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Solar 175

Solar 175 Rulebook

Table of Contents

Table of Contents

  • Box Contents
  • Before You Set Up
  • Setup
    • First, set up for each player.
    • Setting Up the Solar System
    • Setting Up the Rows
      • Setting up the Outpost Row
      • Setting up the Employment Row
      • Setting up the Trade Row
      • Setting up the Political Row
    • Assembling the Ballot Box
    • Assembling the General Supply
  • Type I and II Megastructures
    • Choosing a Megastructure Project
    • Game One Setup
  • How to Play: the Draw Phase and the Assign Worker Phase
    • A Game of Three Phases
    • 1st Phase: The Draw Phase
    • 2nd Phase: Assign Workers
    • Assigning Your Workers
  • The Action Phase: Action Types and General Actions
    • 3rd Phase: The Action Phase
    • Types of Action
    • Ship Cards
    • The Move Action | General Action
    • The Outpost Action | General Action
    • Presence
    • Drawing Extra Workers
    • HUBs
    • The 6 Zones of the Solar System
  • Trade Actions
    • Trade Actions
    • Rio Astro Corp | Trade Action
    • Unlockable Trade Actions
    • The Bank of Yurushi | Trade Action
    • Universal Credits
    • Hensler | Trade Action
    • Buying Bases
  • Worker Removal Actions
    • HUBs
    • Worker Removal Actions
    • UFSS Peacekeeping Force | Worker Removal Action
    • Fund the Megastructure | Worker Removal Action
    • Vote | Worker Removal Action
    • The Three Major Political Parties
  • The Hiring Actions
    • Hiring Actions
    • Hire a General Worker | Hiring Action
    • Hire an Engineer | Hiring Action
    • Hire a Pilot | Hiring Action
    • Hire an Algorithm | Hiring Action
    • Hiring a Lobbyist | Hiring Action
  • End Game Scoring and the Election Phase
    • End Game
      • End Game Trigger
      • End Game Scoring
    • End Game Scoring Continued.
    • Worker Value
    • Tie Breaker
    • The Election Phase
  • The Campaign
    • Campaign Scoring
    • Developing the Solar System
    • Solar System Narratives:
    • End of Game Checklist
  • Corporate Awards
    • Presence Awards
  • Campaign Events
    • Events
    • Events from the First Four Games
    • Events Continued
  • Unlockable Sections
    • Sections
      • Section Box Icons
    • #1 Zone 3
    • #2 NEDs
    • #3 Zone 4
    • #4 White Star
    • #5 The DRUM Defence Cannon
    • #6 Political Influence
    • #7 Variable Player Powers
    • #8 Zone 5
      • The Bank of Yurushi: Campaign Debts
    • #9 Type II Megastructures
    • #10 Zone 6
    • #11 Higher Type Megastructures
    • #12 Celestial Rebellion
      • Politics | The Celestial Rebellion has Risen!
        • Spoiled Votes
      • End Game Scoring if the Celestial Rebellion Comes to Power
    • #13 Trade Unions
    • #14 Saitama Slums
    • #15 Yurushi Bank Loans
    • #16 Wage Squeeze
    • #17 Rioting in Yurushi
    • #18 Mining Disaster
    • #19 Wotherby's

Box Contents

Game Components: 85 Niven Outpost Tokens (Note: 68 in the retail edition with no orange tokens); 100 Screen Printed Worker Tokens (Note: 96 in the retail edition); 30 Mining Resource Tokens; 30 Military Tokens; 25 Megastructure Funding Tokens; 30 Hensler Biodomes (Note: 24 in the retail edition with no orange biodomes); 8 Credit Cubes (Note: 10 metal tokens in the Deluxe Edition); 34 Voting Tokens; UFSS Hinged Ballot Box; First Player, Megastructure and Election Tokens (Note: metal tokens available in the Deluxe Edition); Dry Erase Marker; 5 Drawstring Cotton Bags (Note: orange bag only available in the Deluxe Edition).

Game Components: Giant Game Box (295 x 295 x 130 mm); Double Layer Custom Plastic Insert; Legacy Rulebook; 5 unique double layer indented playerboards (Note: orange board only available in the Deluxe Edition).

Unlockable Content: 4 Component Boxes; 20 Envelopes; 42 Stickers. (Unlockable components not shown. For more details visit our website: www.cogitoergomeeple.com)

Spacecraft Miniatures: 5 DC-Xerxes 8050 (Note: orange ship only available in the Deluxe Edition) — WS Vaguard Class II, Nautilus EV-280, Titanica Elite, The Manchester, The Kraken.

