN

    Players who are at a Space Station that they Control during the Upgrade

    Phase may spend 3 Resources of the same color to gain 1 VP. This Action

    can be performed only once per turn any time during the Upgrade Phase.

    REWARD ROLL

    Players successfully completing Encounters at Locations are granted a Reward

    roll with 1 D6 on the Reward table after receiving the other Reward from the

    Location. This table is numbered 1 through 10. The rewards that can be gained

    through this table are: Artifact, Artifact Shard, Random Resources, Refined

    Trinium, Resources of players choice, and Reward Tiles

    Reward table rolls can be affected by Reward Tiles, Captain Powers, and controlled

    Discovery tiles. For a detailed description of each Reward, turn to page .

    ENCOUNTERS AT DISCOVERIES

    Unlike Locations, a Discovery Encounter can be done only if it has no

    prerequisites, or if the prerequisites have been met. Unique and Act I

    Discoveries have no prerequisites. Act II and Act III both require the player

    to Control the Discoverys preceding Acts. Discoveries always include

    Engineering or Navigation as 1 of the Crew Stats that players must meet

    during the Encounter, and can require additional Crew Stats as well.

    Discoveries are also special in that they tell stories about specific events

    in the Galaxy. The more of a story you accomplish, (i.e., the more Acts of

    a given Discovery you complete), the more VP they are worth. Finishing a

    Discoverys story arc always rewards the player with an Artifact (as long as

    Artifacts are still available). Unique Discoveries are one-time Encounters that

    provide varying rewards.

    Space Stations are the rarest Locations in the Galaxy, and most are located

    in Inner Galaxy Tiles. The TN needed to take Control of Space Stations is

    much higher than other Locations, but the rewards are also greater. Like

    Planets, the 3 ways to Control a Space Station are through Tactical, Science,

    and Diplomacy. Players need to meet the minimum TN in 1 of these 3 Crew

    Stats to take Control of a Space Station.

    The 3 different rewards for completing an Encounter at Space Stations are:

    Roll 2 times against the Reward table and choose 1 roll

    +2 MV until used and a Reward table roll

    +2 to any 1 Stat until used and a Reward table roll

    Space Stations provide the controlling player with a permanent +1 to the

    Crew Stat depicted on the Space Station, as well as a special Action called

    Recognition during the Upgrade Phase.

    SPACE STATIONS (TARGET NUMBER 9-12)

    Requires: Tactical, Science, or Diplomacy

    Asteroid Fields are a bit rarer than Planets but are found in greater numbers

    in the Outer Galaxy Tiles. The 3 ways to Control an Asteroid Field are through

    Security, Navigation, or Engineering. Players need to meet the minimum TN

    in 1 of these 3 Crew Stats to take Control of an Asteroid Field.

    The 3 different rewards for completing an Encounter at Asteroid Fields are:

    Free level-1 tech and a Reward table roll, or 1 Refined Trinium and a

    Reward table roll.

    Reveal 1 Galaxy Tile and a Reward table roll, or 1 Refined Trinium and

    a Reward table roll.

    3 Random resources and a Reward table roll, or 2 Refined Trinium

    and a Reward table roll.

    Asteroid Fields provide the controlling player with a special Action called

    Trade during the Upgrade Phase.

    REPAIR CREW

    Players who are at a Planet that they Control during the Upgrade Phase

    may Repair any Damage cards they have in their deck, if they pay for it

    with resources (1 Resource per DC) or Reward tiles (1 Reward Tile per

    2 DC). Repaired damage is removed from the players Deck and placed

    back into the Damage card pool. This Action can be performed at any

    time during the Upgrade Phase and can be done as many times as the

    player wishes, provided they can pay for the repairs.

    Having moved onto a Planet during the Movement Phase, The Commander

    is now ready to take Control of the Planet in the Encounter Phase. He

    has 1 Captain card in his Hand with 3 Tactical, which, when added to his

    Tactical Crew Stat of 4, gives him 7 in Tactical. In addition, he had previously

    purchased the Level-1 Tactical tech, which adds 1 to the Tactical Crew Stat,

    giving him a total of Tactical 8 to successfully take Control of the Planet.

    Because this is 1 less than the maximum TN of 9, The Commander takes 1

    Damage card to his Hand. He also successfully takes Control of the Planet

    and now receives 1 Reward tile and a Reward table roll. During the Upgrade

    Phase, he may repair the DC he just received, as well as any others in his

    deck, by spending resources or Reward tiles to perform the Repair Action.

    TRADING RESOURCES

    Players who are in an Asteroid Field hex that they Control during the

    Upgrade Phase may Trade 1 resource in their Cargo Hold for another

    from the Resource pool. This can be done up to 2 times per turn. This

    Action can be performed at any time during the Upgrade Phase.

    ASTEROID FIELDS (TARGET NUMBER 6-9)

    Requires: Security, Navigation, or Engineering

    4

    FIRST EPOCH

    3

    SECOND EPOCH

    2

    THIRD EPOCH

    3

    FIRST EPOCH

    2

    SECOND EPOCH

    1

    THIRD EPOCH

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    ENCOUNTERS IN OPEN SPACE

    Open Space Encounters are random events that occur when a players ship

    ends its turn on a hex thats not considered a Location or a Discovery (i.e., an

    empty hex). During the Encounter Phase, the player draws back up to their

    current Hand Size. He or she then draws an Open Space Encounter card, and

    encounters it.

