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Beyond Humanity: Colonies

Beyond Humanity: Colonies Rulebook

Table of Contents

Table of Contents

  • 1.1. Game Components
  • 2.1. Gameplay General Description
  • 2.2. Goals
  • 2.3. Number of Actions, Turn Order and Governor Role
  • 2.4. Citizen Support for Managers
  • 2.5. Registering Cards and Tokens with the ARC Module
  • 3.1. Preparing Players for the Game
  • 3.2. Preparing the Table for the Game
  • 3.3. Preparing the App for the Game
  • 4. The Gameplay
  • 4.1. Phase 1 - Previous Round Summary
  • 4.2. Phase 2 - Upkeep
  • 4.3. Phase 3 - Managers' Regular Actions
  • 4.4. Phase 4 - Managers' Assistant Actions
  • 4.5. Phase 5 - Module Building
  • 4.6. Phase 6 - Decrees Introduction
  • 4.7. Action Sockets
    • 4.7.1. Gathering Personal Resources
    • 4.7.2. Campaign
    • 4.7.3. Proposal for New Modules / Endorsement
    • 4.7.4. Artifact-related Actions
    • 4.7.5. Other Actions
    • 4.7.6. Multi-action Action Sockets
    • 4.7.7. ARC Module Tile Large Action Socket
  • 4.8. Decrees
    • 4.8.1. Decree Colors
    • 4.8.2. Directives
  • 4.9. Modules
    • 4.9.1. Module Proposal
    • 4.9.2. Module Construction
  • 4.10. Artifacts
    • 4.10.1. Artifact Expedition and Research
    • 4.10.2. Artifact Execution
  • 4.11. Abilities
  • 5. The Colony
  • 5.1. Colony Status
  • 5.2. Resources and Accumulators
  • 5.3. Population
    • 5.3.1. Immigration Trend
    • 5.3.2. Immigration Factor
    • 5.3.3. Accomodation
  • 5.4. Economy
    • 5.4.1. STOCK
    • 5.4.2. Building Queue
  • 5.5. Special Emergencies
    • 5.5.1. RIOT
    • 5.5.2. Terran Dependence (TD)
    • 5.5.3. Overcrowded
  • 5.6. Occurrences
    • 5.6.1. Catastrophe
  • 5.7. Other App Features
    • 5.7.1. Status Details
    • 5.7.2. Current Round Counter and "NEXT" Button
  • 6. The End
  • 6.1. Scoring
  • Annex — 1.2. Companion Application
  • Annex — 2. The Co-op
    • 2.1. General Co-op Mode Concepts
    • 2.2. Differences from the Semi-Coop Mode
  • Annex — 3. The Solo
    • 3.1. General Solo Mode Concepts
    • 3.2. General Rules
    • 3.3. Setup Differences
    • 3.4. Differences in the Game Itself
    • 3.5. End Game and Scoring
  • Annex — 4. The Rest
    • 4.1. Scenarios
    • 4.2. Exogen Astrocartography Database - Online Meta-Game
  • Annex — 5.2. Action Sockets and Icons List
  • Annex — 5.3. Modules List

1.1. Game Components

  • ARC Module x1 — The central Module of the Colony and the interface between the players and the App. It has an embedded electronics, RFID antenna and holds batteries.
  • Modules x32 — Miniatures representing the individual structures with embedded electronics.
  • ID Tokens x9 — RFID equipped Managers tokens used both to take actions on Action Sockets and register through the ARC antenna.
  • Module connectors x17 — Corridors that connect Modules and allow them to communicate with the rest of the Colony's network.
  • Credits (CR) x60, Terran Goods (TG) x40, Political Advantage (PA) x8, Experience (XP) x60 — In-game currency tokens.
  • Module tiles x32 — Two-sided cardboard tiles of the Modules with their influence information and Action Sockets.
  • ARC tile x1 — Two-sided cardboard tile of the ARC Module with its influence information and Action Sockets.
  • Manager tiles x9 — Tiles with playable characters used for players to track gathered Resources and store Artifacts.
  • Solo mode tile x1 — Tile to play in solo game mode.
  • Decree cards x60 — RFID equipped cards used to influence both the in-App and onboard environment.
  • Directive cards x9 — Special kind of powerful Decrees assigned to certain Managers.
  • Artifact cards x40 — Cards that represent various discoveries with special rewards.
  • Semi-Coop Goals cards x25 — Cards that designate game objectives to the player who possesses them, and denotes their rewards for accomplishment or penalty for failure.
  • Private Goals cards x9 — Cards like Semi-Coop Goals, but are assigned to certain Managers.
  • Co-op/Solo Goals cards x15 — Cards that designate game objectives to all players in co-op mode or for the player in solo mode.
  • Governor's token x1 — "First player" token equipped with RFID, can also be used for UNDO function.
  • Assistant cards x9 — Double-sided cards with special actions based on their assigned Manager.
  • Advisor cards x3 — Special kind of Assistant cards with important actions.
  • Ambassador token x1 — RFID equipped token used for players to register one of the Advisor's (Ambassador's) action.
  • Base endorsement tiles x2 — Signifies the base number of endorsements required for a Module to be built (dependent on player count).

2.1. Gameplay General Description

There are three primary game modes:

  • Semi-Cooperative (Semi-Coop) — the primary game mode. Players cooperate in managing Colony and collect individual Victory Points to determine the winner.
  • Cooperative (Co-op) — Managers cooperate to manage the Colony and collect common Victory Points to meet winning conditions.
  • Solo — Partially altered game mechanics for a single player.

There are also two more unique game modes:

  • Scenarios — For all game modes, single challenges with special features and altered game mechanics.
  • Tutorials — Guided scenarios designed to teach the game.

The Semi-Cooperative campaign is considered the primary and basic playthrough mode. Therefore this rulebook is focused on this game mode only. Please check the "Co-op Rules" and "Solo Rules" chapters in THE ANNEX BOOK to learn about those modes.

There are two main game objectives:

  1. Develop a self-sufficient Colony and survive until the end of the game. Managers must keep track of the Colony's economy, their Resources, and the Citizens' moods. If the Managers fail, everyone loses the game.
  2. Collect Victory Points by fulfilling Goals, collecting Artifacts, building Modules, and introducing green Decrees. Depending on the chosen game mode, all Managers can obtain the Victory Points individually or collectively.

Each Round, which represents one Month for the Colony, the Managers perform various actions such as building new Modules, gathering currencies, and imposing new laws through Decrees. New Modules will expand the Colony and open new Action Sockets for the Managers to use. Managers use the App to monitor the status of the Colony, Resources, and Citizens.

There are many possible results for the game:

Successful endings:

  • Colony survives 20 Rounds

    OR

  • Colony has 15 Modules constructed

    OR

  • Colony has over 15,000 inhabitants

Negative endings - all players lose:

  • RIOT reaches 3rd stage

    OR

  • Colony budget goes below zero for the third time

    OR

  • Depopulation: all Citizens have left the Colony or died

2.2. Goals

In all game modes, victory conditions include fulfilling Goals. Each Goal provides a certain number of Victory Points (VP) that will be counted at the end of the game. Goals are chosen at the beginning of the game from a random draw. The Goals usually describe the Colony's desired state or situation that is supposed to be achieved at the end of the final Round (Unless it is stated otherwise on the Goal card, achieving the desired situation before the end of the game does not count as completing the Goal).

Goals are the primary way to acquire Victory Points, and not fulfilling them will subtract VPs, making the selection of them crucial for overall success in the game.

2.3. Number of Actions, Turn Order and Governor Role

Depending on the number of players, each Manager can have a different number of regular actions in every Round:

  • 2 players: 3 actions per Manager
  • 3-5 players: 2 actions per Manager

The Governor's token can also be used as the "UNDO" function, so do not place it too close to the ARC unnecessarily.

Turn order: Managers perform all their actions in clockwise order, starting with the Manager who is the current Governor - symbolized by the Governor's token. This order is also used in any situations that require determining action priority.

Changing Governor: The Governor's role can shift from Manager to Manager due to specific Decrees, some Artifacts, or by certain Advisor Actions, containing the note "Change Governor." In these cases, the player who submitted this action (by Decree, Artifact, or Advisor action) becomes the new Governor in the NEXT Round's upkeep phase (details in chapter 4.2. of this manual) — until then, Managers continue their actions starting with the former Governor (who still benefits from any Governor-oriented rules). In cases where several Managers perform the "Change Governor" action in the same Round, the role will go to the Manager who claimed it last.

2.4. Citizen Support for Managers

Each Manager gathers public Support, which determines the chances of the Citizen's approval of their Decrees.

Support can be gained by successfully introducing green Decrees, building Modules, and performing Campaign actions. Managers cannot lose the Support they have from the Colony Citizens. Support can only be improved and is ranked against the Support gathered by other Managers.

At the end of a semi-cooperative campaign game, the Manager with the highest Support will be chosen as the Colony President (20 VP)

Every six Rounds (half-year of the Colony life) the App shows a unique screen with the current ranking of each Manager's Citizen Support. The Manager Support display is scaled and approximate, not an exact numerical value. This information helps estimate the chances of a Decree being supported by the Colony.

Note: The Citizens Support is virtual and is counted by the App and not represented physically on the table. It will never be presented in exact numbers to the players.

2.5. Registering Cards and Tokens with the ARC Module

RFID (Radio-Frequency IDentification) is a technology that allows the digital data encoded in chips hidden in cards and tokens to be captured by the antenna inside the ARC Module via radio waves. By using RFID, complicated content and actions can directly affect the game software with a simple gesture. To use it correctly, place the token or card on top of the ARC Module for a few seconds or swipe it slowly over the Module, no higher than 2 cm (1 inch) above the ARC Module. Each time you do this, the App will inform you that the action has been registered.