Game Cards: 93 Square Cards (Note: 89 in retail edition); 59 Mini Cards (Note: 54 in retail edition).

Images for illustrative purposes only. Contents may vary from that shown.

Before You Set Up

Solar 175 is a legacy game. This means that the game world and rules will evolve and change as you play it. The rules from pages 05 to 19 will give you all the rules needed to set up and play your first game of Solar 175.

Throughout the rulebook you will see this symbol (a lock). This indicates that there is a new unlockable feature to be added in the game. For your first game these are all ignored but during the campaign you will be checking off these sections as they unlock. So, for rules references after your first game you will need to go to the sections of the rulebook referred to by these icons if they have been checked off.

Note: All these changes are optional so it is fine to miss them out if you wish.

City leave cards each show locations in Yurushi City. After 6 decades of agressive expansion this Earth-based city most populus in the entire solar system.

Setup

First, set up for each player.

Each player chooses a corporation and takes the items that correspond with that corporation:

Take the playerboard (labelled 1 in the image below), worker bag (2) and the four permanent starting worker tokens (3) and place these workers onto the available workers section of your board.

Each player takes their city leave card (4) and places it faceup near their playerboard, also take your corporation's tracker card (12).

Take your starting ship mini (5) and starting ship card (6). Place the ship card next to your player board with the pilot icon face up.

Note: Only the 5 colored ships are used in the first few games (one per player), the remaining ship miniatures are not used until they are unlocked by game events.

Each player takes 17 outposts of their color. Place four of these onto the red spaces in the available workers section of your player board noted by this symbol (7): (outpost-restricted icon).

Give the first player token (8) to the player who won the last game or to the player who most recently earned some money if this is your first game.

Take two credit cubes of your color and place one onto the '1' space of your credit track, keep the other by the side of your board (9).

[Locked — unlocks with #16 Wage Squeeze (page 32)]

Take the four bases in your color and place them into the relevant spaces on your player board (10).

Give each player the reference card (this step is optional) (11).

Note: The 5th Orange player is only available in the Deluxe Edition of Solar 175.

Setting Up the Solar System

The solar system where the game will take place is made up of a series of cards. Set these out in the manner shown on page 9. The solar system is set out into distinct zones. In your first game you will only operate in zones 1 and 2 but as you play the number of zones will expand.

Several of the solar system location cards have two sides, A and B. Initially you will start with all these cards on their A side. However, as the game is played, red stickers will be added to the A side of some cards. When this happens, the card will be flipped to the B side for the rest of the game.

These red stickers will be placed on the A side of cards during the campaign to indicate that you use the B side from now on.

Place a Mining Resource Token (or two if playing with 3+ players) on each of the location cards that have a mining symbol on them. All remaining Mining Tokens (if applicable) will be placed onto the Rio Astro Trade card (pg 7).

Mining Resource Tokens are placed onto cards with this symbol in the bottom left.

When you have set up the solar system, place your starting ship miniatures onto the Earth card.

Note: Solar 175 is a big heavy game which takes up a lot of table space. If you are struggling to fit the game onto your table it is perfectly acceptable to not add all of the location cards to any one game. As long as zones 1 and 2 are in play, you can play the game with as few or as many of the other location cards as you wish. We suggest changing the available locations each game if you do decide to take this option.

[Locked — unlocks with #1 Zone 3 (page 25)]

Setting Up the Rows

Each of these rows can be interacted with during the game. Set these up after assembling the solar system (see instructions above). Check page 9 for a reference image of the whole set up.

Setting up the Outpost Row

Interacting with this row allows you to build outposts and to assign them to different areas of the solar system.

  1. Take the Niven Outpost Corporation card and place it on the table in reach of all players. Place the 13 remaining outpost tokens of your color onto this card.
  2. Take the three Outpost cards and place them onto the table next to this card.

Outpost cards are double-sided so choose randomly which side will start face up in each game. Your 13 remaining outposts start the game on or near this card.

Setting up the Employment Row

This row of cards indicates the workers you can hire during the game. Place each of the hire cards out with the A side face-up and populate them with their relevant workers:

  1. The Yurushi Employment Center card is placed in the employment row and populated with all of the white general worker tokens.
  2. The Nakamura Flight Academy card is placed in the employment row and populated with all of the blue pilot tokens.
  3. The Treppenwitz Engineering Company card is placed in the employment row and populated with all of the grey engineer tokens.
  4. The Akins and Van Shoyoc card is placed in the employment row and populated with all of the black lobbyist tokens.
  5. The Shepherd AI Systems card is placed face up in the employment row and populated with pink algorithm worker tokens. The number of these is dependent on player count as listed on the card.