    Only 1 Open Space Encounter is available per Galaxy Tile. Once any Captain

    succeeds at an Open Space Encounter on a given Galaxy Tile, no other Open

    Space Encounters may be attempted on that Galaxy Tile by any Captain.

    Ships that end their movement in an empty hex on a Galaxy Tile where the

    Open Space Encounter has already been completed perform no Encounter

    this Turn.

    DISCOVERY CLASSIFICATION

    Discoveries are not considered Locations or Open Space. Players are

    not allowed to upgrade here unless they have purchased a Tech that

    allows them to do so.

    Depending on their success or failure, the player gains the reward or penalty

    listed on the Open Space card. Whether or not a player succeeds at an Open

    Space Encounter, the Open Space card is placed into the Open Space discard

    pile after it is resolved.

    WAITING YOUR TURN

    While the Upgrade Phase is taking place, be sure to wait for your turn

    to perform any Actions or Upgrades at the Location. Some Captains

    have the ability to affect others during this phase and need the

    opportunity to do so.

    THE DANGERS OF OPEN SPACE

    Open Space Encounters have random TNs and should be

    approached with caution, especially in later Epochs, where the

    penalty for failure can be devastating.

    5. UPGRADE PHASEOnce the Encounter Phase has been completed, the Upgrade Phase begins.

    Upgrades can be performed ONLY at Locations controlled by the player.

    Advancing in the Security Technology Tree can change this.

    Within player sequence, Upgrades and Actions can be performed in any

    order. During this phase, players spend resources to gain Technologies. These

    Technologies are permanent upgrades to the Ship and are tracked with Tech

    tokens. For more information on Techs, turn to page . This phase is also

    when players can gain new Captain Power cards into their Deck. Once certain

    Tech prerequisites have been met, the player is awarded a new Captain Power

    and another effect. These Ship Upgrades are as follows:

    For more information on Captain Powers, turn to page

    6. REFRESH PHASEThe Refresh Phase is when players draw cards into their Hand to reach their

    current Hand Size. Once everyone has drawn cards to reach their current

    Hand Size, the Starting Player passes the Token to the left and the game Turn

    begins again with a new Starting Player.

    RUNNING OUT OF CARDS

    Anytime a players Draw Pile is empty and they still need to draw

    cards for the next Turn, they shuffle their Discard P ile thoroughly and

    create a new Draw Pile to replenish their Hand.

    LEGAL

    UPGRADE

    POINT

    ILLEGAL

    UPGRADE

    POINT

    Matriarch Evans can only upgrade her ship on the Planet she controls. She cannot

    upgrade on the Asteriod because she doesnt control it, nor can she upgrade on

    the Discovery even though she controls it.

    Bridge Upgrade

    (Requires 3 Level-1 Techs)

    Add 1 Captain Power card

    Repair 2 Damage cards in

    Discard

    A.I. Upgrade

    (Requires 2 Level-2 Techs)

    Add 1 Captain Power card

    Repair 2 Damage cards

    in Deck

    Cargo Hold Upgrade

    (Requires 1 Level-3 Tech)

    Add 1 Captain Power card

    Full Cargo Hold Capacity

    No Open Space Encounter has been

    completed in this Galaxy Tile, so an

    Open Space Encounter takes place.

    An Open Space Encounter has

    already been completed in this

    Galaxy Tile, so no Open Space

    Encounter can happen on this Tile.

    OPEN SPACE ENCOUNTER

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    CAPTAIN POWER

    All other players must Discard a Diplomacy card.

    Anyone who cant must take 1 Damage card to

    Hand. If any players take Damage cards from this,

    gain 1 VP.

    Gain +4 Diplomacy. Successful Diplomacy

    Encounters grant you +2 Resources & +1 Artifact

    Shard, as well as normal rewards.

    TRINARY CODING

    POSITIVE

    NEGATIVE

    16

    CARD DECKSCAPTAIN CARDSEach deck has a total of 23 Captain cards. These cards are broken down into Captain Powers, Open Space, Resource, and Crew cards. The 4 different types of

    cards possess unique characteristics that can help a player better survive the Encounters in the game.

    1. Card Title

    2. Positive Power

    3. Negative Power

    4. Captains Icon

    Captain Powers trigger effects that change the rules of play. These effects

    override the normal rules of the game.

    Captain Power cards are unique to each particular Captain. They can be played

    during the Captain Power Phase, and have positive and negative effects.

    Positive effects of Captain Powers apply only to the player playing the card.

    Negative effects of Captain Powers apply to all other players.

    Although Captain Power cards are played during Phase 2, their effect

    persists until the end of the Refresh Phase. Some Captain Powers persist

    through multiple Turns. In this unique circumstance, a new Captain Power

    can be played the Turn after the persisting power is played without replacing

    it. Most Captain Powers dont have MV (Move Value) on them, so holding

    them in your Hand overly long can be crippling, as they take up valuable

    Hand space that could otherwise provide needed MV or Crew Stat boosts.

    Players can gain more Captain Powers by acquiring Ship Upgrades. These

    Upgrades consist of 3 events that grant 1 new Captain Power each.