3.1. Preparing Players for the Game

  1. Each player chooses a Manager and places the corresponding Manager's board in that player's play area.
  2. Each Manager takes their ID token and their corresponding Private Directive.
  3. Each Manager has a corresponding two-sided Assistant card (refer to the "Assistant" section on each Manager's tile). Each player adds that card to the pool of Assistants available in this game and chooses which Assistant (which side of the card) will be placed face-up. (The pool of Assistants consists of only the ones corresponding to the Managers participating in the current game).
  4. Each Manager has corresponding Modules (refer to the "Starting Modules" section on every Manager's tile) that should be added to the primary pool of Modules. The pool of Modules available during a game consists of the primary pool, and Modules introduced by the Managers chosen for this game. If a Module is listed on the tiles of several selected Managers, add only one copy of that Module to the game. A complete list of all Modules can be found in THE ANNEX BOOK.
  5. Each Manager gets (some Auxiliary Fleet may alter this specification):
    • 2 Decree cards that will be their initial hand.
    • 2 Credits (CR) and 1 Terran Good (TG) to place on the appropriate Repositories on their Manager's tile.
  6. Each Manager draws 4 cards from the Goals deck (blue) and their corresponding Manager's Personal Goal (green). Managers then secretly choose any 3 cards to keep for the game. Discard the other 2 cards; they cannot be used in this game. Private Goals may also be discarded.
  7. Identify the Governor by Order of Command (The highest number in the lower-left corner of their Manager board) and give them the Governor's token. Players do not need to sit at the table according to their Order of Command. It is only relevant for choosing the first Governor.

Currencies:

  • Decree cards (DEC) — Political currency gained by actions and Artifacts, used both for introducing their content to the game or as endorsements for proposed Modules.
  • Credits (CR) — Primary personal currency gained by actions and Artifacts, used to pay for Decrees, Artifact Expeditions, or to cover the upkeep costs.
  • Terran Goods (TG) — Imported luxury products gained by actions and Artifacts, used to pay for Assistant actions or Artifact Expeditions.
  • Political Advantage (PA) — Representation of political mastery and power gained by actions and Artifacts. Used for performing advanced political actions, Advisor actions, or Artifact Research
  • Experience (XP) — Personal Experience gained by endorsing Modules, used to pay for new Abilities, but also Artifact Research.

Currency management rules:

  • A Manager cannot pay for any of another Manager's costs (such as Decrees, upkeep, artifact research etc.).
  • A Manager cannot obtain more currency than is currently available in the bank.
  • If an action provides more currency than the Repositories current capacity, the Manager loses the surplus.
  • Action with a currency cost cannot be performed if the Manager does not have enough currency.
  • A Manager cannot lose more than the amount of currency in their possession.

3.2. Preparing the Table for the Game

  1. Place the ARC Module mini in the center of the table.
  2. Each player places their Manager board, Manager ID token, their Private Directive, initial currency tokens, and Hidden Goals cards in front of themselves. The Hidden Goals cards must be kept secret.
  3. Place the ARC Module tile in a place that does not interfere with the expansion of the Colony diorama but within all players' reach.
  4. Place the Assistant cards chosen in the previous chapter in a place conveniently accessible to all players.
  5. Place the three Advisor cards next to the Assistants, and the Ambassador token on the Ambassador card.
  6. Place a resource bank (CR, TG, PA, XP) conveniently accessible to all players.
  7. Place the deck of Decree cards conveniently accessible to all players, leaving an area for the discard pile next to it.
  8. Place a shuffled deck of Artifact cards conveniently accessible to all players and reveal the top 3 artifacts and place them face-up next to the deck, as "public Artifacts".
  9. Place a shuffled deck of Goal cards in a place conveniently accessible to all Managers.
  10. Place the tiles of all available Modules within reach of all players.
  11. Place the proper tile with the base number of endorsements as a reminder in a visible place for everyone. The base number of endorsements depends on the number of players in the current game (icon in lower-right corner of a tile).
  12. Place the Abilities tiles within reach of all players.
  13. Place all cards, tiles, and Modules that will not be used in this game back in the box.

Political Advantage (PA) tokens availability during game is limited to the number of players +3. The remaining PA tokens will not be used in this game and should be placed back to the box.

All three Advisors (Ambassador, Board Proxy, and SimStim Trainer) are available in each game by default.

3.3. Preparing the App for the Game

The last stage of preparation is through the App. The App will guide you through the process of connecting the ARC Module, registering Managers, selecting a planet to colonize, choosing an Auxillary fleet (if any are available), and so on.

4. The Gameplay

Typical games of Beyond Humanity: Colonies consist of no more than 20 Rounds (months in Colony life) divided into 6 phases. Managers go step by step through these phases, and after completing all phases, go to the next Round. After completing all 20 Rounds, or if other end-game conditions are met, the game ends, and Managers can check their game results.

Each game Round consists of 6 phases:

  • Phase 1 - Previous Round Summary
  • Phase 2 - Upkeep phase
  • Phase 3 - Managers' regular actions phase
  • Phase 4 - Assistant actions phase
  • Phase 5 - Module building phase
  • Phase 6 - Decrees introduction phase

In the first Round, Phases 1 and 2 are omitted.

4.1. Phase 1 - Previous Round Summary

Each Round begins when the Governor (or another appointed player), taps and confirms the "NEXT" button on the App. The game software ends the previous Round, sums up the Colony economy and Managers' actions.

The new Round will begin with several subsequent screens that the Managers should study. These screens will be available for the Managers to review later, until the end of the new Round.

  1. Colony status: Information regarding the special emergency states (Catastrophe, overcrowd, RIOTs, etc.) or special scenario events affecting the Colony.
  2. This Round's Occurrence: An event that took place this month in the Colony - and its effect on the Colony.
  3. Colony Economy: Contains the expenses and income of the Colony, Resources, changes in population, taxes, and other budget factors.
  4. Decree Results: Citizen vote results of Managers' Decrees introduced from the previous Round, with the approval percentage. Once the vote results are revealed, the Managers execute the mechanical effects of successfully voted Decrees. Managers only need to resolve the "on table" portions (Example "each Manager draws one Decree card," but not "100 Colonists are converted into SecForce", which is done by the App). All successful Decrees must be executed in the last Round's order (starting with the previous Round's Governor). Managers discard all used Decrees, whether they were successfully voted or not.
  5. Current Managers' Support (every six Rounds): details in chapter 2.4 of this manual.
  6. Current scenario achievements (optional)
  7. Notice of any Module development into the second tier (optional): flip the tile of the indicated Module(s).
  8. The last transition screen is the upkeep phase reminder and the new Round begins.

4.2. Phase 2 - Upkeep

  1. Establish whether there was a change in Governor's role during the last Round, due to Artifacts, Actions, or Decrees. In those cases, the new Governor takes the token and the turn order changes (details in chapter 2.9 of this manual).
  2. Each Manager who has an unfinished Module proposal must pay one Credit from their own Repositories. If not paid, the Module goes back to the pool available for building (to the bank), all endorsements collected on the Module are discarded, and all of its unused Experience goes back to the bank. All Experience already collected by the Managers belongs to them and is not returned to the bank.
  3. Managers may spend their collected Experience points (XP) to buy new Abilities. If two Managers want the same Ability, the priority is determined by the current turn order.
  4. Remove all Manager tokens from Action Sockets and return each to their respective Manager.

4.3. Phase 3 - Managers' Regular Actions

Each Manager has several regular actions at their disposal (2 players: 3 actions per Manager, 3-5 players: 2 actions per Manager) taken one action at a time in turn order (details in chapter 2.3. of this manual)

Managers will perform their first actions in turn order and then perform second actions (and then the third in a 2 player game) in the same turn order.

To take a regular action, place a player's Manager ID token on the empty Action Socket of a built Module tile and execute its content, represented by an icon (details in chapter 4.7. of this manual). After taking their action, the Manager leaves their token on that Action Socket, which is now blocked and unavailable for other Managers until that Manager moves their token to a new position in their next action or removes it in the upkeep phase.

When taking an action, a Manager must move their token to another available Action Socket. They cannot use the same Action Socket twice in a row, unless it is the large Action Socket on the ARC tile (details in chapter: 4.7.7 of this manual).

All Managers must use all their Actions; they cannot choose to pass it and stay in their current position. Managers can always choose the large Action Socket on the ARC Module tile, even if it and all other Action Sockets are occupied.

Assistant and Advisor Action Sockets may only be used during the Assistant actions phase (next phase), not as a regular action!

After using all of their regular actions, Managers move to the next phase of the Round.

4.4. Phase 4 - Managers' Assistant Actions

After the regular actions phase, Managers may take one action using the Action Sockets on the Assistant and Advisor cards. Each of the Assistant and Advisor cards offers an individual unique Action Socket. To use them, Managers must pay with their own collected Resources. Managers do NOT clear their tokens after regular actions, except for moving tokens from their last positions to an Assistant/Advisor Actions Socket if they choose to use one.

The Assistant action phase is optional. Each Manager chooses if they will take an Assistant/Advisor action each Round.

Managers can only use Assistants' and Advisors' Action Sockets in this phase. Action Sockets on Module tiles cannot be used unless a special rule permits it.

During the game, Assistants (not Advisors) can be changed by flipping their cards to the other side - as an effect of certain Decrees or actions, but no new Assistant cards will be added to the game, nor will any be removed.

To take this action, Manager must pay the price shown in the lower-left corner of the card (1 XP in this case).