The Shepherd AI Systems Inc card starts with this side face up.

[Locked — unlocks with #13 Trade Unions (page 31)]

Setting up the Trade Row

This row of cards indicates the actions you can take when you perform the Trade Action. They are all members of the Inter-planetary Trade Center based in the asteroid belt. Place the following cards into this row:

  1. The Hensler card.
  2. The Rio Astro Corp card.
  3. The Bank of Yurushi card.

Each of the cards in the trade row can be interacted with using the trade action. Hensler allows you to build and buy new bases, Rio Astro Corp allows you to buy and sell mining resources and the Bank of Yurushi will gain you credits and allow you to draw more workers.

Each of these corporations is a member of the Inter-Planetary Trade Center which requires its members to use this icon: We are a proud member of the IPTC Inter-Planetary Trade Center.

[Locked — unlocks with #15 Yurushi Bank Loans (page 32)] [Locked — unlocks with #2 Near-Earth Dynamic Systems (page 26)] [Locked — unlocks with #4 White Star Shipyard (page 27)] [Locked — unlocks with #19 Wotherby's Auction House (page 33)]

Setting up the Political Row

This row indicates the political parties you can assist, to change the scoring of the game.

  1. Put out the Workers Union Party card.
  2. Put out the United Federalists card.
  3. Put out the Brave New Dawn card.
  4. Assemble and put out the ballot box (see instructions below).
  5. Place the voting tokens and whiteboard marker onto the table.
  6. Place the Election Token on the party that won the election in the last game. Or onto the United Federalists if it is your first game. It must have the UFSS logo face up.

The Worker's Union Party — Policies: "UFSS peacekeeping force influence points are worth double." "From each according to their ability, to each according to their need." Power of the Shadow Government. The United Federalists — Policies: "Megastructure Funding influence points worth double." "Do not let us mistake necessity evils for good." Power of the Shadow Government. Brave New Dawn — Policies: "Base building influence points worth double." "A rising tide lifts all ships." "Terribilis suum cuique distribuit."

[Locked — unlocks with #12 Celestial Rebellion (page 30)] [Locked — unlocks with #6 Political Influence (page 28)]

Don't forget to assemble the general supply (see instructions below).

Assembling the Ballot Box

To assemble the ballot box, punch out the 5 sides and the lid from the punchboard. Each side is labelled and you arrange them as shown below. Start with the bottom piece and add the back, front and left sides to this. Slot the top piece into place and finally complete the structure with the right side panel. The lid should now be able to hinge up and down.

The ballot box is used to secretly conceal UFSS election votes.

Assembling the General Supply

Take the Megastructure Funding Tokens and Military Tokens and place them near the board. This forms the general supply. Place unused mining tokens onto the Rio Astro Corp trade card (if applicable).

Type I and II Megastructures

Choosing a Megastructure Project

The final step before starting the game is to select a Megastructure Project to complete for this game. In the first 4 games this is chosen for you. From game 5 onwards this will change. Place the Megastructure Location Token* into the location it is being built. In your first game it is placed on Earth so, after reading the Game 1 Megastructure information below, you can skip ahead to page 9.

Game 1: Type I Megastructure Megastructure: Sky hooks throughout zones 1 and 2 Location: Earth

Sky hooks are momentum exchange devices, designed to cheapen the cost of space travel. This hook orbits a celestial body and rotates two ends of a hook around its center. Ships are able to latch on to these hooks and use their momentum to safely and cheaply enter and leave the celestial body. Building this infrastructure around zones 1 and 2 will make travel to the further reaches of the solar system much easier, particularly the moons around Saturn.

Game 2: Type I Megastructure Megastructure: Sky hooks throughout zone 3 Location: Titan

The extension of the skyhook network has made travel to the moons of Uranus considerably easier and cheaper for corporations.

Game 3: Type I Megastructure Megastructure: DRUM Defence Cannon Location: Mars

One of the most controversial creations in human history. The UFSS DRUM defence cannon is a weapon. It uses revolutionary void energy technology which ultimately can destroy an entire planet. Shepherd AI has insisted that we must possess this technology as a deterrent against those that might wish to create it themselves.

Game 4: Type I Megastructure Megastructure: Sky hooks throughout zone 4 Location: Titania

The extension of the skyhook network has made travel to the moons of Neptune considerably easier and cheaper for corporations.

