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Exodus: Generals

Expansion for Exodus: Proxima Centauri

Exodus: Generals Rulebook

Table of Contents

Table of Contents

  • [The 'Generals' Mini Expansion]
  • Ability Cards
    • Experimental Physics
    • Black Ops
    • I Am the Law
    • Magnetic Storm
    • Aura of Negation
    • Surrender
    • Superior Strategy
    • Escape Pods
    • Maximum Firepower
    • Political Genius
    • Protectionism
    • Forced Labor
    • Black Market
    • Medical Experiments

[The 'Generals' Mini Expansion]

If your game box came with the 'Generals' Mini Expansion, then you have a few extra cards in there.

Use the 15 extra Political cards and the 6 extra Centaurian Resistance cards together with the ones from the original game, you will enjoy greater diversity.

Shuffle all the Ability cards and deal one to each player (two for the Long Game and Combat Intensive Game). Remove the rest of them from the game without looking at them. The Ability cards should be kept secret throughout the game.

The Abilities Info Card has a detailed description of how the players may use the Ability Cards. In case an Ability Card contradicts this rule book, the Ability Card has priority.

Ability Cards

Each Ability card has a timing box with a clock icon and, where present, an effect box with a compass icon. The cards do not print labels for these icons; the labels "Timing" and "Effect" below are added to mark which box is which. Every card has a "Discard to Use" box. The cards are listed in the order of the card sheet scan, not alphabetically.

Experimental Physics

  • Timing: At the beginning of the Conquest stage
  • Effect: Sacrifice one of your ships

Discard to Use: Up to three of your ships may move for the rest of the turn as if they had an Antigravity Drive mounted on them.

Black Ops

  • Timing: At the end of any turn, except the last turn

Discard to Use: For every planet where you have population together with other player(s), roll one die. If you rolled 4 or higher, destroy one enemy population of your choice on that planet.

I Am the Law

  • Timing: During the Elections step of the Council stage, after revealing bids for turn order
  • Restriction: You may use this card only if you are holding the Chancellor title

Discard to Use: You may break all ties in your favor. After establishing the new turn order, if you still hold the Chancellor title you may return this card to your hand and use it again later during the game.

Magnetic Storm

  • Timing: At the beginning of the Fire Weapons of Mass Destruction stage
  • Effect: Gain 1 Victory Point

Discard to Use: Choose two planets where you have population, other than your Home Planet. Those planets are protected from all the effects of any WMDs until the end of turn.

Aura of Negation

  • Timing: During the Action stage, before playing the Bonus action
  • Effect: Gain 1 Victory Point

Discard to Use: No one may execute the Bonus action.

Surrender

  • Timing: During battle, before any combat round
  • Effect: Pay each other player involved in this battle 5 C.P.

Discard to Use: Move all your ships involved in this battle on the hex containing your Home Planet, if there are no ships other than yours already there.

Superior Strategy

  • Timing: During the Conquest stage, after revealing movement tokens

Discard to Use: You may change up to seven movement tokens on any of your ships (maximum two tokens per ship). This card may not be used during the last turn of the game.

Escape Pods

  • Timing: At the end of a battle, if at least one of your ships was destroyed
  • Effect: Gain 1 Victory Point

Discard to Use: All your population cubes from the ships destroyed in this battle are returned to your home planet.

Maximum Firepower

  • Timing: During a battle, at the beginnig [sic] of a combat round
  • Effect: Sacrifice one of your ships involved in this battle

Discard to Use: Add 1 to all your die rolls for the current combat round.

Political Genius

  • Timing: At the beginning of the Council stage
  • Effect: Skip the Political decision step

Discard to Use: Look at the top three Political cards. Choose one to be executed as if it was voted for and remove the other two from the game. If you use this card during the last turn of the game, you lose 1 Victory Point.

Protectionism

  • Timing: At the beginning of the Action stage
  • Effect: Sacrifice one of your Population on a planet other than your Home Planet

Discard to Use: For the rest of this turn, no other player may react on your Action Cards. At the end of this Action stage, place one Population cube on your Home Planet.

Forced Labor

  • Timing: During the Upkeep stage, after the Increase population step
  • Effect: Sacrifice all your Population on a planet

Discard to Use: For each sacrificed Population cube, take one extra resource from that planet, on top of your usual income. All the resources from this planet are exempt from tax. You receive your income before any other player, regardless of your turn order card.

Black Market

  • Timing: Anytime during the game
  • Effect: Pay 4 C.P. to the bank

Discard to Use: You may exchange up to 4 Axinium (red cylinder icon) for the same quantity of Phasium (green cylinder icon) or up to 4 Phasium for the same quantity of Axinium.

Medical Experiments

  • Timing: At the end of the turn, except the last turn
  • Effect: Sacrifice 2 Population on any of your planets

Discard to Use: Double your Population on 3 or less planets