Alien Frontiers: Expansion Pack #5
Alien Frontiers: Expansion Pack #5 Rulebook
Table of Contents
Table of Contents
Alien Tech Cards
These four cards are added to the Alien Tech deck of Alien Frontiers. Where a card shows "OR", its two powers are alternatives.
Suppression Matrix
Pay [fuel] [fuel] to decrease every unplaced ship in your fleet by one point. A ship that was a 1 becomes a 6.
OR
Discard to remove [Repulsor Field icon] or [Positron Field icon] or [Isolation Field icon] from a territory with at least one of your colonies present.
Transcriber note: the three field generator icons are the letter-and-colour symbols printed on the card (R in purple, P in green, I in orange). They are identified as the Repulsor Field, Positron Field and Isolation Field from the base game's field generator counters.
Superconducting Grapple
Pay [fuel] [fuel] per ship to dock at a facility that has no open docking ports. Normal costs apply. Place your ship(s) near the docking ports at that facility. Your ships do not move if ports become available before your next turn.
OR
Discard to move all ships from one facility to [Maintenance Bay icon].
Transcriber note: the circular-arrow icon is identified as the Maintenance Bay icon, as on the other Alien Tech cards of this pack that place ships there.
Shipfitter Drone
Pay [fuel] and dock [5] [5] or [6] [6] at [Shipyard icon] to build a new ship at no additional cost.
OR
Discard when you build a new ship to roll and use it immediately.
Transcriber note: the dice are printed as a pair of 5s or a pair of 6s. The blue facility icon is identified as the Shipyard icon.
Retrieval Webbing
Whenever other players discard resources because they are over the resource limit, those tokens go to you instead of the stocks.
OR
Discard this card to take one resource of your choice from every player. This is not blocked by the Holographic Decoy.
Factions
These reference cards are for the factions of Alien Frontiers: Factions. Each card gives its faction's ability on the front. Each faction also has a pay-to-access facility dock card, transcribed below under Faction Docking Port Cards.
Smuggler's Alliance
Unauthorized Access Granted
You may use any sequence of three ships to bump ships already docked at the Raiders' Outpost. Higher value is not required.
Example: Green has a 4, 5, 6 docked at the Raiders' Outpost. On your turn, you use a 2, 3, 4 to bump Green's ships from the Raiders' Outpost to the Maintenance Bay.
Uranian Syndicate
Covert Access Granted
With the exception of Burroughs Desert, You may use the control bonus for one territory where colonies are landed but no player has control.
Example: Green and Blue each have one colony on Lem Badlands, so no one controls that territory. On your turn, you dock a ship at the Solar Converter and activate the Lem Badlands bonus to collect an extra fuel.
Xeno Explorations, Inc.
Remote Access Granted
Pay one fuel to move the REV to an adjacent territory and then use that territory's control bonus. The control bonus of Burroughs Desert is exempted.
Example: You pay one fuel to stock then move the REV from Lem Badlands to Herbert Valley. You then dock a pair of ships at the Shipyard and pay one fuel and one ore less than the usual cost to build your next ship.
Faction Docking Port Cards
Each faction's docking port card is a pay-to-access facility dock. Faction owner may dock with no access fee.
Smuggler's Alliance: Restricted Pay-To-Access Facility Dock
ATTENTION: This Is A Restricted Pay-To-Access Facility Dock
To access this docking port, you must have three ships docked at the Raiders' Outpost and pay the faction owner one fuel then dock one ship of any value.
Faction owner may dock with no access fee.
If You Can Pay, You're Welcome At SMUGGLER'S ALLIANCE If They've Got It, Take It
You may raid four resources and one Alien Tech card from any combination of other players.
Transcriber note: the skull icon beside the raid text is identified as the Raiders' Outpost icon. The row of resource and card icons is a pictogram of the printed raid text and is not transcribed separately.
Example: After docking at the Raiders' Outpost you dock a ship at Smuggler's Alliance and pay the one fuel access fee. You then steal three ore from Red and one ore and a Plasma Cannon from Blue.
Example: After docking at the Raiders' Outpost you dock a ship at Smuggler's Alliance and pay the one fuel access fee. You steal the Holographic Decoy from Red and Red's four ore.
Uranian Syndicate: Pay-To-Access Facility Dock
ATTENTION: This Is A Pay-To-Access Facility Dock
To access this docking port, pay the faction owner one fuel then dock one ship of any value.
Faction owner may dock with no access fee.
Your Respect Is Expected At URANIAN SYNDICATE The Don Will See You Now
You may pay one ore to the stock to move one of your colonies to a different territory, or you may pay two ore to move an opponent's colony to a different territory.
Transcriber note: the grey cube icons are identified as ore and the dome icons as colonies. The left pictogram (one ore) is the one-colony move; the right pictogram (two ore) is the opponent-colony move.
Example: You dock a ship at Uranian Syndicate and pay the one fuel access fee. You pay two ore then move Green's colony from Lem Badlands to Pohl Foothills.
Xeno Explorations, Inc.: Pay-To-Access Facility Dock
ATTENTION: This Is A Pay-To-Access Facility Dock
To access this docking port, pay the faction owner one fuel then dock one ship of any value.
Faction owner may dock with no access fee.
Thank You For Choosing XENO EXPLORATIONS, INC. Remote Access Gains Remote Control
Move the REV to an adjacent territory and then use that territory's control bonus. The control bonus of Burroughs Desert is exempted.
Example: You dock a ship at Xeno Explorations and pay the one fuel access fee. You then move the REV from Herbert Valley to Asimov Crater and dock two ships at the Colonist Hub to advance your colony three circles on the track.
Transcriber note: the card does not print what "REV" stands for. It is transcribed as printed.
Agendas
These cards are for Alien Frontiers: Factions. Each Agenda card has an In-Game Objective and an Endgame Objective.
Agenda Card 1
In-Game Objective: When you build a ship using the Shipfitter Drone, you may reveal this card immediately and score 1VP.
"How else can I keep my reputation as a miracle worker?"
Endgame Objective: If at the game's end there are no Field Generators in any territory, reveal this card and score 1VP.
"In the desert, the line between life and death is sharp and quick"
Agenda Card 2
In-Game Objective: When you are raided on two consecutive turns, you may reveal this card immediately and score 1VP.
"There aren't enough scoundrels in your life"
Endgame Objective: If at the game's end you have four or more colonies on one territory, reveal this card and score 1VP.
"A handful of Colonials prevail, but we will soon find them"
Notes on Transcription
- The Agenda cards carry no printed name on the scan. They are numbered 1 and 2 here in the order they appear on the sheet, and the Factions Agendas title band is not transcribed.
- The Alien Tech card blanks and the blank Agenda card carry no rules and are not transcribed.
- Faction card names and the taglines printed beneath them are transcribed as printed. The "Inspired by" credit lines on the Alien Tech and Agenda cards are attribution and are not transcribed.