    They take place when a player acquires certain Tech Upgrades. For more

    information on Tech Upgrades, turn to page

    The Commander plays the Captain Power, Trinary Coding, on his Turn during

    the Captain Power Phase. The Commander gains the Positive Power this turn

    shown in the above example. All other Captains are affected by the Negative

    Power on this card, which he reads aloud:

    All other players must Discard a Diplomacy card. Anyone who cant, must

    take 1 Damage card to Hand. If any players take Damage cards from this,

    gain 1 VP.

    In turn order, each Captain looks at their hand, starting with Star Racer Vinh.

    She looks at her hand of cards and sees she does have a Diplomacy card.

    She shows the other players that she has one and immediately places it

    into her Discard, avoiding damage. Next is Matriarch Evans, and she doesnt

    have a Diplomacy card, and says so to the group. Matriarch Evans takes 1

    Damage card into her hand and The Commander immediately gains 1 VP.

    Finally, Ambassador Jolal declares he also doesnt have a Diplomacy card

    to the group. Jolal takes 1 Damage card into his hand, but The Commander

    doesnt receive any VP from this.

    The maximum amount of VP a player can gain from a single Negative

    Captain Power is 1.

    1

    4

    3

    2

    CAPTAIN POWER CARDS (4)

    NEGATIVE POWER REWARD

    A player using a Captain Power gains the VP reward from the

    Negative Captain Power ONLY ONCE, regardless of how many players

    meet the circumstances to reward the VPs.

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    OPEN SPACE

    May be played during the Captain Power Phase to

    cancel all other Captain Powers.

    May be used to cancel your Open Space Event.

    OR

    RESOURCES

    Remove card from Deck if used for Resources

    GAIN 2

    OR

    17

    OPEN SPACE CARDS (1)

    RESOURCE CARDS (2)

    Open Space cards in a Captains Deck offer 2 effects. Players must choose

    which of the 2 effects to use each time they play the Open Space card. They

    cannot use both during the same Turn. The first effect is the same for each

    Captain. This effect can be used only during the Encounter Phase when the

    player is facing an Open Space Encounter. Using this effect allows the player

    to cancel an Open Space Encounter card. The Open Space Encounter card isplaced in the Open Space Discard Pile. The player is considered to have done

    nothing during the Encounter Phase, receiving no Reward or penalty from the

    Open Space Encounter card.

    The second effect is unique to each Captain. The card text indicates the

    Phase in which the card can be played and its effect. Like Captain Powers,

    these cards are extremely powerful and usually affect other players. Because

    of this, these cards typically do not have MV on them.

    Resource cards are Captain cards that offer a one-time use, granting players

    the Resources stated on the card. If a player uses this effect, they remove

    the card from their Deck for the remainder of the game. It is not placed in

    their Discard Pile. Players using this benefit will miss out on the cards other

    useful strength: a higher MV compared to Crew cards.

    Resource cards can be used at any time whether or not it is your Turn. This

    can be very useful if a player is caught without any Resources and a Captain

    Power requires them to pay a Resource.

    1

    1

    4

    3

    3

    2

    2

    4

    1. Card Title

    2. First Effect

    3. Second Effect

    4. Captains Icon

    1. Card Title

    2. Resources gained

    3. Captains Icon

    4. Move Value

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    1311

    MASTERY

    OR

    1221

    COMMAND

    OR

    111111

    ALERT -1

    OR

    321

    DIPLOMACY

    OR

    18

    CREW CARDS (16)

    DAMAGE CARDS

    1. Card Title 2. Stats Available 3. Captains Icon 4. Move Value

    Crew Cards can be used for one of 2 things: Movement (MV) or Encounters. Once a card has been used for MV, it is placed in the players discard and cannot

    be reused during the Encounter Phase. When attempting an Encounter, the player may add all Crew Stats from cards in their Hand to the base Crew Stats

    listed on their Captain board, as well as any stat bonuses (e.g., those provided by purchased Tech), to meet or exceed the TN. Cards used during an Encounter

    are placed in the players Discard Pile.

    Basic Crew cards always have 3 different Stats. Each Crew card is named after the strongest Stat on the card. Every Captain has a varying amount of

    these Crew cards based on the Captains strengths and weaknesses. For example: a Crew card with 3 Diplomacy, 2 Security, and 1 Science would have the

    Diplomacy title at the top of the card, and would be considered a Diplomacy card

    There are 3 special types of Crew cards: Mastery cards, Alert cards, and Command cards. These cards are more powerful versions of basic Crew cards.

    Mastery cards are very strong Crew cards that always have special abilities directly related to their Captain. Command cards contain more Crew Stats than

    other Crew cards, and Alert cards reduce the amount of Damage cards (DC) taken during an Encounter.

    1. Card Title 2. Move Value

    There are several ways to receive Damage cards in game. Damage cards

    (DC) serve to bloat a players Deck, making future Turns more difficult to

    accomplish. Anytime a player receives DC, it must go in to their Hand from

    the DC Pool unless specifically stated otherwise.

    The only Stat on a DC is MV. Because there is no way to use this card by itself for MV during the Movement Phase, players need to get rid of DC as soon

    as possible. Players can temporarily get DC out of their current Hand by spending 2 DC together for 1 MV during the Movement Phase. This places the DC in

    Discard and out of the players Hand until their Discard Pile is reshuffled and the player eventually redraws them.

