Federation: Piracy
Federation: Piracy Rulebook
Table of Contents
Table of Contents
General Remarks
The Federation expansion is made up of two modules: the Piracy module and the AI Assistant module. Both of them can be played together or separately. The purpose of these modules is to bring more dilemmas to players. They also allow for a new asymmetry decided by the player and not imposed.
The box also contains the Solo mode. The Solo mode can be played with the basic box and also with the 2 modules of the Expansion.
Components
- 7 AI Assistant cards (asymmetrical) + 1 Support bonus tile (see p.14)
- 1 President's Office tile
- 8 Alteration Piracy tokens
- 12 Solo mode cards
- 1 Assistant die (value 2)
- 3 Influence tokens (+1, +2)
- 5 Erudite tiles
- 7 Deep Space Piracy tiles
- 2 Megastructure tokens
- 3 ARRATOOINE tiles (yellow arid planet, double sided)
- 1 Major Project Piracy tile + 1 Piracy Major Project marker
- 1 Pirate Production Structure tile
- 1 6MOON tile (blue planet with 6 moons)
- 1 NEO tile (orange mining planet)
- 1 ATALUM tile (purple nebulous planet)
- 28 Piracy Influence tokens (7 colours, 4 of each)
- 6 neutral Robot pawns + 4 Robot Base tokens
- 6 neutral Spaceships (5 grey, 1 blue)
- 32 Spaceships (8 per player)
Module 1: Piracy
Setup
Follow the same setup as a basic game with the following additions:
- Place the 6MOON (blue planet) tile between the corresponding moons.
- Randomly place 4 of the Alteration Piracy tokens face down on the corresponding spaces.
- On the Pirate moon, place as many Piracy Influence tokens (blue) as there are players in the game.
- Place the ATALUM tile (purple planet) at the corresponding location in the bottom-left corner near the Atalum planet.
- When you place the Level 1 Erudite tiles, form a stack of 4 face-down tiles for each type and turn over the 1st tile in each stack.
- Place as many Piracy Influence tokens (purple) in the corresponding spaces as there are players in the game.
- Randomly place 1 of the 3 ARRATOOINE tiles (yellow planet) on its black market side on the yellow planet, Arratooine, and place a second tile next to it on its Medal of honor side.
- Place as many Piracy Influence tokens (yellow) on the corresponding spaces as there are players in the game.
- Place the Pirate Production Structure tile next to the board near the Production Structures.
- Place as many Piracy Influence tokens (green) in the corresponding spaces as there are players in the game.
Advanced setup:
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Place randomly the 2 new Megastructure tokens on 2 different Megastructures. Then fill the remaining spaces with the Megastructure tokens from the basic game.
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Place the new President's Office tile on the corresponding slot. Place it with the Piracy side face up.
The tile is circled in red to remind you that this action cannot be copied nor modified, even with the expansion modules.
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Place the Major Project Piracy tile on top of the Joint Major Project, and place the Major Project marker on the corresponding numbered space for your player count.
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Select randomly 3 Deep Space Piracy tiles (no matter the number of players), form a stack and place them next to the basic Deep Space tiles.
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Next to the Deep Space tiles, place as many Piracy Influence tokens (black and grey) as there are players in the game.
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Place the neutral Spaceships and Robot pawns next to the board, to form the Global Reserve.
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Place the NEO (orange planet) tile in the corresponding location near the orange planet Neo.
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Place as many Piracy Influence tokens (orange) as there are players in the game.
The Piracy
From now on players must adapt their game depending on the expansion of piracy in the Federation. Each planet offers an exclusive Piracy action, introducing new asymmetrical choices within the Federation.
When a player takes a Federated Planet action, they can choose to activate the planet's pirate action instead of the classic action, but each player can do this only once per planet.
These strategic decisions open up new perspectives in the race for influence. And there's now a new track of influence: Piracy.
I / The Different Piracy Planets
Placing an Ambassador token (Voting or Funding side) on a Federated Planet action space allows you to perform an action.