4.5. Phase 5 - Module Building

After completing all actions from phases 3 and 4, check whether any proposed Modules have collected the number of endorsements required to be built (details in chapter 4.9. of this manual). Those Modules are now introduced to the game. If there is more than one finished Module proposal, use the Manager turn-order priority to determine which to connect first.

Connect the Module's mini to the Colony diorama on the table. The connection location is selected by the Manager who proposed this Module. Use the Module Connectors that are included in the game's equipment.

The correct connection of the Module mini is signaled by a flashing green light inside the Module. The App will request the introducing Manager to register their token on the ARC Module, "submitting" the construction.

After connection, the Manager places the Module's tile on the table, adjacent to the already built Modules' tiles. From now on, the Action Socket of the new Module (if it has one) is available for Managers to use (even before the Module construction is completed).

All Decree cards used as endorsements are discarded.

It is crucial to accurately indicate which Manager submitted each Module as it provides them with 2 Victory Points, and increases their Support among the Citizens.

A detailed description of Modules and their role in the game can be found in chapter 4.9. of this manual.

4.6. Phase 6 - Decrees Introduction

In this phase, each Manager may choose one Decree card from their hand they would like to introduce into the game and places that Decree card face-down in front of them. Once all Managers decide which Decree (if any) they want to introduce, they reveal their chosen cards simultaneously. Managers may still withdraw their Decree, but they cannot select another to submit.

Each Manager registers their chosen Decree in turn-order (by swiping it above the ARC). After reading each Decree card, the App will ask for the identity of the owner (swipe Manager's ID token above the ARC to confirm).

Instead of a Decree, each Manager may choose to introduce their Directive, with the same procedure. Please remember that some Directives prevent the introduction of other Managers' Decrees in the same Round.

Remember, do not fulfill the content of the Decrees or Directives at this point. The Colony's Citizens will vote on Decrees later and the results are shown during the first phase of the next Round (in-App calculations). Managers fulfill the content of all introduced Decrees and Directives once they have successfully passed voting.

Managers may try to convince others that a given Decree should or should not be introduced to the game, but the decision whether it will be introduced or not belongs solely to the Decree's owner.

When introducing a Decree or Directive, the fee indicated in the lower-left corner of the card must be paid when being registered. It does not matter if a Decree later passes the voting successfully or not.

Examples of different fees to be paid when introducing Decrees: 1. The Manager has to pay 1 PA and 2 CR. 2. The Manager has to pay 1 CR. 3. The Manager introduces this Decree for free.

4.7. Action Sockets

There are several types of actions the Managers can perform by Action Sockets during their regular and Assistants action phases.

4.7.1. Gathering Personal Resources

Gain 1 Credit, gain 2 Terran Goods and draw 2 Decree cards Action Sockets

If a Manager puts their token on an Action Socket with Decree, Credit, Terran Good, Political Advantage, or Experience symbols, they immediately take the indicated amount of that Resource from the bank (if available) to their Repositories (or cards to their hand).

4.7.2. Campaign

Campaign Action Sockets

The Campaign action is performed to gain the Citizens' Support.

If a Manager chooses to perform it, they first register their token by placing above the ARC Module antenna. After the App confirms the action, they place their token on that Action Socket. The App will raise this Manager's Support among Citizens, and will indicate the Campaign action was successful. The App will track this data, without providing specific value to the Managers. The Campaign action is used to increase the Citizens' receptivity to the Manager's Decrees, and increase their Support in the future democratic election for Colony President.

4.7.3. Proposal for New Modules / Endorsement

1 endorsement and 2 endorsement Action Sockets

If a Manager puts their ID token on an Action Socket with a symbol of endorsement, they take Decree cards from their hand (at least one and up to as many as shown on that Action Socket) and add those Decree cards as endorsements to any Module proposal (ongoing or new). Those cards are placed face down and added either to their Module proposal or to another Managers' Module proposal.

For each endorsement placed on a Module proposal, the Manager takes one of the Experience tokens from the Module tile and puts it on the Repository on their Manager tile.

If a Manager chooses an Action Socket that gives more than one endorsement, they can choose whether they place all of them on one Module proposal, or divide them between several Module proposals (ongoing or new).

Proposing the introduction of a new Module is also a "Proposal" action.

A detailed description of all Modules and their influence on the game can be found in chapter 4.9. of this manual.

4.7.4. Artifact-related Actions

Expedition and Research Action Sockets

Actions related to Artifacts allow Managers to either perform the Expedition or Research of an Artifact. If a Manager chooses to place their token on an Expedition icon Action Socket, they may fill one field of their ongoing Expedition with Resources from their Repositories. If a Manager chooses to place their token on a Research icon Action Socket, they may fill one field of their ongoing Research with Resources from their Repositories.

Artifact fields that require more than one Resource must be filled in one action. If a Manager does not have enough Resources to fill a field, they cannot take this action.

You can find a detailed description of gaining Artifacts and their rewards in chapter 4.10. of this manual.

4.7.5. Other Actions

Examples of other Action Sockets

Other Action Sockets allow Managers to:

  1. Use an action of occupied Action Socket of a Module tile (Assistant - Special Operative, Consulate Module tile)
  2. Flip Assistant cards (Assistant - Kingpin)
  3. Reshuffle public Artifacts (Assistant - Pilot)
  4. Remove 1 Terran Dependence (Advisor - Ambassador)
  5. Draw new Goal cards (Advisor - SimStim Trainer)
  6. Change Governor (Advisor - Board of Managers proxy)
  7. Exchange currencies (Galactic Marketplace Module tile)
  8. Discard 2 Decree cards and take 4 new ones (Assistant - Sergeant)
  9. Complete ongoing Research without filling Research fields (Assistant - Strong AI)

You can find a detailed list of Action Sockets and their rules in the ANNEX book.

4.7.6. Multi-action Action Sockets

Single-action, OR, and AND Action Sockets

Different Action Sockets may have more than one action for Managers to take. Types of Action Sockets:

  • Single-action Action Socket - after placing their token, the Manager performs that specific action.
  • Multiple-action Action Socket with "/" divider - After placing their token, the Manager has to choose which available action they want to perform.
  • Multiple-action Action Socket without "/" divider - After placing their token, the Manager performs all actions shown on that Action Socket.

4.7.7. ARC Module Tile Large Action Socket

ARC Module tile large Action Socket

The large Action Socket on the ARC Module tile is the only Action Socket where more than one Manager may place their token at the same time.

By placing their token on this socket, a Manager can perform one of the following actions:

  • Draw 2 Decrees from the Decree Deck to their hand

    or

  • Perform a Module Endorsement (see detailed rules of Module Proposal and Building in the 4.9. Modules chapter).

The main ARC Module Action Socket has two unique special rules:

  • There is no limit of Manager tokens that can be placed on it simultaneously.
  • One Manager can repeatedly take it during the regular actions phase (their token does not have to be moved from this Action Socket).

Large ARC Module Action Socket occupied by more than one Manager

4.8. Decrees

Each Manager can propose one new Decree every Round, and every Decree needs to be accepted by the majority of the Colony Citizens in a direct referendum vote (in-App action at the beginning of each Round). The Citizens' Support of each Manager improves their chance to introduce Decrees successfully.

Every Decree has a direct impact on the Colony situation. Most of them will influence the current Happiness/Security/Technical status (a detailed explanation of those in chapter 5.1. of this manual) as shown in the card's icons. Decrees can also alter some rules, modify the Colony population, manage Resources, and influence many other factors. These changes are described in the text content of the Decree.

To introduce a Decree into the game, it must be correctly registered during phase 6 by swiping it above the ARC Module (RFID reader) and then be confirmed by that Manager's token.

Detailed rules on introducing Decrees can be found in chapter 4.6. of this manual.

4.8.1. Decree Colors

Decree color informs the Manager how it will be perceived by the Colony's inhabitants, indicating a higher or lower probability of being accepted. The chances of the Citizens' acceptance depends mostly on the Citizens' Support of the Manager proposing the Decree, but the Decree's type modifies this probability:

  • GREEN - Decrees favored by Citizens, with a higher chance of acceptance. If introduced, they slightly Increase that Manager's Citizens' Support and give them 1 Victory Point.
  • RED - Unpopular Decrees - a lower chance of acceptance. Red Decrees do not increase or decrease the Citizens' Support. They also don't give any Victory Points.

For more accessible and intuitive recognition, Decree colors are also indicated by happy/sad-face icons (happy for green Decrees and sad for red ones).

Decrees (both green and red) and Directives cards have the same design:

  1. Title of the Decree
  2. Popularity indicator icon - Decrees only
  3. Cost (if there is none, then it is free) to be paid when submitted
  4. Happiness, Security, and Technical influence (icons)
  5. Content (in-game effects)

Front (green and red) and back of the Decree card

During the last Round/month Managers cannot propose any Decrees or Directives, as those will not be presented in the 21st Round.

4.8.2. Directives

Directives are unique personal declarations, and each may be used only by a specific Manager. Managers may choose to introduce their Directive instead of a Decree. They are introduced in the same Round phase and procedure as Decrees, but they will pass automatically without needing the Citizens approval.

Some Directives prevent the introduction of other Managers' Decrees in the same Round - clearly stated on the card.

All Directives are single-use, and unless the Directive itself does not state otherwise, they are removed from the game after being used, instead of placing them in the discard pile.

Front and back of the Directive card

4.9. Modules

Modules are the primary components of the Colony. The minis connect to the ARC and to each other, to form the Colony diorama on the table. They contain the electronics that combine into a network and communicate with players by colorful LED signals. Colony Modules are the main feature used by the Managers to expand and shape their Colony. By building them, the Managers influence all aspects of Citizens' life and Colony statuses.

