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8/11/2019 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.
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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