Rule book

Why you are here

Veyra is gone. The fleets that escaped its end crossed the dark for forty-one years and arrived, within days of each other, at the same cold red world: Rubra. (Read the full story.) A treaty keeps the peace. Everyone works to wake the planet: warming it, filling its basins with water and giving it air. Each fleet also builds colonies and stakes out land of its own. When Rubra is livable, the fleet with the most victory points (VP) is the one history remembers.

Your Viability measures how much your fleet has done for the planet. You start at 20. Each time you push Rubra closer to livable, it goes up by one. It pays you credits at the end of every cycle and counts as VP at the end.

Before landfall

  1. Pick your ship. You are offered two flagships, each from a different faction. The one you pick sets your starting credits (shown on the card) and gives your fleet a lasting expertise. Some ships also order a first move, which you make on your opening turn.
  2. Pick your Cargo Drop (if the game uses it). Choose two of four supply drops. They land right away, free, and give you a head start; a few add or take away credits, as shown on the card.
  3. Stock your hold. Ten cards are offered. Keep as many as you like for 3 Cr each, paid from your ship's credits; the rest are discarded. Favour cards you can use in the first few cycles.

You can go back and forth between the three steps and change your picks until you press Done.

The cycle

Time on Rubra passes in cycles. Each cycle has three parts:

  1. New cards. Each fleet is offered four cards and keeps any of them for 3 Cr each. With drafting on, you take one card from each hand of four and pass the rest on until none are left, then buy the ones you want. The first cycle has no card offer, because the opening takes its place.
  2. Turns. Fleets take turns around the table, one or two actions at a time, until everyone has passed.
  3. Production. Leftover power turns into embers. Each fleet then collects credits equal to its Viability plus its credit production, and one of every other supply for each step of production it has.

At the start of each new cycle, the first seat moves one place to the left.

Your turn

On your turn, take one or two actions; the same kind twice is fine. You can:

After one action you can stop early with Skip. Taking no action at all means you Pass: you sit out the rest of the cycle while the other fleets play on.

Public works

Projects any fleet can commission at any time, for credits alone:

Flood a Basin18 CrPlace a reservoir.
Call Down a Strike14 CrThaw +1 step.
Break Ground25 CrPlace a colony tile. Cr production +1.
Sow the Lowlands23 CrPlace a biome tile (breath +1 step, as normal).
Wire the Grid11 CrPower production +1.
Liquidate Cards—Discard any number of cards from your hand. Gain 1 Cr per card discarded.
Charter an Outpost17 CrBuild an outpost on a station.

Waking the planet

Three gauges show how close Rubra is to livable. Each step on any of them raises your Viability by 1:

Some maps set lower limits. A full gauge cannot rise any further and gives no more Viability.

Claiming land

Building on a space collects the bonus marked on it (alloy, hyperium, biomass, cards…), plus 2 Cr for each reservoir next to it. A few cards place special tiles or use the two orbit spaces beside the planet.

Supplies

Production is the small number beside each supply: what your fleet gains every cycle. Credit production can drop as low as −5; the others stop at 0.

Reading a card

The final count

Once Thaw, Breath and reservoirs are all full, the cycle is played out. Every fleet may then turn its biomass into last biomes, and the count begins:

Most VP wins. If fleets are tied, the one with the most credits wins.

Game options