    There are multiple ways for players to remove the DC theyve accumulated from their Deck. Using the Repair action at a Planet controlled by the player is an

    easy way to remove DC. This costs the player Resources or Reward tiles. Some Ship Upgrades and Open Space Encounters can Repair DC, but these are one-

    time effects and shouldnt be relied upon.

    DAMAGE

    RUNNING OUT OF DAMAGE CARDS

    If a player takes damage from any source and there are not enough

    Damage cards in the DC Pool, gameplay stops immediately. Each

    player goes through their entire Deck, removes all their DC, and

    counts them. For every 2 DC owned by each player (rounded up),

    subtract 1 VP from the p layers current total. After this is done, all DC

    are placed back into the DC Pool and play resumes.

    1

    2

    1

    4

    3

    2

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    OPEN SPACE ENCOUNTER CARDS

    DISCOVERY CARDS

    1. Card Title

    2. Stats Required

    3. Success Results

    4. Failure Results

    5. Difficulty Icon

    Open Space cards have 4 difficulty levels: Trivial, Medium, Hard, and Elite (used

    only in the Advanced Game). At the start of the game, players can Encounter only

    Trivial or Medium difficulty cards. As the players move into the second Epoch,

    the Hard cards are shuffled into the Open Space deck, making them much more

    difficult to predict. In the Advanced Game, the Elite cards are shuffled into the

    Open Space deck when the players enter the third Epoch. This poses an extreme

    challenge to players who attempt Open Space during this Epoch.

    Trivial Open Space cards have a low Target Number (TN). These Encounters

    can be accomplished with minimal risk of failure. These cards grant 1 VP for

    success, along with other Rewards.

    Medium Open Space cards offer 2 different ways for players to accomplish

    the Encounter. Although the TN is higher than Trivial cards, the option to use

    1 of 2 different Stats gives players a high probability of success. These cards

    grant 2 VP for success, along with other Rewards.

    Hard Open Space Cards always require multiple Stats to fulfill at varying TNs.

    While Hard Open Space cards can pose multiple high TNs, the Reward for

    succeeding at these Encounters is worth the effort. These cards grant 3 VP for

    success, along with other Rewards. Penalties for failure on these cards are

    also harsh, reducing the players VP by 1, as well as imposing other effects.

    Elite Open Space cards always require multiple Stats to fulfill at varying TNs.

    These cards are available to Encounter only in the Advanced Game, and in its

    third Epoch. These cards grant 4 VP and 1 Artifact, along with other Rewards.

    Penalties for failure on these cards are extreme. Players lose 2 VP and suffer

    more severe damage and effects.

    1. Discovery Title

    2. Story Title

    3. Type

    4. Stats Required

    5. Lore

    6. Rewards

    Discovery cards tell the stories of present or past events in the Galaxy. Players

    can find Unique Discoveries or Discoveries represented in sequential Acts. The

    Rewards for completing a Discovery are very substantial. Due to the nature in

    which Discoveries are revealed in the Galaxy, players may have a difficult time

    completing all 3 Acts of a Discovery, especially in the Normal Game.

    Discoveries can be completed 1 time only. Once a player resolves a Discovery card, it is placed face-down near their play area. If a player completes an Act I

    Discovery, they should keep the rest of the Discovery Acts pertaining to that Story near them, as no one else may attempt them now.

    LIFE POD

    5

    FAILURE

    SUCCESS

    A millennia ago, t he Markarians descended upon the galaxy

    with no warning. Though some facts have been lost to history,

    on one thing all races agree...the Markarians were not of this

    dimension. Your research team believes this to be the re mnants

    of the gateway system that originally ripped a hole through the

    dimensional barrier.

    TEAR IN SPACE

    MARKARIAN BACK STORY

    REWARDS

    ACT IIIACT I ACT II

    3 VP / +1 Preparation Track / 2 Artifact Shards /

    2 Random Resources

    OR

    77

    OPEN SPACE DIFFICULTY LEVELS

    EliteTrivial Medium Hard

    1

    1

    5

    3

    6

    5

    2

    2

    3

    4

    4

    TUNNEL VISION

    Players should not focus on trying to accomplish Discoveries to the

    exclusion of all else. How the Galaxy is populated can greatly affect

    which Discovery stories can be completed before Game End.

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    ARTIFACT SHARD LIMITATION

    Players can never choose to not combine the Artifact Shards for an

    Artifact. Therefore, the most Artifact Shards a player can ever have at

    once is 2.

    BONUS TILESBonus tiles are easily identifiable by their silver background. While some Bonus tiles can be played at any time, others must be played during

    certain phases of the game. Any time a Bonus tile is used, it is discarded. The following list details each Bonus tile and what it does.

    ARTIFACT SHARDS

    On their own, Artifact Shards dont do anything during gameplay. Once a player has 3 Artifact Shards in h is or her Cargo Hold, they are

    immediately returned to the Scoring board area, and that player gains an Artifact from the face-down supply near the Scoring board. If there are

    no available Artifacts, the player may choose to keep 2 Artifact Shards, but must discard any additional Artifact Shards, as it is impossible to combine them

    into an Artifact.

