Expansive Universe Rules
The first player to have 20 points or more at the end of their turn is the winner. Points are gained by completing missions on your planet, controlling the galactic core at the end of your turn, destroying enemy spaceships, destroying enemy characters, and putting your control token on an enemy location. But watch out, if your alpha character is ever destroyed, you are out of the game.
For each player, fairly choose which faction the player will play. There are four factions included in the base game set, Galaxernment, Robotocense, Wartribe, and Sorcerons. Cards for unchosen factions are not used. Give each player the starter cards for their faction: the alpha planet, the alpha location, the alpha spaceship, and the alpha character. The starter cards have different backs than the rest of the cards. Give each player the crew token and control tokens for their faction. Give each player a gold tracker card and a *points* tracker card.
MAIN DECK AND DESTROYED PILE
Shuffle all of the other cards from the chosen factions into the main deck. Place the main deck on the middle of the table. Place the lineup sheet next to the main deck and deal a lineup of six cards onto the lineup sheet so that the first card goes in slot 0 and the sixth card goes into slot 5. The space on the opposite side of the lineup sheet from the main deck is the destroyed pile. When a card is destroyed, it is placed here faceup.
Place a Galactic Core card above the lineup sheet. If this is your first game of Expansive Universe, you should choose Galactic Core #1. The Galactic Core has a special ability text that affects all players and is always in effect.
Each player places their alpha planet card somewhere directly between the Galactic Core card and their play area. Planets have a special ability text that only affects the player that placed it and is always in effect.
Each player places their alpha location card at the top of their play area. Locations in a player’s play area are considered to be on that player’s planet. Locations have a special ability text that is activated whenever any player completes the mission determined by the skills listed on the location card. Locations also have a status Icon that determines whether the location is an inside location or an outside location.
Each player places their alpha spaceship card on their planet card and puts one of their control tokens on the spaceship. Spaceships have no special ability text.
Each player places their crew token card on their location card. The crew token marks which location or spaceship all of the cards in your crew are on.
Each player places their alpha character card in their crew space at the bottom of their play area. All characters in your crew space are considered to be in your crew. Character cards have a special ability text that is activated during combat.
WEAPONS AND ARMAMENTS
During the game, players may acquire weapon cards and armament cards. Weapon cards are placed on characters in your crew and are also considered to be in your crew. Weapon cards have a special ability text that the character it is placed on may use in combat. Armament cards are placed on your spaceships. Armament cards have a special ability that the spaceship it is placed on may use in combat.
Complete the game setup by fairly determining which player will take the first turn.
Turns are taken in a series of actions. Your first action must be a gain gold action. Other actions may be taken in any order. There are six actions: gain gold, buy a card, fly a spaceship, move your crew, attack, and attempt a mission.Turns are taken in a series of actions. Your first action must be a gain gold action. Other actions may be taken in any order. There are six actions: gain gold, buy a card, fly a spaceship, move your crew, attack, and attempt a mission.
The first action in your turn must be to gain gold. You may only use the gain gold action once during your turn. Gain 1 gold for each location in your play area and gain 1 gold for your alpha planet. The game includes cards that can be used for tracking gold, but any reasonable means may be used such as tokens or paper.
BUY A CARD
When you use a buy a card action, choose which card in the lineup you want to buy and pay its cost in gold, and play it. Its cost is equal to the numbered slot it is in on the lineup sheet. For example, the card in the zero slot is free. If you buy a character, play it into your crew space. If you buy a spaceship, play it on your alpha planet and put one of your control tokens on it. If you buy a location, play it left or right adjacent to any location that has an open left or right side to play the card. The new location is considered to be on the planet that the other locations in that play area are on. If you buy a weapon, place it on a character in your crew. If you buy an armament, put it on one of your spaceships. If you do not have a spaceship, you may not buy the armament. You may use a buy a card action multiple times in your turn.
FLY A SPACESHIP
When you use a fly a spaceship action, choose a spaceship you control and pay one gold to fly the spaceship once. Spaceships may be flown from any planet to the galactic core, or from the galactic core to any planet. When a spaceship flies to a new card, it is considered to be on that card. You may use the fly a spaceship action multiple times in a turn.
