Eclipse: Second Dawn for the Galaxy – Minor Species
Eclipse: Second Dawn for the Galaxy – Minor Species Rulebook
Table of Contents
Table of Contents
Contents
9 minor species ambassador tokens.
Rules
To add the minor species to the game, before the start of the game take 4 random minor species ambassador tokens and place them in the supply. You may establish diplomatic relations with a minor species at any time during your turn. Spend the credits shown on the chosen ambassador token and place it on an appropriate empty space of your reputation track. The abilities of a minor species ambassador take effect immediately. You may establish diplomatic relations with several minor species. A minor species ambassador token cannot be discarded.
NOTE. Minor species may be used in 2–3 player games, even though regular diplomatic relations cannot be established in those games.
Minor Species Abilities
Each ambassador token shows a credit cost (the coin figure printed on the token) and its ability. The abilities are listed in the order they appear on the printed sheet.
- Cost 8 credits. At game end, gain 1 VP for each of your reputation tokens.
- Cost 4 credits. At game end, gain 1 VP for each of your ambassador tokens (including this one).
- Cost 8 credits. At game end, gain 3 VP.
- Cost 9 credits. Immediately place a population cube from any of your population tracks on this token. At game end, gain 1 VP.
- Cost 4 credits. You get a −1 material discount on building cruisers. At game end, gain 1 VP.
- Cost 4 credits. You get a −2 material discount on building dreadnoughts. At game end, gain 1 VP.
- Cost 4 credits. You get a −1 material discount on building orbital stations. At game end, gain 1 VP.
- Cost 6 credits. You get a −2 material discount on building monoliths. At game end, gain 1 VP.
- Cost 4 credits. You get a −1 knowledge discount on researching technologies (take the minimum cost into account). At game end, gain 1 VP.