    Artifact Shards are considered to be Reward tiles once they are in your Cargo Hold. So, Attack tiles or Captain cards that affect Reward tiles in any way can

    also affect Artifact Shards. Artifact Shards reward VP at Game End.

    +1 Move per Resource spent (x2):This tile can be played only during the

    Movement Phase. The player may pay Resources to gain MV in addition

    to using cards. This still advances the Movement Track and is limited to a

    players maximum MV.

    +1 any Stat in Open Space (x2):This tile can be played only during the

    Encounter Phase when facing an Open Space Encounter.

    +1 Hand Size (x2)or +2 Hand Size (x2):This tile can be played any time

    before the Refresh Phase to gain +1 or +2 to the players current Hand Size.

    During the Refresh Phase, the player draws up to the new maximum Hand

    Size based on the Bonus tile. This new Hand Size bonus is not used during

    Open Space Encounters when you draw up to your current Hand Size.

    2 Yellow Resources (x1)or 2 Blue Resources (x1)or 2 Red Resources

    (x1):These tiles may be played at any time to gain 2 of the Resources

    depicted on the tile.

    Gain 2 Refined Trinium (x2):This tile may be played at any time to gain 2

    Refined Trinium into the players TDD storage.

    +2 Reward roll (x2)or +3 Reward roll (x1):This tile can be played at any

    time before receiving any Rewards that grant a Reward table roll. The player

    gains the indicated bonus to their next Reward table roll.

    REWARD TILES

    Reward tiles possess various effects and are broken up into 3 different categories. Reward tiles may also be spent at Planets to

    perform the Repair action.

    ATTACK TILESAttack tiles are easily identifiable by their red background; they can be used only at the Start of Turn. To play an Attack tile, the player places it

    face down in front of their Captain board at the Start of Turn. Each Attack tile is then resolved in Turn Order. Any single Attack tile can be used

    against 1 opponent only. In Turn Order, each player who has played an Attack tile declares which opponent they are attacking and then resolves the Attack tile.

    Once everyone has had an opportunity to play 1 Attack tile, players can play any additional Attack tiles which they had already placed in front of the Captain

    board. These are again resolved in turn order until all the played Attack tiles are resolved. Any time an Attack tile is used, it is discarded after its effect has

    been resolved. Once placed in front of a Captain board, an Attack tile must be played and discarded. The following list details each Attack tile and what it does.

    Destroy 1 Reward tile (x2):This destroys 1 Reward tile in the targeted

    opponents Cargo Hold. The attacking player declares which Reward Tile to

    destroy from the targeted opponents face-down tiles (i.e., the attacking player

    may not ask the targeted opponent to turn his or her Reward Tiles face-up).

    Inflict 2 DC to Discard (x2):The targeted opponent immediately takes 2 DC

    from the supply and adds them to his or her Discard Pile.

    Inflict -3 to a Stat this Turn (x2):The targeted opponent places this Attack

    tile on the Stat declared by the attacking player. For the rest of this turn, that

    Stat is at -3. Discard the Attack tile at the end of the next Upgrade Phase.

    Negate 1 Tech Tree this Turn (x2):The targeted opponent places this Attack

    tile on the Tech Tree declared by the a ttacking player. For the rest of this turn,

    that entire Tech Tree is unavailable for use. Discard the Attack tile at the end

    of the next Upgrade Phase.

    Steal 1 Resource (x4):The player selects an opponent and takes any 1

    Resource from their Cargo Hold.

    Steal 1 Refined Trinium (x2):The player selects an opponent and takes 1

    Refined Trinium from their TDD Storage.

    HIDING YOUR SHARDS

    Be sure to place your Artifact Shards face down in your Cargo Hold.

    This way, players trying to steal from you or destroy your Goods wont

    know exactly which tile to choose.

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    1. Military Superiority Preparation Track

    2. Scientific Enlightenment Preparation Track

    3. Unification of Worlds Preparation Track

    4. Free Tech award positions

    5. Related Stats

    LEADING THE WAY

    When tied for highest on a Preparation Track, the player currently

    possessing the Achievement card is considered to be the leader. To wrest

    the card from another player, a player must pass them on the track.

    There are 3 tracks on the Scoring board numbered zero to 10 in ascending order. These tracks measure how well each Captain is prepared for the looming

    return of the Markarians. Each Preparation Track is also directly related in color to corresponding Stats and Techs on the Captain and Tech boards. Players can

    move up on Preparation Tracks by succeeding at Encounters, completing Discoveries, or using Captain Powers.

    There are 2 places on each Preparation Track, located at positions 5 and 10,

    that award players with 1 Free Technology of the corresponding color. Each

    player receives this award the first time they reach either 5 or 10 on

    each track.

    This Technology does not count toward a players maximum Tech Upgrades

    allowed during the Upgrade Phase.

    Military Superiorityis red. Any Location that a

    player successfully Encounters by using either

    the Tactical or Security Stat moves them up one

    space on this track.

    Scientific Enlightenmentis blue. Any Location

    that a player successfully Encounters by using

    either the Science or Navigation Stat moves

    them up on this track.

    Unification of Worldsis yellow. Any Location

    that a player successfully Encounters by using

    either the Diplomacy or Engineering Stat moves

    them up one space on this track.