Each Module affects the Colony in various aspects:

  • Production and consumption of Resources, such as Power, Life Support, Gas, and Liquids. This influence is shown on Module tiles with icons.
  • A STOCK icon shows the production and consumption of STOCK (Colony's budget — details in chapter 5.4.1.).
  • Other possible modifiers. Among them: Immigration factor modifier, Happiness, Security, and Technical statuses influence, accommodation for Citizens, and many others.

You can find the full list of Modules and explanations of their icons in the ANNEX book.

Each Module is a plastic mini with embedded electronics and has a corresponding two-sided cardboard tile.

Each tile is two-sided because all Modules have two levels of development. When introduced to the game, each Module is built as tier 1 (green side), and during the game, the App will tell the Managers when a specific Module is ready to be upgraded and needs its tile to be turned over (onto the blue side). The upgraded Module will start to use blue LEDs instead of green. Tier 2 of each Module is always an improvement on Tier 1, either by producing more or consuming fewer Resources or providing a better Action Socket.

To be successfully built, each Module needs to be proposed first, and after a successful proposal, it needs time to be constructed.

4.9.1. Module Proposal

Managers can propose and/or endorse new Modules that they would like to add to the Colony. Each Manager can have only one Module up for a proposal at a time, but other Managers can have different proposals simultaneously.

Base endorsement tile with base endorsement amount (for 4 players) and a Module tile with endorsement number icon.

Module tile layout. Tier 1 (green side) and tier 2 (blue side).

  1. Module mini
  2. Module's image
  3. Module's name
  4. Colony Resources influence icons
  5. Other Influence Icons
  6. Approximate construction time
  7. Endorsement number icon
  8. An Action Socket (on some of them)
  9. Upgrade (tier 2) icon

A successful Module proposal needs to collect the required number of endorsements (face down Decree cards) for this Module to enter the game. This number is different for every Module. It is a sum of the base endorsement amount (shown on a base endorsement tile - dependent on the number of Managers), and the endorsement number icon on each Module tile (green side of a tile).

Managers may endorse either ongoing Module proposals (theirs or another Managers') that are already on the table or start their own, new Module proposal.

Managers that decide to start a new Module proposal:

  • Announce to the other Managers which Module they want to introduce
  • Take the Module and its tile from the bank and place it in front of themselves
  • Place Experience tokens (from the bank) equal to the required endorsements (base endorsements amount + number on an icon on the Module) on the Module tile
  • Add their endorsement(s) to it (amount depending on which Action Socket they used)
  • Take Experience tokens from this tile equal to the number of endorsements they added to the proposal.

When Managers decide to add their endorsement to an existing (ongoing) Module proposal (theirs or another Manager's), they add their Decree card (or cards, depending on which Action Socket they used) as endorsements on its tile. That Manager transfers Experience tokens from this tile to their Repositories, equal to the number of endorsements they added to the proposal.

Managers cannot add more endorsements to the proposal than the amount the Module needs to be introduced.

A Module proposal can be prolonged for another Round by paying 1 CR (details in chapter 4.2. of this manual), if unfinished, but must be paid for in the Upkeep phase. Extended proposals allow Managers to build any Modules on their own, dividing the process over many Rounds. If a Module cannot be paid for during upkeep, all attached Decree endorsements are discarded, and the Module and tile is be returned to the pool of unused game pieces.

Only the Manager who proposed a Module can pay the upkeep for it.

When Decree cards are used as endorsements, their content is not relevant, nor is the cost paid - they are only and exclusively used as construction endorsements.

When the required number of endorsements has been collected, that Module is considered successfully endorsed and is connected to the Colony during the "Module building phase" of this Round. (details in chapter 4.5. of this manual).

For example:

For three players (base endorsement = 2), the "Residential Dome" module (+1) will need 3 endorsements (cards), for the construction.

For 5 players (base endorsement cards quantity 4), the "Automatic Well" module (+0) will need 4 endorsements.

The same rule applies to how many Experience tokens are available to take from the tile during the endorsement process.

Power icons illustrating the range of influence - from very negative (devastating) to very positive (overflowing)

4.9.2. Module Construction

Construction is the last stage of the Module Building process. After a Module has been introduced to the game (endorsed and connected), it still needs time to be fully constructed by the Colony until it reaches its full operational capacity. This can take one or several Rounds.

Some Modules require more construction time than others, indicated by the "clock" icon on the Module tile. The icon does not show the exact construction time (it may vary greatly and is dependent on multiple factors), it is only an indication of which Modules need more time to be constructed than others.

The Module will provide its partial capacity during construction, increasing gradually until reaching full operation once construction ends.

Each Module's construction is signaled both by the App (Module shows up in the building queue) and by the Module itself (the Module flashes during construction).

Each Module construction costs 5 STOCK (Colony's budget — details in chapter 5.4.1.) per each Round of construction. All Modules in the queue are constructed simultaneously, and all building costs are subtracted automatically from the Colony STOCK without regard to its current level.

Once connected to the Colony, Module minis cannot be removed until the end of the game.

4.10. Artifacts

There are unusual and exciting objects on the colonized planet, called "Artifacts" (such as fossils, local protoflora, parts of old satellites, unusual minerals, etc.) that can be found and examined. They are represented in the game by the deck of Artifact cards, which on the front contains the description and reward specification. The back of the Artifact cards has fields that the Manager must fill to complete this Artifact.

Artifact cards can be drawn from the three face-up public cards or the top of the deck. If drawing a public card, it has to be immediately replaced with a new card taken from the top of the Artifact deck.

Once an Artifact has been drawn, that Manager cannot discard it, and should complete its Expedition and Research (unless the Artifact states otherwise).

4.10.1. Artifact Expedition and Research

To obtain an Artifact. The Manager must first perform two Expedition actions to complete both Expedition fields on the back of the Artifact card (2x CR and 2x TG) and then two Research actions to fill both Research fields (3x XP and 1x PA). Moving the Artifact card between the Expedition and Research slots is done as part of those actions. Some Action Sockets on Module tiles or Assistant cards allow the Manager to fill more than one Expedition or Research field in one action (double compass or lab flask icons).

A Manager may have only one Artifact card at a time in their Expedition slot, and one in their Research slot (unless a specific rule in the game says otherwise).

  1. First Expedition action (if the Expedition slot is empty):
    • On their action, the Manager places their token on an unoccupied Expedition Action Socket (compass icon).
    • Take any Artifact card from public Artifacts, or the first available Artifact card from the Artifact deck.
    • Place the Artifact card in their Expedition slot (above their Manager board) facedown.
    • Fill one Expedition field on the back of that card (in any order) from their Repository.
  2. Second Expedition action (one Expedition field on the backside of the Artifact card is already filled):
    • The Manager places their token on an Expedition Action socket (compass icon).
    • The Manager fills in the other Expedition field from their Repository.

The Expedition is now completed. The Artifact is moved to the Research slot if it is empty or immediately after completing the previous Artifact Research (when it's occupied). When moving the Artifact, the Manager discards all currencies used in both Expedition fields to the bank and places this Artifact into the Research slot (also face down).

  1. First Research Action:
    • On their action, a Manager places their token on a Research Action Socket (lab flask icon).
    • Fill one Research field on the back of that card (in any order) from their Repository.
  2. Second Research Action:
    • The Manager places their token on a Research Action Socket (lab flask icon).
    • Fill the second Research field on the back of that card (in any order) from their Repository.

When both Research fields are filled, the Research is complete. Managers immediately discard the currencies collected on this Research to the bank, the Artifact is declared complete and can be introduced to the game by its owner.

Front and back of the Artifact card: 1. Currencies Reward 2. List of commands 3. Victory Points reward 4. Expedition fields 5. Research fields

1. The Artifact card in the Expedition slot with only one field filled (2CR). 2. The Artifact card in the Research slot with only one field filled (1PA).

4.10.2. Artifact Execution

When the Artifact has had the Expedition and Research completed, the Manager immediately collects the Artifact content field's currencies and executes any commands listed (unless the Artifact card states otherwise). The Artifact is then placed aside (within owner's reach) until the end of the game as a Manager's trophy.

Each Artifact researched by a Manager is worth Victory Points based on the number in the upper right's badge-shaped icon. These additional Victory Points can play a huge role in a Manager's ultimate success.

Some Artifacts have rules that can apply later in the game (e. g. "Uranium ore," "Dried proto plants," etc.). After collecting any currencies listed, these Artifacts should be kept aside with Manager's other completed Artifacts. When the proper occasion arises, the Manager can execute the commands listed (each Artifact's content can be performed only once in the game).

Artifact obtaining procedure

4.11. Abilities

Each Manager can develop their capabilities in executing in-game actions over the course of the game, by adding Abilities to their Manager's board. Each Ability alters the game rules in specific ways. Some of them enhance currency draw, some expand Repositories capacity, some can make Artifact completion more economical.

Each Manager can have up to three Abilities in their possession at a time.

Each Ability may be bought during an Upkeep phase for a specific amount of Experience.

  • To obtain an Ability for the first slot, the Manager must pay 5 Experience.
  • To fill the second slot, the Manager must pay 10 Experience.
  • Filling the third slot costs 15 Experience.

Ability slots do not need to be filled in sequence. Any Ability can be bought to fill any empty slot.

Abilities can also be replaced by buying an Ability to fill an occupied slot. The Manager discards a current Ability tile from a slot (back to the bank) before replacing it with the new Ability. Purchased Abilities cannot be re-arranged between slots, unless some in-game rules state otherwise (Artifacts, Decrees, etc.).

