Ceres: KS Promos
Ceres: KS Promos Rulebook
Table of Contents
Table of Contents
1. Additional Facilities
Additional Facilities is a module that adds 18 Facility Cards. During Setup shuffle them with the rest of the Facility cards. They are divided in three categories:
Synergy Facilities
Synergy Facilities have Functions with a darker frame that, as an Activation Cost, require a specific Facility's Type; the frame's Function can only be performed if the Synergy Facility is the lower card of an Upgraded Outstation, while the upper card is of the required Type. All other rules for the Facility cards still apply.
Diagram callouts (as printed): I. Facility Type Activation Cost.
Dual Facilities
Dual Facilities are represented by two Facility Types, and they can be activated by a Worker of either of the two colors. As a drawback, the Dual Facilities cannot be used to Upgrade an existing Outstation, nor can they be Upgraded. All other rules for the Facility cards still apply (i.e. they have to be empty to be activated etc.)
Diagram callouts (as printed): I. Double Facility Types; II. Upgrade Prohibition Symbol.
Grand Facilities
Grand Facilities work just like any other Facility cards. They provide larger amounts of Resources, Credits and Influence, but come at the expense of an Activation Cost.
2. Alternative Favor Tokens
This module adds additional Favor tokens to use in your games. You get to mix all available Favor tokens and then, either determine which 4 you want to play with, or flip all of them upside down and draw 4 in random. During the Game Setup, place the 4 Favor tokens on the designated areas below the A.M.A.C. Council Location. Return the remaining Favor tokens to the game box.
- Research Grant: During this round, whenever you perform the Research action, the Research Program's advance cost is reduced by 2 Energy. Automa: The next Research advance is free.
- Construction Insight: During this round, whenever you activate the Construction Yard Location you get a discount of 1 Advanced Ceramics. Furthermore, you may draw 4 Facility cards and construct any one of the face-up cards on the Game board or of the ones you drew. Then, discard any cards you drew but did not choose. Automa: The next Facility is constructed for free.
- Industrial Co-opetition: On your turn, instead of assigning a Worker, you may place the Industrial Co-opetition token on any opponent's Outstation to activate it even if a Worker token is already present. Then, give 2 Credits to that opponent. Automa: Acts the same as the Mars Droid. Additional cost: 2 Credits.
Notes:
- The Industrial Co-opetition can only be used once per round.
- It is not considered to be a Worker; actions or abilities that refer to Workers (e.g., Reassign Worker) do not apply for the Industrial Co-opetition.
- If an Outstation has only the Industrial Co-opetition token on it, it is considered to be empty.
3. Additional Cargo Spacecraft Tiles
This module adds 2 additional Cargo Spacecraft tiles. During the Game Setup shuffle them together with all other Cargo Spacecraft tiles.
4. Corporate Agendas
Corporate Agendas is a module that adds 18 Agenda cards that your Corporation can pursue and will reward you with extra Victory Points if you manage to achieve them. During Game Setup, after the Determine the Player Order step, starting with the first Player, randomly deal 2 Low-Priority and 1 High-Priority card to each player. Corporate Agenda cards are kept secret from other players.
On your turn, if you meet one of your Corporate Agenda's requirement, reveal the card and score the Victory Points shown on the bottom left corner.
At any time, during your turn, you have the option to discard a Corporate Agenda card and gain the Influence depicted on the top.
5. Machinery
This module adds 12 Machinery cards. During the Game Setup, shuffle the Machinery cards, creating a face-down pile next to the Game Board and draw 4 cards face-up. Whenever you perform the Manufacture action, instead of producing Alloys or Mining Probes, you may choose one of the 4 available Machinery cards and place it underneath of one of your Outstations (either Single or Upgraded). It provides an extra Function and in addition, based on the way you place the Machinery card underneath your Outstation, you get:
- A. more Victory Points (below the Outstation)
- B. extra Production (on the right of the Outstation).
Replenish the card that was taken with another one. During the End of Round phase, discard the leftmost Machinery card and draw a new one in its place. If at any time, the pile runs out of cards, shuffle its discard pile and form a new pile.
Note: Each Outstation can hold up to 1 Machinery card.
6. Trojan Asteroids
This module consists of 8 Trojan Asteroid cards. During the Game Setup, draw Trojan Asteroid cards equal to the number of players and place them near the Asteroid Belt. Whenever you perform the Launch action, instead of claiming one of the Asteroids in the Asteroid Belt you may claim one of the available Trojan Asteroids, by paying the traverse cost depicted in the top right corner of the card. For all other rules, a Trojan Asteroid is considered to be an Asteroid.
7. Mega-Projects
Mega-projects is a module that consists of 2 double-sided Mega-Project mats.
Mat callouts (as printed on the diagram): I. Mega-Project's Progression track; II. Progression cost; III. Progression starting positions based on player count; IV. Player's Progression track.
During the Game Setup, pick up (or choose randomly) one Mega-Project, placing it near the Game Board and set the Progression marker (black cube) nearby the mat. Each player places one of their Influence tokens on the "0" spot of the Player's Progression track, as an indicator. Every time you perform the Settlement Project action, instead of completing or taking a Settlement Project in front of you, you can move the Mega-Project's Progression marker any number of spaces on its Progression track, by paying the corresponding Progression cost on the right. Then, move your indicator that many spaces on the Player's Progression track and score any Victory Points you trespassed or landed on. You also gain the bonus the Mega-Project's Progression marker trespassed or landed on.
At the End of the Game, if the Mega-Project's Progression marker reached the last space on its Progression track, each player scores 2 Victory Points for every step their indicators have progressed on the Player's Progression track.
8. Very Hard Automa
This module consists of 4 Very Hard Automa Leader cards. If you play with the Automa, during step 7 of "Changes in Setup", you may instead choose one Very Hard Automa Leader to compete against. At the start of every Activation phase, before any player's turn, the Automa performs the Automa action indicated in the top right corner of each card, without paying any action cost neither assigning a Worker nor Leader token.
More specifically:
- Persephone: Triggers the Automa action associated with the "Outstation: Automa Launch Site".
- Hades: Triggers the Automa action associated with the "Outstation: Automa Lab".
- Poseidon: Triggers the Automa action associated with the "Location: Construction Yard", but instead of choosing the most expensive Facility card, it draws the top card from the pile.
- Zeus: Triggers the Automa action associated with the "Location: Trade Bureau", but instead of choosing the Settlement Project with the most Victory Points, it draws the top card from the pile.
9. F.A.Q.
- Dual-Facility card "Probe Factory": How is this Function resolved? By paying the Activation cost (3 Credits), you gain 1 Mining Probe, without paying its manufacturing cost.
- Dual-Facility card "Contractor's Office": How is this Function resolved? You may move one of your already placed Leader tokens to another Location. That Location must have an available action slot.
- Can I place a Machinery card underneath my Starting Outstations board? No, you cannot.