From now on, you can choose between the planet's immediate effect or its pirate equivalent. You can perform the pirate action on each planet only once during the game.
1/ Pirate Planet Atalum (purple)
The purple pirate planet allows you to renew your level 1 Erudite tiles.
When you perform an action on Atalum, once during the game, you can choose the purple pirate planet action. This allows you to exchange up to 3 level 1 Erudite tiles in your possession for 3 matching tiles on Atalum. The color of the tiles must be maintained. Return the exchanged tiles to the bottom of the pile.
Note: You can choose to exchange 3 tiles, or just 2 tiles for 2 matching tiles and 1 Lavandium, or 1 tile for 1 matching tile and 1 Coppernium, or get just 1 Oceanium.
2/ Pirate Planet Arratooine (yellow)
The yellow pirate planet brings 4 new level 2 merchant stalls accessible to all players.
When you perform an action on Arratooine, once during the game, you can choose to go to the yellow Pirate Planet. Choose one of the pirate stalls, pay the resources requested by the pirate stall, place your Trade disc and receive the bonus in exchange.
Note: each piracy stall can only accommodate one player, and some piracy stalls are no longer accessible once you've obtained your Deep Space tile.
Pirate stalls explanation:
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Spend 2 Oceanium, take the blue Spaceship and place it in your hangar. It's considered a new Spaceship and is played like a basic Spaceship, so you can send it on a Special Mission. It's a tie breaker, in case of a tie (Special Mission Major Project) the player with the blue Spaceship wins.
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Spend 1 Spaceship (from your reserve or hangar), and gain 3 degrees of accreditation.
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Spend 2 Robot pawns, and place one of your available Robots on a production Megastructure. The multiplier is now +1. Gain the associated Prestige Points (without spending the required resources).
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Spend 3 Robot pawns, take 2 Asteroid tokens from the game box and collect the corresponding resources.
You can only go to this stall if you do not yet have a Deep Space tile (see p.11).
(The source prints this restriction as a standalone note beside the stall list, not attached to a single stall. It is reproduced here in the position printed.)
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Lose 2 accreditation degrees, take the Assistant 2 die. If you play with the module n°2: Assistant AI, you can then pick up a new Assistant card which will be linked only to this die.
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Lose 2 accreditation degrees, immediately choose one of the federated planets and place the +2 Influence token on it. You now have +2 influence on this planet until the end of the game.
3/ Pirate Planet 6MOON (blue)
The blue pirate planet is an additional moon for 6Moon.
When you perform an action on 6Moon and the pirate moon is reachable, you can move onto the pirate moon and obtain one of the pirate Alteration tokens. The next time you move on 6Moon, move to moon 3.
The pirate Alteration tokens work in the same way as the basic Alteration tokens: during the Ambassador phase, you can play a pirate Alteration token on your Ambassador token. You must spend the resources required to receive the bonus.
Explanation of the tokens Alteration Piracy:
- Spend 1 Oceanium, perform an action on Atalum or Arratooine.
- Spend 1 Robot pawn, take 1 neutral Spaceship and add it to your hangar. Advance a Major Project marker of your choice (including the Joint Major Project) by 1 square.
- Spend 1 Oceanium, get 1 grey Piracy Influence token.
- Spend 2 Robot pawns, take 1 neutral Spaceship, add it to your hangar and increase your accreditation by 3 degrees.
- Spend 1 Spaceship (from your reserve or hangar), get 1 neutral Robot pawn, 1 Gold Diamond and 1 Oceanium.
- Spend 1 Spaceship (from your reserve or hangar), increase your accreditation by 3 degrees.
- Lose 3 degrees of accreditation, perform an action on Atalum and gain 1 Gold Diamond.
- Lose 2 degrees of accreditation, gain 1 Coppernium, 1 Lavandium, 1 Oceanium and 1 Gold Diamond.
You can only play those Alteration tokens if you do not yet have a Deep Space tile (see Note p.11).