Abilities in the bank are shared amongst all of the Managers and have different effects. Buying a specific Ability blocks other Managers from access to it (until it is replaced and returned to the bank).

If more than one Manager is buying Abilities in the same Round, the selection priority is determined by the turn order.

A Manager can buy more than one Ability at once (if they have sufficient Resources). Then the next Manager, in turn order, chooses theirs.

All active Abilities work simultaneously and have their influence at all times when in a Managers' slot. Only the Manager that owns an Ability receives its bonus.

Manager's tile with 2 Ability slots filled (5XP and 15 XP). Example Abilities: "Voice of the people" — Draw +1 Decree when drawing any Decrees. "Build permit bureau" — Upkeep on Module proposals are free.

5. The Colony

Beyond Humanity: Colonies is a complex hybrid game. The main element of this game is the ARC Module. It is the heart and mind of the game that simulates thousands of Citizens' lives and feelings in your Colony. The ARC Module retains the many variables and states of the Colony as well. Over the course of the game, your Colony will change.

  • Citizens will come and go.
  • New Modules will be built.
  • Resources will be produced and consumed.
  • Citizens' moods will fluctuate.
  • The Colony's Technical state will change.

Many other variables will be taken into consideration to simulate life in your new home on an alien planet. And the computing power of the ARC Module will handle all of these complicated calculations.

There are many variables, but with the direct connection of the board with the App, Managers do not have to worry about managing and calculating them. The App will assess these complicated formulas for them, and the results will be shown on the device screen for convenience.

The main screen (Round summary) of the App: 1. Menu 2. Round number 3. Next Round button 4. Colony status tab 5. Colony Resources tab 6. Population tab 7. Special states tab 8. Economy tab

Beyond Humanity: Colonies game is designed to only be playable with the accompanying Application, and will not work without it. Similarly, the Application will not be fully functional unless paired with an ARC Module.

5.1. Colony Status

Three indicators of the Citizens' moods and Colony's state:

  • Happiness (H) - Citizens' general mood
    • High levels will provide a high immigration rate
    • Low (red) levels will cause a RIOT (details in chapter 5.5.1. of this manual)
  • Security (S) - Citizens' sense of security
    • High levels will provide a high immigration rate
    • Low (red) levels will cause a RIOT (details in chapter 5.5.1. of this manual)
  • Technical (T) - Colony's technical condition
    • High levels will provide a high immigration rate
    • Low (red) levels will cause a Catastrophe (details in chapter 5.6. of this manual)

H/S/T statuses depend on the conditions of the current planet, which Modules have been constructed, the presence of particular social groups, the supply of the Colony's Resources, and monthly Occurrences.

Managers can modify H/S/T statuses by building proper Modules (a permanent modification), introducing Decrees, or by the presence of certain Citizen groups in the Colony (details in chapter 5.3 of this manual).

In the details of the Colony Status tab (expand by pressing >> icon), Managers can see each status's descriptive state for the current Round and a reminder of the last Round's state. The statuses are not presented in exact numbers, only by simplified description and marked with colors: positive is green, negative is yellow/orange/red (depending on how severe it is).

The Colony status levels also profoundly influence the type of Occurrences (details in chapter 5.7 of this manual) that will be introduced into the game.

Possible states of Colony status icons: Good, Poor, Alarming, Critical

5.2. Resources and Accumulators

There are 4 Resources the Colony produces and consumes:

  • Power (electricity)
  • Life Support (breathable air and drinkable water)
  • Gas (technical and industrial gases)
  • Liquids (technical and industrial liquids)

Resources are consumed to maintain the Modules and by the Citizens (Life Support). Shortages of any of them can spell disaster for the Colony. Resources will be replenished by import, though that will weaken the economy and quickly empty the colonial bank - STOCK (details in chapter 5.4.1.). To improve the supply through self-sufficiency, Managers need to build Modules that produce the Resources your Colony needs. The ARC Module produces all Resources in limited amounts, just enough to build the first few Modules at the beginning of the game.

Every Resource has an Accumulator. It is a buffer that collects and stores some overproduction of a Resource as a safeguard against shortages. Every Accumulator has a limited capacity that can be modified by specific Modules (e.g., Storage, Tanks) or by some Decrees.

In the details of the Resources tab (expand by pressing >> icon), Managers can see the numerical representation of every Resource's consumption and production.

Examples of Resource and Accumulator states: Overproduction and underproduction of the Power Resource; Full, incomplete and empty Accumulator icons

5.3. Population

Citizens (all residents of the Colony) consist of 5 different groups:

  • Colonists: Basic residents; they improve the Technical Status and pay monthly taxes in the form of STOCK
  • SecForce: Police force and paramedics; their presence improves the Security status
  • Scientists: Laboratory personnel; developing new technologies earns the Colony STOCK through trade and sales
  • Marines: Highly specialized Colonies Federation armed forces; indispensable in an extended RIOT
  • Prisoners: Convicts; imprisoned Citizens who typically are only a burden for the Colony

Some Managers may desire the presence and numbers of specific groups in order to fulfill their Goals.

For each group to immigrate to the Colony, there has to be a place and conditions that make them stay. Some Colony Modules and Decrees can improve or lower a specific Group's immigration.

5.3.1. Immigration Trend

The immigration trend shows the top tendency of which particular groups are arriving in the Colony. The list shows the statements of only the 3 most predominant groups in order, with the first group on the list having the highest immigration.

5.3.2. Immigration Factor

Immigration is a hidden factor (not shown by numbers) defining how many new Citizens arrive in the Colony every Round.

Managers can modify immigration (overall and specific groups) by building appropriate Modules or introducing certain Decrees.

The immigration rate is based on:

  • Happiness, Security, and Technical statuses affect immigration profoundly but may cause depopulation when they are low.
  • The attractiveness of the Colony for certain groups of Citizens. Specialized Modules attract specialized groups of Citizens - information on whether a Module attracts a specific group can be found on the tiles of Modules in the form of icons.
  • The current number of Citizens - the more Citizens, the less immigration.
  • The number of Citizens that can still be accommodated. More free beds means more substantial immigration.

Immigration can be affected positively and negatively by the Colony conditions, making emigration (depopulation) possible.

5.3.3. Accomodation

Icon of Accomodation

The Colony can accommodate only a limited number of inhabitants. The current housing capacity of the Colony is always visible in the app. It can be increased by building Modules that provide additional accommodation - represented by the "house" icon on the Module tile.

The current number of inhabitants can exceed the accommodation capability of the Colony, causing an "Overcrowded" state that harms Colony status and migration (details in chapter 5.5.3.).

In the Population tab (expand by pressing >> icon), Managers can see the names of the groups, their number in the previous Round, and current immigration trend.

5.4. Economy

5.4.1. STOCK

STOCK is one of the most crucial factors in the game. It is the comprehensive amount of Colony money, goods, raw materials, and construction components. STOCK is used to cover all the Colony expenses, such as maintaining the Colony systems, new Modules construction, importing Resources, etc. It is earned in many ways, like taxes or functions of specific Modules.

Managers cannot directly add STOCK with their own currencies, but they can influence the STOCK level by managing the Colony well, especially by building appropriate Modules or introducing certain Decrees.

The current STOCK value, shown by the App, is considered the current Colony budget.

A Terran Dependence is a loan from Earth the Colony is forced to take Every time the STOCK drops below 0 (details in chapter 5.5.2. of this manual).

5.4.2. Building Queue

At any time, you can check which Modules are currently under construction. A unique field in the App displays construction progress.

Icon shows whether STOCK is above or below zero; Icons illustrating how many modules are being constructed

Each Module construction costs 5 STOCK per each Round of construction.

5.5. Special Emergencies

There are few special emergencies (if they occur, a special icon will be highlighted on this tab). These emergencies can cause severe problems in the Colony and are usually a byproduct of Managers' actions, Colony status, and planetary conditions.

Managers must prevent the third stage of RIOT because this causes all Managers to lose the game.

5.5.1. RIOT

When Happiness (H) and/or Security (S) status of the Colony drops to critical levels, the Colony will enter a special state - RIOT. During a RIOT, unhappy or unsafe residents will express their dissatisfaction aggressively. The RIOT special status will appear in the game preceded by red warning statuses.

There are three possible stages of the RIOT:

The first stage of RIOT

The SecForce will try to bring order by arresting rebels (and making them Prisoners). The higher the percent of SecForce in the Citizens population, the higher chance to end the RIOTs. If they fail - the RIOTs will escalate to the second stage next Round.

The second stage of RIOT

SecForce is no longer sufficient. The Marines are deployed out into the corridors with the order to "shoot on sight" - the number of Citizens will drastically drop as Rioters are eliminated. The effectiveness of the Marines depends on their numbers compared to the number of all inhabitants. If unsuccessful - the RIOTs will enter the third, final stage.

Third stage RIOT

If RIOTs go entirely out of control, Citizens overthrow the management and turn the Colony into a state of complete anarchy. This is a negative end of the game - all players lose!

To get Colony out of the RIOT special state:

  • Make it possible to carry out a successful SecForce campaign in the first stage by providing the right amount of SecForce relative to the number of Citizens. Managers can achieve this by introducing Decrees that invite Secforce to the Colony or convert other Citizens into SecForce.
  • Make it possible to carry out a successful Marines campaign in the second stage by providing an adequate number of them relative to the number of Citizens. Managers can achieve this by introducing Decrees that invite Marines to the Colony or convert other Citizens into Marines.
  • Improve (H) and (S) status enough to pacify the Rioters - usually with Decrees
  • Some Decrees break the RIOT continuity, restarting the counter and giving Managers more time to react.