    MILITARY

    SUPERIORITY

    SCIENTIFICENLIGHTENMENT

    UNIFICATION

    OF WORLDS

    i il

    i i

    i i i

    il i l ll ii i l il

    +1 FREE TECH

    +1 FREE TECH

    +1 FREE TECH

    +1 FREE TECH

    +1 FREE TECH

    +1 FREE TECH

    TACTICAL & SECURITY

    SCIENCE & NAVIGATION

    DIPLOMACY & ENGINEERING

    PREPARATION TRACKS

    3

    PARAGON OF WAR

    Highest on Military Superiority

    3

    SAVANT OF THE STARS

    Highest on Scientific Enlightenment

    3

    GALACTIC EMISSARY

    Highest on Unification of Worlds

    1

    2

    3

    4 4

    The 3 mandatory Achievement cardsParagon of War, Savant of the Stars, and Galactic Emissaryare directly related to being the highest on their

    respective Preparation Tracks. The first player to move up on a Preparation Track immediately gains the Achievement card associated with it. This player

    keeps it until another player surpasses them. At this time, the Achievement card is passed to the new leader.

    5

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    MATRIARCH EVANS

    SHIP POWERS

    PSIONIC SHIELDSIf taking DC because of a Captain Power, receive -1 DC.

    During the Captain Power Phase, if Matriarch Evans takes only 1 DC from another

    players Captain Power, then she ignores it. This negates any effect the other player

    gains from her taking DC. If Matriarch Evans takes more than 1 DC from another

    players Captain Power, then subtract 1 from the total; in this case, the other player does

    gain the effect from Matriarch Evans taking DC.

    MIND CONTROLMay spend 1 Resource to gain a players Attack tile.

    This power may be used at Start of Turn when players are designating which Attack

    tiles they are going to play by placing them face down in front of their Captain boards.Matriarch Evans may gain control of another players Attack tile before it is revealed.

    She must pay 1 Resource from her Cargo Hold to the Supply. This action can be

    performed multiple times as long as she continues to pay the Resource cost.

    SPECIAL TECH

    CEREBRAL ENGINEERINGTech Requirement:Level-2 Science, Level-2 Engineering, and Level-1 Navigation.

    Resource Requirement:2 Blue Resources, and 1 Yellow Resource

    This unique Technology allows Matriarch Evans to reverse engineer Artifacts that she

    possesses. Reverse engineering Artifacts destroys them, but Matriarch Evans receives 2

    VP and gains 1 Tech of her choice. This can be done once per Turn using her equipped

    or stored Artifacts. Even if an Artifact has a one-time use and has been flipped over, it

    can still be reverse engineered.

    CAPTAIN POWERS

    SUPERIOR MINDPositive Power:Matriarch Evans gains +4 to her Tactical Stat this turn orshe may

    ignore all DC for an Encounter this turn. She can use either effect, but not both.

    Negative Power:All other players must discard a Tactical card (a Captain card with

    Tactical at the top). If players discard a Tactical card from this power, nothing else

    happens to them.

    If an opponent isnt able to discard a Tactical card, then that player must Discard 2

    Resources from their Cargo Hold. If the player discards the 2 Resources here, nothing

    else happens to them.

    If the player has zero or 1 Resource, he or she must Discard that Resource and lose 1 VP.

    MENTAL PREPARATIONPositive Power:This power is effective only if you intend on braving Open Space this

    turn. Matriarch Evans gains +1 to any Stat for every level of Science Tech she currently

    possesses. These Stats can be assigned however the player wishes but may be used

    only for Open Space Encounters.

    Negative Power:This attack targets all other players in Open Space at the Start of Turn.

    Players in Open Space must pay Matriarch Evans 1 yellow Resource.

    If a player in Open Space cant pay the cost, they take 1 DC to their Hand.

    If any player pays Matriarch Evans a Resource from this card, she gains 1 VP.

    DOMINATIONPositive Power:Matriarch Evans gains +1 VP and +1 Reward tile if she succeeds at

    any Encounter that has Security as one of its required Stats.

    Negative Power:This attack targets all other players in or adjacent to an Asteroid Field

    or Planet when this card is played. Players affected by this must take 1 DC to their Hand

    or give Matriarch Evans 1 Red Resource, their choice.

    If any player takes a DC from this, Matriarch Evans gains 1 VP.

    INNATE ABILITYPositive Power:If Matriarch Evans has zero Science cards (a Captain card with its

    primary title Science), she gains +2 to her Hand Size next turn.

    Negative Power:This attack targets any other players who play a Science card this turn.

    If a player plays a Science card, they must give Matriarch Evans 1 Blue Resource. If

    they cannot pay 1 Blue Resource, they lose 1 VP. This effect can happen multiple times

    to players if they play Science cards in different phases. An opponent needs to pay the

    cost only once per phase if multiple Science cards are played.

    OPEN SPACE CARDEffect 1:Matriarch Evans Open Space card allows her to cancel an Open Space

    Encounter card.

    Effect 2:If Matriarch Evans decides to play this card during the Captain Power Phase,

    she places it face down as if she were playing a Captain Power. After everyone has had

    a chance to place their Captain Powers face down, reveal this card first and thus cancel

    everyones Captain Power cards. Matriarch Evans can still play her own Captain Power,

    as this card only cancels Captain Powers played by other players.