4/ Pirate Production Structure (green)
The pirate Production Structure is a new Production Structure on E81216. When you perform an action on planet E81216, you can build the pirate Production Structure in the same way as the basic Production Structures. It can be built by several players, but only once by each player. When you build it, you gain its income immediately, as well as during the Executive phase at the end of each following round.
Pay 1 Coppernium and place a Robot pawn on the Production Structure. Pay a Robot pawn immediately and during the Executive Phase at the end of each Round, and gain 2 Prestige Points (PP) for each Piracy Influence token in your possession. If you run out of Robot pawns, you do not receive the income anymore. You can't assimilate the Robot pawn of that production structure. A neutral Robot pawn can be assimilated.
Note:
- This production module is always the first to be activated during the Executive phase at the end of each following round.
- The 1B3 and 2B3 Erudite tiles does not apply to the pirate Production Structure.
5/ Pirate Planet NEO (orange)
The orange pirate Planet is an alternative planet. When you perform an action on Neo and if the alternative planet is reachable, you can choose to enter the smuggling business. Place your Miner pawn on the orange pirate Planet, reveal the 4 first Asteroid tokens, then immediately collect one of the face-up Asteroid tokens and the corresponding resources. You will no longer participate in the Neo orange Planet influence race: your influence is at 0 until the end of the game (no bonuses can increase this influence level).
From now on, when you perform an action on the orange Planet Neo, you can collect one of the face-up Asteroid tokens and gain the associated resources. To collect a Dead Asteroid, a Miner Pawn needs to reach the 7th level of Influence and reveal the corresponding tokens.
II / Influence and Major Projects
Each time you visit one of the pirate Planets, you get 1 pirate Influence token of the corresponding color and you move the Piracy Major Project marker 1 space. A player can't receive 2 Influence Piracy tokens of the same color.
At the end of the game, if at least 10 pirate Influence tokens have been collected by the players (in a 4-player game), then the Major Project Piracy is financed and triggers a prestige point (PP) count at the End of the game. The players with the most Piracy Influence tokens score the most prestige points for the Major Project Piracy.
Example: In a 4 player game, the player with the most Piracy Influence tokens scores 16PP.
III / Erudite Tiles
The pirate module includes 5 new level 1 Erudite tiles. For set-up instructions, see page 4. See below for details of the bonus for each Erudite tile.
- 1A5: One of the next times you take an action on ATALUM, reveal all the level 2 Erudite tiles and choose one of the available Erudite tiles.
- 1B5: At any time during your turn, choose one of the federated planets and place the +1 Influence token on it. You now have +1 influence on this planet for this round only.
- 1C5: Immediately gain a neutral Robot pawn from the reserve.
- 1D5: Immediately move 1 Major Project marker of your choice (including the Joint Major Project) 1 space forward.
- 1E5: At any time during your turn, pay 1 Coppernium and gain 1 Gold Diamond.
IV / Deep Space Pirate Tiles
When you reach the last level of accreditation on your individual board, you must pick up a Deep Space tile.
Without looking at the tiles, choose one of the two stacks. In the corresponding one, choose one of the available tiles and place it on your individual board, immediately gain the bonus.
If you've picked up a Deep Space Pirate tile, you'll also receive a Black pirate Influence token.
Explanation of Deep Space Piracy tiles (the tiles are unnamed; their bonuses are listed in print order):
- Receive 1 neutral Robot pawn. Receive 1 neutral Spaceship from the Reserve and place it in your hangar. Move 1 Major Project marker of your choice (including the Joint Major Project) 1 space forward.
- Receive 3 Oceanium. Receive 1 neutral Spaceship from the Reserve and place it in your hangar.
- Receive 1 neutral Robot pawn. Move 1 Major Project marker of your choice (including the Joint Major Project) 1 space forward. Receive a grey Piracy Influence token.
- Receive 3 Gold Diamonds and 1 Oceanium.
- Receive 3 neutral Robot pawns. Receive 1 Gold Diamond.
- Receive 1 neutral Robot pawn. Receive 1 neutral Spaceship from the Reserve and place it in your hangar. Receive 1 Oceanium and 1 Gold Diamond.