5.5.2. Terran Dependence (TD)

When the STOCK level falls below zero, the Colony will be provided with STOCK supplied by the Terran Republic instead of going bankrupt. It will add 20 STOCK units to the bank. However, it will also increase the Terran Republic's political and economic influence over the Colony - marked as a Terran Dependence (TD) icon on the App screen.

The TD markers can be removed by certain Decrees or by using the Ambassador (an Advisor action taken in the Assistants phase).

Gaining a third level of Terran Dependence makes the Colony fall entirely under the Terran Republic rule, and all Management is removed - This is a negative end of the game, all players lose!

5.5.3. Overcrowded

Lack of housing for the constant inflow of Colonists results in overpopulation (special Colony state: Overcrowded). It causes a significant decrease in Happiness/Security/Technical indicators and will lower the immigration factor, possibly to the extent of reversing it (Citizens flee the Colony and the population declines).

No RIOT, first stage and second stage of RIOT icons; No active Terran Dependence, one and two active Terran Dependences; Icons illustrating whether the Colony is in "Overcrowded" state

5.6. Occurrences

Between each Round, the App informs Managers about an event that has taken place. Those events may affect Colony Resources, currently active expeditions and research operations, Managers' Repositories, Colony statuses, etc.

Occurrences are based on the planet type and environment, the Managers and Assistants that have been chosen for the current game, Modules that are already built in the Colony, current statuses, and Colony bank reserves. This unique system is capable of creating hundreds of different events.

Occurrences are self-explanatory and give clear instructions on what the Managers should do, or what changes to make in the game.

5.6.1. Catastrophe

A Catastrophe is an event when one or more Modules have been heavily damaged. It can happen in any Round, and it can appear multiple times. It could be caused by a deficient Technical Colony status or an unfortunate Occurrence (maybe there are hazardous planetary conditions). Catastrophes can affect more than one Module and can also spread to connecting Modules.

The App will communicate the Catastrophe at the beginning of the Round/Month (details in chapter 4.1. of this manual) and is also indicated on the Colony Modules by flashing the Module lights red.

Please DO NOT REMOVE the Module or its tile.

The Module will automatically start reconstruction, but it will consume time and Resources. The Module will now enter the same status as a newly connected Module. It will be shown on the App in the building queue on the economy tab. After rebuilding, the Module will return to normal functionality.

When a Catastrophe happens, there is a possibility of Citizens casualties. Casualty numbers and the groups affected depend on the type of damaged Module.

5.7. Other App Features

5.7.1. Status Details

Every tab is expandable. Managers can see additional details of every variable shown by expanding the tab.

5.7.2. Current Round Counter and "NEXT" Button

There is a counter that shows the current Round and overall number of Rounds in the game in the top-right corner of the App. The "NEXT" button advances to the next Round.

6. The End

The game can end in several ways. There are several positive and negative game end conditions.

Possible positive ending conditions:

  • The last Round expires (according to the chosen scenario and add-ons). The Colony has survived long enough to be considered self-sufficient and independent.
  • 15 Modules have been fully built. The Colony is big enough to claim its independence.
  • The Colony population reached 15,000. There are enough Citizens in the Colony to treat it as an independent city.

If any of these conditions are met, the game ends with victory. The Citizens elect the President, and the points collected during the game are counted and presented to Managers.

Becoming the Colony President does not necessarily mean that Manager wins the game.

Possible negative endings conditions - if any of these conditions are met, all Managers lose:

  • Reaching the third stage of a RIOT - Consumed by civil war and rebellion, the Colony has reached a state from which it will never rise again. Fires, demolition, and omnipresent violence left the Colony in ruins. Bloodthirsty Citizens capture the Managers. The Colony will soon be abandoned or will become a refuge for outlaws.
  • The third Terran Dependence loan comes in. The financial and political dependence on the Terran Republic means that the Colony will never become self-sufficient and independent. Terran Special Forces arrest the Managers for misappropriation of funds from the Terran Republic. The Colony will become a minor Terran Republic outpost.
  • Total depopulation of the Colony. All Citizens have abandoned the Colony. Defeated Managers leave the empty Colony in disgrace, the last ones turn off the lights.

6.1. Scoring

After successfully ending the game, all players count their various Victory Points. The App shows how many in-App points each Manager has collected (presidential election, green Decrees, Module construction, etc.). The players add the points that they have accumulated "on the table."

The Victory Point values (VP) of individual elements are:

Counted by the App:

  • Presidency (20 VP for the player elected at the end)
  • Building modules (2 VP for each module built by the player)
  • Green Decrees (1 VP for each affirmatively voted green Decree)
  • Order of Command (1-9 VP points according to the order of command)
  • Usage of an Ambassador Advisor (2 VP for every usage)

Counted by players "on the table":

  • Goals - private and standard (complete and incomplete Goals may add or subtract VP)
  • Artifacts 0-5 VP for each completed Artifact (value stated on the card)
  • Abilities (some Abilities may provide extra VP)

The Manager who accumulates the most points wins the game (a tie is considered a shared victory).

Thank you to all of our enthusiastic and loyal supporters and backers. Building this game and experience for you has been one of our greatest pleasures. Thank you for believing in us!

Annex — 1.2. Companion Application

The following sections are drawn from THE ANNEX BOOK, the companion volume to this manual, covering the Co-op mode, Solo mode, and reference material for Beyond Humanity: Colonies.

BH:C is designed to only be playable with the accompanying Application, and will not work without it. Similarly, the Application will not be fully functional unless paired with an ARC Module. The Application is free and available for download via popular distribution channels (Google Play and iOS App Store). The BH:C Application connects to the ARC Module and built-in card reader to record the game's course to help players reproduce the complicated life of thousands of colony residents. The ARC Module registers new buildings attached to it and allows players to "load" RFID (Radio-Frequency IDentification) cards and tokens, by bringing them close to its upper surface (roof). When a card or token is read, players will see the corresponding dialog in the Application, and it will be taken into account when settling the Round.

You will need 4x charged AA batteries for the ARC Module. The tablet should be charged before playing.

This game will not be functional without crucial elements such as the electronic Modules, playing cards, the App, etc.

Annex — 2. The Co-op

2.1. General Co-op Mode Concepts

In the Cooperative campaign mode, Managers cooperate to manage the Colony, while at the same time collecting common Victory Points, which at the end of the game will be confronted with winning conditions. All game-ending conditions are the same as in semi-coop mode (details in RULEBOOK, chapter 6).

2.2. Differences from the Semi-Coop Mode

Compared to the semi-coop mode, there are few differences in the rules in this mode.

  1. The game setup difference is that Managers do not draw regular Semi-Coop Goals (green and blue Goals), which will stay in the box. Instead, the cooperative Goals (yellow) are used.

    In the beginning, five Goal cards are drawn randomly. Managers together choose three of them, which they will try to fulfill during the game. Shuffle the remaining two Goal cards back into the deck. Please note that these Goals have 3 possible results:

    • 1 negative when the Goal has not been met at the end of the game.
    • And 2 positive outcomes levels, depending on the final results.

    Like any other Goal cards, these Goals have to be fulfilled by the game's final Round, not at an earlier time. The rest of the game setup is the same as it is in the Semi-Coop game mode.

  2. The difference at the end of the game is that Managers do not compare their Victory Points with each other. Instead, they sum up all VP collected by all Managers (Artifacts and Abilities), add the VP achieved with the cooperative Goals (also subtract VPs for incomplete Goals).

  3. Instead of counting final amounts of VP on their own, all Managers add their on-table points in the Application at the end of the game. The Application will add the Victory Points collected by the Managers in-App (Modules construction, successful Green Decrees, Ambassador actions, etc.) and will tell Managers if they achieved enough Victory points to win.

  4. In Co-op (and solo) mode, Each planet chosen for the game has a negative Victory Points modifier. In every co-op game, Managers are challenged to collect enough Victory Points to break that modifier and end up with a sum of VP above zero. That is the winning condition for the Colony. The amount of Victory Points needed to succeed is shown when selecting a planet during the game setup.

Front and back of Cooperative goal card.

Differences in Victory Points counting:

  1. Each Round of the game (keeping the Colony "alive") rewards Managers with 1 Victory Point.
  2. Every time the STOCK drops below zero and the Colony is forced to take a Terran Dependence, the Application subtracts 10 Victory Points from Managers' VP counter. All normal Terran Dependence related rules apply.
  3. Every Round of active RIOT state also subtracts 10 Victory Points from Managers' VP counter. All normal RIOT related rules apply.
  4. There is no presidential election at the end of the game (the App doesn't award these points).
  5. The Victory Points from the Order of Command are not taken into consideration.

Apart from these rules, everything else stays the same — the setup of the table and players, choice of planet and fleet, starting currencies (Credits and Terran Goods), the number of regular actions, etc. Managers still individually try to complete Artifacts, collect currencies in their Repositories, raise their individual Citizens' Support, introduce their Decrees successfully, propose and endorse Modules, etc. Managers also occupy Action Sockets and block them from other Managers, the same as in the Semi-Coop mode.

Also, the SimStim Trainer Assistant Action Socket works the same, but instead of 3 Semi-Coop (blue) Goals, the Manager draws 3 new Cooperative Goals and chooses one of them to add to the game.

Annex — 3. The Solo

3.1. General Solo Mode Concepts

The Solo game mode is a special mode designed for a single player to play Beyond Humanity: Colonies. This mode is similar to the co-op mode as the player tries to fulfill the cooperative Goals (yellow set), while at the same time trying to build a self-sustaining Colony. However, the difference is that the player does not choose any of the standard Managers during the setup and the game itself, but takes the solo player board designed exclusively for that mode.