MOVE YOUR CREW
When you use a move your crew action, pay one gold and move your crew token once. The crew token may be moved from a location to an adjacent location, from an outdoor location to a spaceship on the planet that the location is on, or from a spaceship to an outdoor location on the same planet that the spaceship is on. However, if your crew token is on a spaceship that is on an opponent’s planet and that opponent has spaceships on that planet, you cannot move your crew token to a location on that planet unless you give that opponent 5 gold. When a crew moves to a new card, it is considered to be on that card. You may use the move your crew action multiple times during your turn.
ATTEMPT A MISSION
When you use an attempt a mission action, pay one gold and choose a location your crew token is on. If the characters in your crew have the skills that match the skills listed on the location, the mission is successful. If a location lists the same skill more than once, you must have the multiple instances of the skill on your characters to match it. If the mission is successful, complete the special effect text on the location card. If the mission was successful at a location on your alpha planet, gain 2 points. If the mission was successful on a location on an opponent’s alpha planet, and it does not already have a control token on it, put one of your control tokens on the location and gain 5 points. The attempt a mission action may be used only once during your turn.
When you use an attack action, pay one gold and choose a location, planet, or the galactic core where the battle will take place. You and an opponent must have a spaceship or crew token at the card in order to choose it. All cards at the chosen card are in the battle and are considered hostile to the other players in the battle until the end of the battle. The battle has two phases, maneuver, and damage resolution. At the end of battle, all players straighten all of their entangled cards. You may use the attack action multiple times in your turn.
Starting with the player left of the attacking player and moving clockwise each player may make a maneuver by turning a straightened character or spaceship sideways. Turning a card sideways is called entangling the card. Once a card has become entangled, you cannot entangle it again until it has been straightened again. When you make a maneuver, use the ability text of the entangled card and then the ability text of one weapon or all armaments the card has. If the battle is at a location, only characters may make maneuvers. If the battle is at a planet or the galactic core, only spaceships may make maneuvers. Players continue taking turns making maneuvers until they are done.
If the battle is taking place at a planet or the galactic core, each card in the battle adds its space value to its player’s damage total. If the battle is at a location, each card in the battle adds its combat value to its player’s damage total. If a player has a lower damage total than one or more opponents, they must choose cards they control that are at the card where the battle is taking place to be destroyed by the player with the largest damage total; until the total expire value of the destroyed cards is equal to or greater than that difference in damage totals. Whenever an opponent’s ship is destroyed, the player that destroyed it gains 3 points. Whenever an opponent’s character is destroyed, the player that destroyed it gains 4 points. Whenever a card is destroyed, all cards and tokens on that card are destroyed. If your alpha character is ever removed from play, you are out of the game.
ENDING THE TURN
When you have no more actions you want to do, or can do, on your turn, replace all the empty slots in the lineup by first sliding the other cards in the lineup towards the 0 slot. Then, fill the empty slots near the main deck with cards from the top of the main deck, starting with the lowest numbered slot. If you have a spaceship on the galactic core and no other player does, gain 1 point. If you have 20 or more points, you win the game. Otherwise, pass the turn to the player on your left.
Whenever a spaceship controlled by another player is destroyed, the player that destroyed it gains 3 points. Whenever a character controlled by another player is destroyed, the player that destroyed it gains 4 points. Whenever a card is destroyed, all cards on that card are destroyed. Whenever a crew token is destroyed, all cards in that player’s crew are destroyed. Destroyed cards are put into the destroyed pile.
If a character captures another character, place the captured character face down under the character that captured it. The captured character is in play, but not considered to be on a crew, so it does not use skills, effects, or combat. If the character that captured another character is destroyed, the captured character returns to the crew it was captured from. A character cannot capture another character if it already has a captured character.
When you gain control of a card, you get the card. If the card is a spaceship, remove your opponent’s control token from the spaceship and put one of your control tokens on the spaceship. If the card is a character or weapon, put the card into your crew space.
If a card has a resistance value greater than the damage difference, it cannot be chosen to be destroyed for that damage phase.
When a card is waylayed from battle, remove it from the battle and then return it to its crew area when the battle is over.