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    AMBASSADOR JOLAL

    SHIP POWERS

    ORGANIC SHIPLevel-1 Techs cost only 1 Resource

    During the Upgrade Phase, Ambassador Jolal needs to spend only 1 of the required

    Resources to Upgrade a Level-1 Tech. This can be done for all Level-1 Techs.

    MIND CONTROLMastery cards always grant a +1 bonus to any Stat

    Whenever Ambassador Jolal plays Mastery cards (a Captain card with its primary title

    Mastery), he gains an additional +1 to any single Crew Stat. There are 2 Mastery

    cards in Ambassador Jolals Deck.

    SPECIAL TECH

    ARBORETUM PROGRAMTech Requirement:All Techs Level 1

    Resource Requirement:2 Red Resources, 2 Blue Resources, and 2 Yellow Resources

    This unique Technology allows Ambassador Jolal to gain 1 VP for every Planet he

    Controls at Game End.

    CAPTAIN POWERS

    NURTURED SKILLPositive Power:Ambassador Jolal gains +4 to his Engineering Stat or+4 to his ScienceStat this turn. In addition, Ambassador Jolal may discard 1 card from his Hand and draw

    a new one for every Yellow Tech (Diplomacy or Engineering) he owns.

    Negative Power:This attack targets all other players who are having an Encounter at a

    Location this turn. All TNs at Locations are increased in difficulty by +2.

    If any other player receives DC after this card is played this turn, Ambassador Jolal gains

    1 VP.

    ARBOREAL CONCLAVEPositive Power:This power is effective only if you intend on braving Open Space

    this turn. Ambassador Jolal gains +1 to any Stat for every level of Diplomacy Tech he

    currently possesses. These Stats can be assigned however the player wishes but may

    be used only for Open Space Encounters.

    Negative Power:This attack targets all players who have zero DC in their Hand when

    this card is played.

    If a player has zero DC in their Hand, they must either drop 1 space on the Unification

    of Worlds Preparation Track orDiscard 2 Goods, their choice. Players can drop 1 on

    Unification of Worlds only if they are higher than zero. Players must choose the Discard

    Goods option if they have zero on Unification of Worlds.

    Each player that drops 1 level on Unification of Worlds allows Ambassador Jolal to gain

    1 Resource of his choice.

    If players choose Discard Goods, they must Discard 2 Goods if possible and lose 1 VP. If

    not possible, they Discard what they have and lose 1 VP.

    SOLAR SPORESPositive Power:When Ambassador Jolal begins the Upgrade Phase, he may place anyDC currently in his Hand on this Captain Power card. There can be only 6 DC maximum

    on this card at any time. This card remains in play until Ambassador Jolal decides to

    play the second effect (Effect 2) of his Open Space card. DC placed on this card does

    not count against him if the DC Pool is emptied and needs reset.

    Negative Power:This attack targets any other players who take DC this turn after this

    card is played.

    If a player receives DC, they must give Ambassador Jolal 1 Trinium (Yellow) Resource. If

    they cannot, they lose 1 VP.

    SEEDS OF CHANGEPositive Power:Using this card allows Ambassador Jolal to immediately spend 1 Good

    for each Planet under his Control. Based on the number of Goods Ambassador Jolal

    spends, gain 1 of the following Rewards:

    Spend 1 Good to gain +2 MV until used.Spend 2 Goods to make each player receive 1 DC to Hand.

    Spend 3 Goods to gain 1 legal Tech.

    Spend 4 Goods to gain 2 VP.

    Ambassador Jolal can gain only 1 of the above Rewards regardless of how many Goods

    he currently has in his Cargo Hold.

    Negative Power:This attack targets all players who have more Artifacts than

    Ambassador Jolal.

    If a player has more Artifacts than Ambassador Jolal, then they must either take 2 DC

    to Discard orlose 1 VP, their choice. In addition, if Ambassador Jolal has the fewest

    Artifacts (he can be tied for the fewest), he gains 1 VP.

    OPEN SPACE CARDEffect 1:Ambassador Jolals Open Space card allows him to cancel an Open Space

    Encounter card.

    Effect 2:Ambassador Jolal can play this card at any time to transfer DC in his deck to all

    other players Discard Piles. The DC transferred must be distributed evenly to all players

    if possible (Jolal chooses which players receive DC if unable to distribute evenly). This

    card can also use DC that is currently sitting on the Captain Power, Solar Spores.

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    THE COMMANDER

    SHIP POWERS

    PRECURSOR TECHWhen equipping an Artifact, gain 1 Tech (must be legal)

    Whenever The Commander equips an Artifact, he may immediately gain 1 Tech of his

    choice as long as it is legal. This does not count against the maximum allowed Tech

    Upgrades during the Upgrade Phase.

    ECHOES OF THE PASTHas the ability to equip 3 Artifacts (cant store Artifacts)

    The Commander has the ability to equip 3 Artifacts. This strength comes with one

    drawback: The Commander is not allowed to store Artifacts in his Cargo Hold.