Solo player board: 1. 3 columns with ID token slots 2. Costs for filling second and third column 3. Slots for Abilities working in their rows 4. Slots for Abilities working in their columns 5. Artifact Expedition slot 6. Artifact Research slot 7. Player's Repositories

3.2. General Rules

In the solo player mode:

  1. The player treats every in-game rule that corresponds to the number of Managers as if 3 Managers were playing. (Example: to fulfill the higher level of Goal "Millionaires in charge," that says, "Managers have at least 8 times more Credits than the number of Managers." The player has to have at least 24 Credits in Repository at the end of the game). The ID token sockets are divided into three columns as a reminder of that rule.
  2. All other rules referring to Manager/Managers refer to the player.
  3. There is only one set of Repositories (on a solo player board) where all currencies are gathered, and from where all the required payments are made. Also all drawn Decrees are a single player's "hand".
  4. The player can have only 1 Module in proposal at the same time.
  5. The player collects and completes Artifacts as usual and can have only one Artifact in the Expedition slot and only one Artifact in the Research slot.
  6. The player can build any Module in the box (both from the base and additional Modules list) as if all Managers were in the game.
  7. Abilities bought by the player work only for actions taken by ID tokens in their row/column (one token can use up to 2 Abilities - one from its row and one from its column).
  8. All the aspects of the Colony's life (production, consumption, immigration factor, economy, etc.) are the same as in other game modes.
  9. Since there is only one player, there's no turn order, and the Governor's token is used only as an "UNDO" token when needed.
  10. All Action Sockets with Campaign action raise the player's Support (ID tokens do not collect Support for themselves - all Support raised goes on player's account), collectively helping to introduce Decrees successfully.

3.3. Setup Differences

Compared to the standard semi-cooperative mode, the setup procedure has a few differences:

  1. The player will use cooperative Goals (yellow) instead of private and regular semi-coop Goals (green and blue).
  2. In the beginning, five Goal cards are drawn randomly. The player chooses three of them, which they will try to fulfill during the game. Shuffle the remaining two Goal cards back into the deck. Please note that these Goals have 3 possible results: one negative when the Goal has not been met at the end of the game, and two levels of positive outcome, depending on the final results. Like any other Goal cards, these Goals have to be fulfilled by the final Round of the game, not at an earlier time.
  3. Instead of choosing one of the nine Managers to play, the player takes the solo player board and places it in front of them (place all Managers' boards back to the box).
  4. Player takes all 9 Manager ID tokens and places them on 9 ID token sockets on the solo player board (in any order).
  5. The player chooses 3 Assistants that are available for them to play during the game. Other Assistants are placed back to the box. All 3 Advisors are in the game as usual.
  6. No Managers' Directives (blue Decrees) take part in the solo game. They are to be placed back in the box.
  7. There should be only 6 Political Advantage (PA) tokens in the bank (the rest of the tokens should be placed back to the box.
  8. Player takes the starting currencies just like one Manager in other modes (2 Decree cards, 2 Credits and 1 Terran Good) and places them in the Repositories.

3.4. Differences in the Game Itself

One significant difference in the solo play mode causes a few other rules to differ; it is the solo player board with its 9 ID token sockets.

The Solo player board uses all 9 ID tokens as action indicators. Each Round, the player decides how many ID tokens they use to play (except the first Round where all 9 tokens are available). Each selected ID token may be used only once in the Round to indicate a regular action. Therefore, the player has a different number of regular actions each Round. Individual differences are best shown divided into Round phases:

Phase 1 - Previous Round Summary

No differences.

Phase 2 - Upkeep

If the player buys new Abilities in the upkeep phase, they must choose which slot they will be assigned to. Unlike in other game modes, the Abilities in this mode work only for ID tokens taken from their rows/columns. I.e., if the player has only one Ability assigned to the left column, but they claim an Action Socket with an ID token from another Column, this Ability does not work. That of course refers to "active" Abilities (referring to actions), like "Celebrity salary" or "Patented methodology", etc. All "passive" Abilities, like Repositories expansions or VP adding, refer to the player and do not depend on the slot assignment.

Abilities on the left work only for ID tokens in corresponding rows. Abilities on the bottom work only for ID tokens in corresponding columns.

In the upkeep phase, the player needs to decide how many ID tokens (actions) they select to play this Round. The player will need to pay for ongoing Module proposals and can buy a new Ability as in other game modes. After clearing the tokens from the table, they will need to pay for ID tokens (actions available for this Round).

The first column on the left, with 3 ID token sockets, is always filled automatically. That means that the player takes three ID tokens (it doesn't matter which ones) and places them in any order on those sockets.

Filling the other columns with ID tokens is optional. Consequently, if the player decides to fill a second or third column, they have to pay for it from their Repositories. The amount to pay for whole column is marked with an icon on the top of each column.

If the player decides not to fill one of those columns (or both), they take currencies assigned to that column(s) from the bank to their Repositories.

Each column must be filled all at once (all 3 ID token slots). The payment for filling one column must be made before taking the currencies for leaving the other column empty. For example, if the player has no PA in their Repositories, they cannot take PA from the bank for an empty column first and then pay with it to fill another column.

Example:

In the upkeep phase, the player decides to fill the first and third column with their ID tokens. This is what they should do:

  1. The player automatically (for free) fills the first column with 3 ID tokens.
  2. Pays 1 PA and 2 TG and fills the third column.
  3. Takes 1 PA and 2 CR from the bank to the Repositories for leaving the second column empty.
  4. 3 remaining tokens are out-of-play this Round

This gives the player 6 actions (ID tokens) available this Round.

Phase 3 - Regular Actions

As mentioned before, each Round, the player has as many regular actions at their disposal as ID tokens they decided to assign to this Round (3, 6, or 9). Each active token must be taken from the player board and attached to an Action Socket of any built Module. Rules for claiming Action Sockets and executing their actions stay the same as in other game modes.

Remember that different ID tokens (actions) may have different Abilities assigned.

Phase 4 - Assistant Actions

Claiming Assistant (and Advisor) actions are similar to Semi-Coop and Co-op mode, with one difference. The player may declare as many Assistant actions as columns they have activated for this Round (1 action for each activated column). The first (automatically filled) column also counts.

Phase 5 - Module Building

No differences.

Phase 6 - Decrees Introduction

Since there is only one player, only one Decree can be introduced to the game per Round.

3.5. End Game and Scoring

Just like in co-op mode, after meeting any positive game-ending conditions, the Application asks the player to type in the number of Victory Points collected "on the table" (Goals, Artifacts, and Abilities). The Application adds those to the in-game points and informs the player if the game was successful. For modifications in Victory Points counting and winning conditions see chapter 2.2.

Annex — 4. The Rest

4.1. Scenarios

Scenarios are unique game modes in which players can experience heavily modified gameplay. Those are meant to be played only once as they are story driven. Each scenario is a standalone mission that will not affect the campaign mode, Exogen meta-game, or any other part of Beyond Humanity universe other than having a bit more knowledge about the world and eventually more experience when overcoming obstacles in campaign mode.

Each scenario has a difficulty level and is based on coop mode unless described otherwise. These missions are limited in numbers and are independent of one another. New scenarios will be introduced in the future, but an internet connection will be required to download new missions.

At the very beginning of each scenario, there is a short thematic introduction with a storyline. After the thematic introduction, the rules modifications are presented and those always take precedence over the core rules given in the manual. The players must use the modified rules. Otherwise, the scenarios will be unplayable. Please pay attention to all details. And remember that the end-game conditions can also be affected by the modified rules! In some of the scenarios, there can be completely new elements visible in the companion app. A progress bar with different functionalities and new terms may be presented with specific rules at the beginning of the scenarios.

We strongly recommend avoiding spoilers on social media when communicating with other Beyond Humanity players, as otherwise, you can ruin the surprise and fun for another player!

4.2. Exogen Astrocartography Database - Online Meta-Game

The BH:C game is connected to the online Exogen game [www.exogen.space]. It was created to give you a more immersive experience while exploring space searching for suitable planets to establish your colonies when playing the board game, Beyond Humanity: Colonies.

You are not required to participate in or play Exogen to play Beyond Humanity: Colonies. However, if you pair the tabletop game with the online game, there is a more significant opportunity for even more fun and excitement!

All exoplanets discovered and explored in Exogen will become available to colonize in BH:C, if those are in mission range. If an exoplanet is investigated via a Pioneer mission, the player will have an opportunity to prepare their colonization mission according to the environment and parameters of this planet.

In general, all Exogen efforts to enlarge a player's range and explore planets will bring more choices to your Beyond Humanity: Colonies board game.

Each set of the BH:C game is connected to the specific player profile in the Exogen game. To start, choose this option in the BH:C app. Exogen is free for all owners of the Beyond Humanity Colonies game set.

Annex — 5.2. Action Sockets and Icons List

Action Sockets:

  • CR — Take the indicated amount of Credits (CR) from the bank.
  • TG — Take the indicated amount of Terran Goods (TG) from the bank.
  • PA (star) — Take the indicated amount of Political Advantage (PA) from the bank.
  • XP — Take the indicated amount of XP from the bank.
  • DEC (§) — Draw the indicated amount of Decrees (DEC) from the bank.
  • Endorsement icon — Add indicated amount of Decrees as endorsements to any Module proposal (ongoing or new).
  • Campaign (speaker icon) — Campaign. Gain the Citizens' Support.
  • Compass — Fill one field of your ongoing Expedition with Resources from your Repositories.
  • Flask — Fill one field of your ongoing Research with Resources from your Repositories.
  • Padlock — Use an action of occupied Action Socket of a Module tile.
  • Exchange (TG/CR/§ arrows) — Exchange currencies. Only currencies and amounts shown on this Action Sockets.
  • Crossed-out Decree cards — Discard 2 Decree cards and take 4 new ones.
  • Two locks — Flip one Assistant card.
  • Shuffle arrows on 3 cards — Reshuffle public Artifacts.
  • Flask with checkmark — Complete ongoing Research without filling Research fields.
  • Bird with -1 — Remove 1 Terran Dependence.
  • Cards with F arrow — Draw 3 new Goal cards, leave one in hand and discard the rest.
  • Person with reset arrow — Change Governor.