- Move 1 Major Project marker of your choice (including the Joint Major Project) by 2 spaces or 2 markers by 1 space. Receive 1 Gold Diamond.
Note:
- When you pick up your Deep Space tile, some Pirate Bonuses are not available anymore.
- When you can choose a Major Project to fund, you can't fund the Major Project Piracy.
After reaching the last degree of accreditation you can't lose any degrees anymore (unless related to payment of the level of accreditation, see Executive phase).
Module 2: AI Assistant
Each Assistant is unique and has its own special bonuses. An AI Assistant card is associated to an Assistant die.
Setup
Follow the same setup as a basic game with the following additions: select as many AI Assistant cards as there are players in the game +1. Place them on one side of the board so that they are visible to all players.
Anatomy of a Card
- Assistant die slot
- Bonuses associated with a die value
The Assistants
With the AI Assistant expansion, the basic game rules remain the same.
How do you get your Assistant card?
At the start of the game, players have no Assistant die and therefore no Assistant card. When a player obtains their Assistant die, they immediately get one of the Assistant cards of their choice.
How to use your Assistant card?
When you place one of your Ambassador tokens on its Voting side, you can associate it with your Assistant die. If the action of your Ambassador token increases the value of your die, immediately do this action before using your die.
This module lets you choose whether to use your die in the Senate or on your Assistant card. If you use it on your Assistant card, you can immediately receive the bonus corresponding to the value of your die or lower.
Once placed, your Assistant die will not change location until the end of the round.
Note: If an action increases the value of the Assistant die already placed this round, it increases at the location where it is present.
Description Card by Card
Games
- 1/2: Gain 1 level of accreditation.
- 3/4: Gain 1 level of accreditation and move the Major Project marker of your choice (including the Joint Major Project) 1 space forward.
- 5/6: Move the Major Project marker of your choice (including the Joint Major Project) 2 spaces forward or move two markers 1 space forward.
Art
- 1/2: Increase the value of one of your resources by one level or gain 1 Lavandium.
- 3/4: Increase the value of up to three of your resources by one level or gain 1 Oceanium.
- 5/6: Gain 1 Gold Diamond and 1 Oceanium.
Hacking
- 1/2: Pay 1 Lavandium and 1 Coppernium to perform a level 1 action on Atalum.
- 3/4: Pay 1 Lavandium and 1 Coppernium to perform a level 2 action on Atalum.
- 5/6: Pay 1 Lavandium to copy any action space of the Senate (except the President's Office) or any Federated Planet action (whether occupied or not occupied by an Ambassador token).
Communication
- 1/2: Gain 1 level of influence on the planet of your choice for this round only. Place the influence token on the corresponding influence banner.
- 3/4: Gain 2 levels of influence on the planet of your choice for this round only. Place the influence token on the corresponding influence banner.
- 5/6: Receive a Medal of honor of your choice that you do not have yet. Place it on the corresponding place on your individual board. If you choose the Medal of honor of a federated planet, take the one placed on the highest level of influence.
Mathematics
- 1/2: Place 1 Special Mission token on a Special Mission on your individual board.
- 3/4: Take 1 Spaceship and place it in your hangar.
- 5/6: Place 1 Special Mission token on a Special Mission on your individual board and take 1 Spaceship and place it in your hangar.
Reflection
- 1/2: Pay 1 Lavandium to immediately play a second Ambassador token, perform the action of the selected Senate space. You can send one Spaceship with each Ambassador token.
- 3/4: Immediately play a second Ambassador token, perform the action of the selected Senate space. You can send one Spaceship with each Ambassador token.
- 5/6: You can perform twice the effect of the Senate space where you played your Ambassador token (but not the President's Office), without sending a new Ambassador token.
Support
The bonus is effective even if you did not place an Ambassador token on the voting side.
- 1/2: For this round, when counting the majority for Senate floors, you have +1 influence on each floor.
- 3/4: Pay 1 Lavandium; for this round, when counting the majority for Senate floors you have +2 influence on each floor.