After completing game 4 you are able to build Type II Megastructures. These can be built in any order you wish. The winner of the last game decides which megastructure will be built next (or randomly). Choose carefully as building specific megastructures is one of the main ways to unlock new sections and gameplay.

[Locked — unlocks with #9 Type II Megastructures (page 29)]

Megastructure: Sky hooks throughout zone 5 Location: Triton

The extension of the skyhook network has made travel to the Kuiper belt considerably easier and cheaper for corporations.

Megastructure: IPTC Internal Upgrade Location: IPTC

The vast internal structure of the IPTC is the central hub of trade throughout the solar system. It is in need of an upgrade.

Megastructure: Space Elevator on Mars Location: Mars

The space elevator at the Yukohama SpacePort on Earth is one of the greatest human accomplishments of all time. This megastructure stretches 35,786 kilometers into space and allows for spaceships to cheaply and cleanly leave the atmosphere. Just think about the boost to trade if Mars also had one of these.

Megastructure: UFSS HQ Security Upgrade Location: Earth

The UFSS controls all the solar system from its base in Yurushi City. As we settle planets and moons farther and farther away from our ancestral home, more and more threats to this centralised system of power emerge. A comprehensive security upgrade for the UFSS would make us much safer from these potential threats.

[Locked — unlocks with #11 Higher Type Megastructures (page 29)]

Game One Setup

(A full reference diagram of a two-player game 1 setup — outpost row, the solar system grid, employment row, trade row, political row, and each player's own board and bag — appears on page 9 of the rulebook. Note: Image is not to scale, some items have been resized for emphasis. Image for illustrative purposes only and components may vary from those shown.)

How to Play: the Draw Phase and the Assign Worker Phase

A Game of Three Phases

In Solar 175 you play as CEO of a new spacefaring corporation, battling it out in the race to exploit an ever changing and expanding solar system.

The aim of each game is to gain the highest amount of influence in the solar system by gaining influence points (IP). You can gain these IP points by conscripting workers to the UFSS Peacekeeping Force, building bases, funding megastructure projects and increasing your presence in the different zones of the solar system. These paths to victory regularly intersect so that pursuing one will often affect the outcome of another.

The game is played in a series of rounds split into three phases (the Draw, Assign and Action Phases) which repeat continuously until an end game trigger is reached. The first player token is passed one space clockwise at the end of each Action Phase.

1st Phase: The Draw Phase

Draw workers from your bag equal to your current available worker allowance. In your first turn this will be 4 workers. This is indicated by the highest number on your player board track not covered by outposts. Place your workers into these spaces.

At the start of each game you are able to draw 4 workers per round but this can be increased by removing X Outposts.

If your bag is empty and you cannot draw your full worker allowance, then you refill your bag with all the workers on your city leave card until you have filled your available worker track or run out of workers.

2nd Phase: Assign Workers

Take your available workers and place them onto available action spaces (jobs) on your player board or ship card. Any workers not placed onto actions on your player board can remain where they are or move straight to your city leave card. Only one worker can go into each available space.

Whenever you place a worker straight onto your city leave card without placing it onto an action, you immediately "build an outpost". You do this by taking an outpost token of your colour from the Niven Outpost Corporation card and placing it near your player board.

These outposts are useful to you and will be explained in the actions phase. You may only build a maximum of 2 outposts per round using this method.

Most workers may only be placed onto spaces that correspond to their colour and icon. The exception to this is the pink algorithm workers who can be placed on any available action space. When a whole action is filled with workers you may perform the action in the next phase, the Action Phase.

Note: You do not need to place all of the required workers onto an action and you can therefore partially fill actions to be completed in future rounds.

Note: The total workers you possess in your bag, on actions and on your city leave card is known as your worker pool.

Note: An available space is one which does not already have a worker on it.

You must wait for all players to complete the Assign Workers phase before moving onto the Action Phase.

There are 5 types of worker in Solar 175: Pilots, General Workers, Lobbyists, Algorithms and Engineers.

Assigning Your Workers

Workers are drawn from your bag during the draw phase then assigned to jobs on your player board and ship cards during the assign phase.

To assign workers you must place them into a slot on a job they are able to perform. The pink AI algorithms can go into any slot.

A job is complete when it is full of workers. You can remove these workers in the action phase to complete the action the job relates to. Removed workers are put onto your city leave card.

A pilot and a general worker filling the Akins and Van Shoyoc action.