General Icons:

  • Power, Life Support, Gas, Liquid icons — Colony Resources: Power, Life Support, Gas and Liquids.
  • STOCK icon — STOCK (Colony's budget)
  • Happy face, shield, gear icons — Colony's statuses: Happiness, Security and Technical
  • Medal icons (e.g. "20", "-5") — Victory Points icons
  • Ambassador icon (2, handshake) — Ambassador: +2 VP and a small raise of Citizen's Support for each usage.
  • +0 / +1 / +5 (green boxes) — Additional endorsements required to build each Module.
  • Clock icons (varying fill) — Approximate construction time of each Module.

Influence Icons on Modules:

  • Person silhouette with up/down arrow — Increases or lowers Citizens immigration.
  • Colonist icon with up/down arrow — Increases or lowers Colonists immigration.
  • SecForce icon with up/down arrow — Increases or lowers SecForce immigration.
  • Scientist icon with up/down arrow — Increases or lowers Scientists immigration.
  • Marine icon with up/down arrow — Increases or lowers Marines immigration.
  • Prisoner icon with up/down arrow — Increases or lowers Prisoners immigration.
  • "2K" / "3K" icons — Provides housing for Citizens (in thousands).
  • Happy face icons (varying) — Increases or lowers Happiness status.
  • Shield icons (varying) — Increases or lowers Security status.
  • Gear icons (varying) — Increases or lowers Technical status.
  • Combined H/S/T icon — Increases or lowers all H/S/T statuses.
  • Colonist-to-group arrow icon — Converts some Colonists into other groups (each Round).
  • "+30" box icon — Add 30 STOCK (one time).
  • Prisoner-to-STOCK arrow icon — Converts some Prisoners into STOCK (each Round).
  • "-1" with Terran Dependence icon — Removes 1 Terran Dependence (one time).
  • Resource-to-STOCK arrow icon — Converts some Resources overproduction into STOCK (each Round).
  • Power/Life Support/Gas/Liquid with "+7" — Increases that Resource's Accumulator capacity.

Annex — 5.3. Modules List

List of Modules available for the game consists of base and additional Modules. Base Modules are the same in every game, and every one of them is available for the Managers to build. The presence of the additional Modules, depends on what Managers are chosen for the current game. Every Manager has an information on their tile, which additional modules they add to the pool.

If more than one Manager adds the same Module, this Module is added only once.

This list shows only Tier 1 of the Modules.

List of Base Modules

Columns: Name — Resources influence (Power / Life Support / Gas / Liquid: production, consumption, or no effect) — STOCK influence — Endorsement number / build time — Additional influence — Action Socket.

  • Solar Power Plant (x2 copies) — Resources: no direct influence shown. STOCK: none. Endorsement +0, short build time. No additional influence or Action Socket.
  • Nuclear Power Plant — Resources: produces Power; consumes Gas and Liquid. STOCK: none. Endorsement +4, longest build time. Additional influence: increases Citizens immigration.
  • Life Support System — Resources: consumes Power; produces Life Support; consumes Gas and Liquid. STOCK: none. Endorsement +1, short build time.
  • Atmospheric Synthesizer — Resources: consumes Power; produces Gas. STOCK: none. Endorsement +0, short build time.
  • Automatic Well — Resources: consumes Power; produces Liquid. STOCK: none. Endorsement +0, short build time.
  • Tanks — Resources: no direct production/consumption shown. STOCK: none. Endorsement +1, short build time. Additional influence: +7 Gas Accumulator capacity, +7 Liquid Accumulator capacity.
  • Hydroponics Dome — Resources: consumes Power; produces Life Support; consumes Liquid. STOCK: positive. Endorsement +3, longest build time. Additional influence: increases Happiness. Action Socket: gain Terran Goods (TG).
  • Industrial Dome — Resources: consumes Power, Life Support, Gas, and Liquid. STOCK: positive. Endorsement +3, longest build time. Additional influence: lowers Happiness and Security. Action Socket: gain Credits (CR).
  • Landing Pad — Resources: consumes Power, Gas, and Liquid. STOCK: positive. Endorsement +3, longest build time. Additional influence: increases Citizens immigration and Happiness, lowers Security. Action Socket: gain Terran Goods (TG).
  • Storage — Resources: no direct production/consumption shown. STOCK: positive. Endorsement +3, longest build time. Additional influence: +7 Power Accumulator capacity, +7 Life Support Accumulator capacity. Action Socket: gain Credits (CR).
  • Community Dome — Resources: consumes Power and Life Support. STOCK: positive. Endorsement +1, longest build time. Additional influence: increases Citizens immigration and Happiness. Action Socket: Campaign.
  • Residential Dome (x3 copies) — Resources: consumes Power and Life Support. STOCK: none. Endorsement +1, longest build time. Additional influence: houses 2,000 Citizens (2K).
  • Temporary Residential Capsules — Resources: consumes Power and Life Support. STOCK: positive. Endorsement +3, longest build time. Additional influence: increases Citizens immigration, increases Happiness and Security, lowers immigration in another respect, houses 4,000 Citizens (4K). Action Socket: gain Credits (CR) or Terran Goods (TG).
  • — Resources: no direct production/consumption shown. STOCK: none. Endorsement +1, longest build time. Additional influence: increases Technical status. Action Socket: proposal/endorsement.

List of Additional (Manager Specific) Modules:

  • Hangar (Paul Bloch, Giselle Carter, Athena Gore) — Resources: no direct production/consumption shown. STOCK: slight positive. Endorsement +2, longest build time. Action Socket: Artifact-related actions (double Expedition or double Research).
  • Test Chamber (Paul Bloch, Boris Artyomov) — Resources: no direct production/consumption shown. STOCK: slight positive. Endorsement +2, longest build time. Additional influence: increases Citizens immigration. Action Socket: Research.
  • Community Tower (Art Chen, Ava Xu, Vlad Pokorny) — Resources: consumes Power, Life Support, Gas, and Liquid, slight positive elsewhere. STOCK: slight positive. Endorsement +4, longest build time. Additional influence: increases Citizens immigration and Happiness, lowers Technical status. Action Socket: gain Decrees (§) or Campaign.
  • Obelisk (Art Chen) — Resources: no direct production/consumption shown. STOCK: none. Endorsement +8, longest build time. Additional influence: increases Citizens immigration. Action Socket: gain Credits (CR) or Campaign.
  • Consulate (Mac McCain) — Resources: consumes Power and Life Support. STOCK: none. Endorsement +3, short build time. Additional influence: increases Citizens immigration, adds 30 STOCK (one time). Action Socket: use an occupied Action Socket of a Module tile.
  • Spaceport (Mac McCain) — Resources: consumes Power, Life Support, and Gas, slight positive elsewhere. STOCK: none. Endorsement +4, longest build time. Additional influence: increases Citizens immigration, lowers Security. Action Socket: gain Terran Goods (TG).
  • Laboratory (Boris Artyomov, Giselle Carter) — Resources: consumes Power and Life Support. STOCK: negative. Endorsement +4, longest build time. Additional influence: converts some Colonists into Scientists. Action Socket: Artifact-related actions (Research/Expedition).
  • Bunker (Athena Gore) — Resources: no direct production/consumption shown. STOCK: none. Endorsement +5, longest build time. Additional influence: increases Citizens immigration and Security.
  • Prison Dome (Ava Xu, Lucas Johannes) — Resources: consumes Power and Life Support. STOCK: none. Endorsement +5, short build time. Additional influence: increases Citizens and Colonists immigration, lowers Happiness. Action Socket: gain Terran Goods (TG).
  • Terran Embassy (Vlad Pokorny) — Resources: consumes Power and Life Support. STOCK: none. Endorsement +4, short build time. Additional influence: increases Citizens immigration, removes 1 Terran Dependence. Action Socket: gain Political Advantage (PA).
  • Ability tiles x15 — Tiles that expand Managers' capabilities.
  • Fleet cards x4 — Cards that can store fleets and trade them between game owners.
  • Instruction manual x2 — The thing you are currently reading.
  • Technical Zone
  • Security Dome — Resources: no direct production/consumption shown. STOCK: none. Endorsement +2, longest build time. Additional influence: increases Citizens immigration and Security.
  • Academy — Resources: consumes Power and Life Support. STOCK: negative. Endorsement +2, longest build time. Additional influence: converts some Colonists into other groups (Scientists). Action Socket: Artifact-related actions (research).
  • Health and Sports Center — Resources: consumes Power and Life Support. STOCK: negative. Endorsement +2, longest build time. Additional influence: increases Citizens immigration, Happiness, and Security. Action Socket: gain Political Advantage (PA) or Campaign.
  • Galactic Marketplace — Resources: consumes Power; consumes Liquid. STOCK: positive. Endorsement +4, longest build time. Additional influence: converts Power, Gas, Liquid, and Life Support overproduction into STOCK (each Round). Action Socket: Exchange currencies (CR/TG/DEC).
  • Cryogenics Cubes (Lucas Johannes) — Resources: consumes Power, Life Support, and Liquid. STOCK: none. Endorsement +3, longest build time. Additional influence: increases Citizens immigration, converts some Colonists into STOCK.