- 5/6: Pay 1 Coppernium; for this round, when counting the majority for Senate floors you have +3 influence on each floor.
Support Bonus Tile: To inform other players when using the Bonus of the Support card, place this tile next to the Senate.
Solo Mode
Federation's Solo mode is a mode in which the player aims to score as many points as possible. At the beginning of each round a Solo card is revealed, which has an impact on the current round. What's more, the cards progressively give a cumulative view of the influence of each project. The player can thus anticipate and take more or less risks.
The number of Solo cards is far greater than the number of cards required for a single game, making the game highly replayable. The Solo mode can be played with the basic box and also with the 2 modules of the Expansion.
Anatomy of a Card
- Voting level per Senate floor
- Influence level on Major Projects
- Value for End of the round vote of a law
- Immediate bonus
- End of the round effects
Setup
Follow the same setup as a basic game, with the following changes and additions:
- Take the 3 Assistant dice from the remaining colors.
- Place the Medals of Honor on the Influence 5 banner of each planet. Add 1 black and grey medal to the board.
- For each Major Project, place a Major Project marker on the 2-player slot.
- Randomly draw 4 Deep Space tiles and form a pile on the corresponding location on the board. Make a second pile with 3 Deep Space Piracy tiles (if you play with the Piracy Module).
- Randomly draw 4 Starting tiles.
- Randomly draw 5 of the 12 available Solo cards.
How to Play a Round
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Turn over a Solo card. (Starting at Round 2, put the new card above the previous one and let the Influence column visible.)
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Choose one of the two bonuses and receive it immediately.
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Roll the dice (maximum 3 dice).
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Place 1 die per floor on the corresponding space (e.g. one die on side 4, choose the fourth column of one of the 3 Senate floors, counting from left to right). These 3 spaces become the available spaces, i.e. they become the action spaces on which you can place 1 of your Ambassador tokens.
Note: the Senate consists of 3 floors, each with 6 action spaces.
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Do the Ambassador phase: choose and place an Ambassador token (on the side of your choice) on one of the available Senate spaces and carry out an optional action (Send a Spaceship) if you meet the conditions.
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After completing your action, return the die where you placed the Ambassador token. You may also, if you wish, take back the other 2 dice placed on the Senate. If you do not take them back, you already know that these spaces will be available on your next turn.
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Take another turn (steps 3 to 6).
In step 3, if the corresponding space is occupied by one of your Ambassador tokens, add +1 to the value of the die and place it on the next space. If you add +1 to a value 6, you obtain a value 1.
Once your 4 Ambassador tokens have been placed on 4 Senate spaces, the round is over. Proceed to the End of Round phase (see Game aid: 5 steps).
End of the Round
The End of Round phase proceeds in the same way as in a classic game, although some steps (4 to 6) require the use of the Solo card.
Complete the following steps in order:
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Income of the Production Structure
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Payment for the level of accreditation (authority)
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Funding of the Major Projects
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Majority for each floor of the Senate
To win the majority by floor, the sum of your Ambassador tokens face-up must be greater than the sum indicated by the Solo card(s). To calculate the sum of the Solo card, add the value corresponding to the floor to the visible value of the cards already played.
Example: At the end of the 3rd round, the sum of the Solo cards for
- the 1st Floor is 1+1+1-1=2
- the 2nd Floor is 1+1+1+0=3
- the 3rd Floor is 1+1+1-1=2
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Vote of a law
To determine the law that is passed, add up the value of each wing (see p.13 of the Basic Rules) and add the value of the current Solo card (its value for the End of the round vote of a law) to the wing that gives you the less Prestige Points (PP). As in the multiplayer game, the law with the most votes is passed. Score the corresponding Prestige Points. If there is a tie between the wings, score the PP from the law who gave you the least PP.
Example: Dimitri has a value of 2 on one wing and 3 on the other, so the left law will give him 4 and the right law will give him 6. The law in the left wing would give him less PP.