Building outposts means taking them from this card and placing them near your player board, see page 12 for further details. Note that building outposts does not entail placing them directly onto the solar system cards.

The Action Phase: Action Types and General Actions

3rd Phase: The Action Phase

This is the phase where the majority of the game occurs. Starting with the player with the first player token and moving clockwise, you each take one action per turn by removing all the workers from fully completed action spaces and placing those workers onto your city leave card. You may then take the action that these worker(s) completed. These actions will allow you to do useful things such as hire new workers and interact with the different corporations in the game.

If there is ever any reason why you can't perform an action that you have the required workers on, you place these workers onto your city leave card without performing the action or building outposts for those workers.

This phase continues until all players have taken all their actions. When this happens you move to the draw phase of the next round. At the end of the round move the 1st player token one space clockwise.

Types of Action

There are four categories of actions that can be performed on your turn:

  1. General Actions: These are the move and outpost actions which help you move around the solar system and build presence. (Pages 11 to 12)
  2. Trade Actions: These allow you to interact with the corporation cards in the trade row. (Pages 13 to 14)
  3. Worker Removal Actions: Taking these actions mean removing a worker permanently from your worker pool to take a powerful action. (Pages 15 to 16)
  4. Hiring Actions: These allow you to add workers to your pool. (Page 17)

Ship Cards

Each player starts the game with an identical ship card. Place a pilot onto this card to move your ship.

This section of the card indicates the number of spaces a ship can move during a 'move' action. Starting ships can move up to three spaces.

This section indicates the presence value of this ship (see next page).

The Move Action | General Action

The movement action does not take place on your player board. Instead, you take the action by removing a pilot from your ship card. You may then move your ship miniature the number of spaces indicated by its ship card (see left for details). Ships can move diagonally or orthogonally. If a location already has two or more ships on it then you cannot move to that location (you may still move through it). You also cannot move to non-location cards such as the cards in the employment and political rows. Some special locations give you a benefit for arriving on them. If you move to a location with a Mining Resource Token (or tokens) on it, you take one of these tokens.

[Locked — unlocks with #4 White Star Shipyard (page 27)]

Base locations have a build cost indicated in the bottom right corner. In this example bases cost 1 credit and a Mining Resource Token to build.

Mining locations have a mine icon indicated in the bottom right corner. Mining Resource Tokens are placed on these locations at the start of each game.

These red X icons indicate that you cannot move in this direction as you would be entering a non-location card.

[Locked — unlocks with #22 Callisto (page 34)] [Locked — unlocks with #30 Uranus (page 38)] [Locked — unlocks with #29 Mimas (page 38)] [Locked — unlocks with #31 Neptune (page 38)]

The Outpost Action | General Action

Remove a general worker and an engineer from this area of your player board during the action phase to take the outpost action. This action allows you to manipulate your outposts and build your presence in the different zones of the solar system using the outpost cards. There are three different outpost cards available. When taking the outpost action you choose one of the cards and perform the action it displays, then flip your chosen card to the other side.

The Build Card - Building outposts means taking outposts of your colour from the Niven Outpost Corporation card and placing them in your player area ready to be assigned.

  • This side of the card allows you to build two outposts and gain one credit.
  • This side of the card allows you to build one outpost and gain two credits.

The Assign Card - Assigning outposts means sending outposts you've built to specific locations in the solar system so that your presence will be increased in that zone.

  • This side of the card allows you to assign up to 2 of your outposts to any locations within two different zones.
  • This side of the card allows you to assign up to 2 of your outposts to any locations within the same zone.

The Move Card - Moving outposts means moving outposts you or your opponents have asssigned from one zone to another zone (it doesn't matter which location in that zone they are on).

  • This side of the card allows you to move up to two outposts (belonging to you or to another player).
  • This side of the card allows you to move a worker from one HUB to another HUB and to draw and immediatly assign a worker (see left column).

Note: There is no limit to the number of outposts that can be placed in a zone or location (until you run out of course!)

Presence

Increasing your presence in different zones is one of the most important paths to victory in games of Solar 175. Each zone will give influence points to the player(s) who has the most presence in it at the end of the game.

Outposts are worth 1 presence in the zone they are placed. Your bases (page 14) are worth 2 presence each and your ships are worth presence equal to the presence score indicated in the bottom right of their ship card (see previous page).

Example: If you have 1 base, 3 outposts and your starting ship in zone one, your total presence for that zone is 7.

