Alien Frontiers: Faction Pack #1
Alien Frontiers: Faction Pack #1 Rulebook
Table of Contents
Table of Contents
Components
- 1 Xeno Explorations, Inc. Faction board.
- 1 Remote Exploration Unit (REV), a vehicle miniature used to show the territory currently being explored and exploited by Xeno Explorations, Inc.
- 1 Seismic Detonator Alien Tech card.
- 2 Agenda cards (the REV agenda cards).
Faction Board: Xeno Explorations, Inc.
"On the move"
Docking Ability
A player docked at Xeno Explorations, Inc. may move the REV to an adjacent territory and may then use that territory's bonus as if the player controlled the territory.
Owner Ability
The Faction owner may pay one fuel to move the REV to an adjacent territory and may then use that territory's bonus as if the Faction owner controlled the territory.
Transcriber note: the owner ability cost is one fuel, shown on the board as a single gold fuel icon. The board's icon has no printed word. It is read as fuel (the gold cylinder), following the Definitive Edition's Agenda reference, which names fuel and ore in words for the same gold and grey icons.
New Technology: The Remote Exploration Unit (REV)
- The REV may only move into a territory that shares a border with the territory in which the REV is currently located.
- The REV only activates a territory bonus when it first moves into a territory. If the REV has not moved, it grants no bonus.
- The REV cannot activate the Burroughs Desert territory bonus.
- The Repulsor Field blocks the REV from entering or exiting that territory.
- The Isolation Field blocks the REV from activating that territory's bonus.
- Moving the REV into a territory you already control grants you no additional benefit.
Alien Tech Card: Seismic Detonator
The Seismic Detonator has no function other than its discard power and it is a one-use card. Once discarded, the Seismic Detonator is removed from the game.
You may discard the Seismic Detonator to move all colonies in one territory to adjacent territories of your choice. The Repulsor Field blocks the use of the Seismic Detonator in that territory. The Repulsor Field blocks colonies fleeing the Seismic Detonator's use in an adjacent territory.
Transcriber note: the BoardGameGeek description of this pack says that the booster adds "a pair of new Alien Tech cards", but it names only the Seismic Detonator as the new Alien Tech card, and the Definitive Edition and the Big Box master rulebook tag only this card for Faction Pack #1. Only the Seismic Detonator is transcribed here. The "pair" wording is not resolved.
Agenda Cards
The Definitive Edition states the general Agenda card rule as follows: "Each Agenda card has two conditional situations. The agenda on the left is an in-game situation that a player may reveal at the time they achieve the condition to score 1 VP. The agenda on the right is an endgame situation that a player may reveal at the end of the game if they have achieved the condition to score 1 VP. Only 1 VP may be awarded per Agenda card."
The Definitive Edition's Agenda Card Reference says: "The following Agenda cards require that an optional game element (Factions, Outer Belt, specific Alien Tech cards, etc) be used in order for that card to be achievable. Do not use these Agenda cards if not using the associated game element." The two Agenda cards below need the Xeno Explorations, Inc. Faction and its REV, so they are not used in a game without them.
Transcriber note: the Definitive Edition prints no card names for these Agenda cards. The headings below are taken from the in-game situations.
Agenda: REV and the Isolation Field
- In-game situation: Move the REV into a territory that already has the Isolation Field on it.
- Endgame situation: The REV is located in a territory that you control.
Agenda: REV and the Repulsor Field
- In-game situation: Place or Move the Repulsor Field onto the territory where the REV is located.
- Endgame situation: The REV and the Relic Ship are both in Burroughs Desert.