We can now check the law with the most votes. There are more total votes (4) on the right side than on the left side (3). Therefore, the law that is passed is the right-side law for the purple planet Atalum. Dimitri gains 6.
- Left law: this law gives Dimitri 4. Total votes: 1 + 2 = 3.
- Right law: this law gives Dimitri 6. Total votes: 1 + 3 = 4.
After completing steps 1 to 6, pass to the preparation of the following Round.
Preparation of the Following Round
- Take back all your Ambassador tokens and your Assistant die if you used it without changing the value of the die.
- Take back all the dice placed in the Senate.
- Discard the Alteration tokens used during the round.
- Discard both Law tiles.
- Reveal the next 2 Law tiles.
Then start a new round and repeat all the How to Play and End of the Round steps.
At the end of the 5th round, there are no more Law tiles to reveal, so you proceed to the final scoring.
End of the Game
The End of the Game final scoring is the same as in a classic game and only the step Funded Major Projects needs to use the Solo cards.
Proceed to the following steps in order:
- Medals of Honor
- Remaining Resources
- Funded Major Projects
For each fully funded Major Project, compare your Influence with the sum of the Influence of the 5 Solo cards played.
If your Influence is greater than or equal to the sum of the 5 Solo cards played, gain 10 prestige points (PP); if your Influence is less than the sum of the 5 Solo cards played, with a maximum difference of 2, gain 4 PP; otherwise, gain nothing. If the Joint Major Project is funded, gain 10 PP.
Note: We apply the same value of PP as in a scoring of a 2-player game.
Examples:
- Major Project Atalum (purple planet): the influence of the Solo cards is 2+2+0+2+1=7. If you have 7 or more Erudite tiles, gain 10 PP. If you have 6 or 5 Erudite tiles, gain 4 PP. If you have 4 or less Erudite tiles, gain no PP.
- Major Project Arratooine (yellow planet): the influence of the Solo cards is 0+1+0+0+1=2. To gain 10 PP for this planet, if you have 2 or more Influence on Arratooine, gain 10 PP. If your Influence on Arratooine is 0 or 1, gain 4 PP.
- Special Mission Major Project: the influence of the Solo cards is 2+2+2+2+1=9. If you have completed at least 9 Special Missions, gain 10 PP. If you have completed 7 or 8 Special Missions, gain 4 PP. If you have completed 6 or less Special Missions, gain no PP.
Icons
Piracy and pirate bonus icons
- Piracy Influence tokens linked to Piracy Planets.
- Tokens linked to the Deep Space pirate tiles (black).
- Tokens linked to pirate bonuses (grey).
- Piracy Influence token of any colour.
- Megastructure tokens (see page 5, Setup).
- Quantity of Medals of honor received.
- Quantity of Piracy Influence tokens received.
Spaceships, Robots and the Assistant die
- Receive 1 neutral Spaceship and place it in your hangar. It is a new Spaceship; you can use it as a normal Spaceship and perform the Special Mission.
- Receive 1 neutral blue Spaceship and place it in your hangar. It is a tie breaker, in case of a tie (Special Mission Major Project) the player with the blue Spaceship wins.
- Receive the Assistant die 2. You can play it the same way you play your own Assistant die. Receive a new AI Assistant card linked to the die.
- Receive 1 neutral Robot pawn and place it with your other own Robot pawns. You can use it as a normal Robot pawn.
- Spend 1 Robot pawn; it goes back to the general Reserve. You can spend 1 neutral Robot pawn.
Influence and multipliers
- Choose one federated planet and place the Influence token: +2 (until the end of the game) or +1 (until the end of the round). Your influence is increased on the chosen planet by that amount.
- You can only go to this stall if you do not yet have a Deep Space tile.
- The multiplier of the Megastructure is now +1 (x?+1).
- Receive 1 Asteroid token from the box and receive the corresponding resources.
- Erudite tile, level 2, of any colour.
Solo mode
- Copy the effect of any face-up level 2 Erudite tile on Atalum or on your individual board.
- When you roll the dice, you can change the value of one of the dice by +1 or -1.