    SPECIAL TECH

    THE ARCHIVIST DIRECTIVETech Requirement:Level-3 Tactical and Level-1 Diplomacy

    Resource Requirement:2 Red Resources, 1 Blue Resource, and 1 Yellow Resource.

    This unique Technology allows The Commander to gain 1 VP for every equipped Artifact

    and level on the Unification of Worlds Track.

    CAPTAIN POWERS

    EXACTING ALGORITHMPositive Power:During this turn, The Commander gains +2 Reward tiles and 1 Artifact

    Shard if the Encounter he succeeds at requires Tactical.

    Negative Power:This attack targets all other players who have Artifacts equipped.

    Players who have Artifacts equipped when this card is played lose their benefits for this

    Turn only.

    If any other player has no equipped Artifacts when this card is played, they must give The

    Commander 2 Red Resources. If anyone paying Resources cant pay 2 Red Resources,

    they must pay any Red Resources they have (zero or 1) and take 2 DC to Discard.

    TRINARY CODINGPositive Power:The Commander gains +4 to Diplomacy this turn. In addition, if

    The Commander succeeds at an Encounter requiring Diplomacy, then he gains +2

    Resources of his choice and 1 Artifact Shard.

    Negative Power:This attack requires all other players to Discard a Diplomacy card (a

    Captain card with the title Diplomacy). If players Discard a Diplomacy card, nothing

    else happens to them.

    If any player cant Discard a Diplomacy card, then they must take 1 DC to Hand.

    If anyone takes DC from this card, The Commander gains 1 VP.

    FOUR DIMENSIONAL MAPPINGPositive Power:When this card is played, The Commander gains bonus MV during the

    Movement Phase. If The Commander has any DC in his Hand, it is worth 2 MV instead of

    MV this turn. If The Commander has no DC in his Hand when this card is played, he

    gains 2 MV and 1 Blue Resource.

    Negative Power:This attack targets all other players and forces them to Discard 1 Red

    Resource.

    If a player cant pay the Resource cost, they take 1 DC to Hand.

    If any player takes DC from this card, The Commander gains 1 Artifact Shard.

    THE CONTINUUMPositive Power:This power is effective only if you intend on braving Open Space thisturn. The Commander gains +1 to any Stat for every level of Tactical Tech he currently

    possesses. These Stats can be assigned however the player wishes but may be used

    only for Open Space Encounters.

    Negative Power:This attack targets all other players who are higher than The

    Commander on the Scientific Enlightenment Track.

    If a player is higher than The Commander on the Scientific Enlightenment Track, then

    that player must give The Commander 1 Blue Resource.

    If a player cant pay the Resource cost, they must take 1 DC to Hand.

    If any player takes DC from this card, The Commander gains 1 VP.

    OPEN SPACE CARDEffect 1:The Commanders Open Space card allows him to cancel an Open Space

    Encounter card.

    Effect 2:The Commander can choose to play this card at any time during the Captain

    Power Phase to attack all other players. Each player must immediately take 2 DC to

    their Discard Pile.

    Add strengths and

    weaknesses text

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    CREDITSGAME DESIGNKenny Sims

    ILLUSTRATIONAdam Lane

    Anderson Gaston

    Andez Gaston

    David GriffithFlorian Stitz

    Keith Lowe

    WRITINGKenny Sims

    Jennifer Sims

    EDITORSTim Fitzpatrick

    Jennifer Sims

    ART DIRECTION

    Keith Lowe

    Kyle Hough

    DESIGN & LAYOUTChris Doughman

    Keith Lowe

    SCULPTING DIRECTORTom Mason

    SCULPTORSJohn Bear Ross

    Bobby Jackson

    Charles Oines

    MINIATURE PRODUCTIONPanda Games

    Fortress Figures

    PRINTINGPanda Games

    WEBSITE DESIGNFOXIO

    ACKNOWLEDGEMENTSKENNY SIMSXXX

    KEITH LOWEXXX

    WWW.MEGACONGAMES.COM

    Brian Shotton

    Andrew Meredith

    Patricia Meredith

    Chris Hausermann

    Jennifer Sims

    Donna Shotton

    Orion Shotton

    Tom Mason

    Christian Sumner

    Ryan Lybarger

    Tim Fitzpatrick

    BETA TESTERS

    2014 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, Myth, the

    Myth logo, MERCS, and the MERCS logo are trademarks or registered trademarks of their

    respective owner. All rights reserved.

    Printed in China

    Let me know about other Acknowledgments, adjustm-

    nets to credits, missing beta testers, other points that

    are missing

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    S E T U P

    E N D G A M E S C O R I N G

    T O K E N S

    Control Token Artifact Tile

    Bonus Tile

    Attack Tile

    No TDD T

    Starting P

    Stat Token

    Tech Token

    Discovery Tile

    Game Round TrackToken

    MOST TIED

    13

    COLONIZER

    Most Planets Controlled

    In Progress

    DC In Pool

    12

    18

    24

    Discoveries

    3 Story / 3 Unique

    4 Story / 3 Unique

    5 Story / 3 Unique

    2

    2

    ARTIFACT

    SHARD

    1

    VOTURON CLOAKING DEVICE

    -2 to any Tactical & Security TN.

    +1 Good on successful Encounters.

    +1 MV PER

    RESOURCESPENT

    DESTROY

    1 REWARD

    TILE