Drawing Extra Workers

This symbol (a circle with an upward arrow) indicates that you can draw a new worker during the Action Phase. To do this, take one from your worker bag using the usual draw phase rules. You then immediately assign that worker to a job on your player board or ship card. These workers can therefore be used this round.

HUBs

Throughout the solar system you will find several HUBs. These locations have workers placed onto them to affect the end game scoring. (This will be explained in detail on page 15).

This symbol (arrows in four directions around a circle) indicates that you can move a worker from one HUB to another HUB.

The 6 Zones of the Solar System

The 6 different zones of the solar system are indicated by the coloured lines surrounding different areas of the solar system. In your first game only two zones will be in play, however this will quickly expand.

The six zones of the solar system are marked by these symbols and their borders are marked by lines of the corresponding colours — Zone 1 (blue/white), Zone 2, Zone 3 (red), Zone 4 (green), Zone 5 (yellow), Zone 6 (grey).

[Locked — unlocks with #1 Zone 3 (page 25)] [Locked — unlocks with #3 Zone 4 (page 26)] [Locked — unlocks with #8 Zone 5 (page 29)] [Locked — unlocks with #10 Zone 6 (page 29)]

Trade Actions

Trade Actions

To take the trade action you need to remove a pilot and a lobbyist from the trade action on your player board during the action phase (pictured to the right).

The trade action allows you to visit one card in the trade row and perform a corresponding action. Trade row cards have the Inter-planetary Trade Center icon in their bottom right corner. Each of these cards allows you to perform a different action.

The Trade Action — "We are a proud member of the IPTC Inter-Planetary Trade Center."

Rio Astro Corp | Trade Action

Rio Astro specialise in acquiring and selling resources gained from off-earth mining. If you take this action you may either buy or sell Mining Resource Tokens. This will cost you three credits when buying or gain you three credits when selling. If you sell a Mining Resource Token it goes onto the Rio Astro card and is available to be bought in the future.

Note: If there are no Mining Resource Tokens available on the Rio Astro card then you cannot buy from there but you may still sell to the corporation.

"Space based resource extraction specialists" — the Corporation Card for Rio Astro Corp.

Unlockable Trade Actions

[Locked — unlocks with #2 Near-Earth Dynamic Systems (page 26)] [Locked — unlocks with #4 White Star Shipyard (page 27)] [Locked — unlocks with #19 Wotherby's Auction House (page 33)]

The Bank of Yurushi | Trade Action

Taking this trade action allows you to take one of two actions. You can simply collect one credit (see the information on credits to the left for details).

You can also use this action to draw another worker. To do this, pay one credit then draw a worker from your bag. This works in the same way as the icon explained on page 12, with the addition of costing one credit to perform the action.

This icon indicates that you can draw another worker for a cost of one credit.

This icon indicates that you can take one credit for performing this action.

"Borrow and prosper" — Bank of Yurushi.

[Locked — unlocks with #15 Yurushi Bank Loans (page 32)]

Universal Credits

Credits are the only universally accepted currency in the solar system. Universal credits use an advanced digital currency based on the technology originally created for the, now illegal, G-Blocks. New credits are minted as resources are extracted from off-earth objects. This minting is overseen and controlled by the Bank of Yurushi and influenced by the major corporations.

Credits are used for several purposes such as building bases. You may never have more than 29 credits.

Credits are measured by this track on your player boards. When you gain a credit you move your cube up the track. If you reach any multiples of 10 add a second cube to the relevant square:

Examples: This player has 2 credits. This player has 12 credits. This player has 22 credits.

Hensler | Trade Action

Taking this trade action allows you to either build a BioDome (base) in a location where you currently have a ship or to buy a new base (see 'buying bases' below). To build a base, you must first check that you have a ship in a location which allows you to build a base as this is not always possible. Locations where you can build a base have prices in the bottom right corner of the location card indicating the cost to build there.

You also cannot build a base in a location where another base has already been built in this game.

These are the prices needed to build a base in this location. The prices will change from zone to zone and will get more expensive as you get further away from Earth. This card from zone 2 requires you to pay 2 credits and 1 mined resource token to build a base there.

This card from zone 3 requires 3 credits and 1 mined resource token to build a base. Note: Zone 3 does not feature in your first game.

Finally, to build a base you must have a base available to build. These are stored in the right hand side of your player board and you can build a maximum of four in any game.

Once you have paid the cost of the base, meaning you have removed the coins from your player board track and placed the Mining Resource Token onto the Rio Astro trade card, you take the base from your player board and place it onto the relevant location card.

Building bases has three benefits, one is immediate and two happen at the end of the game. The immediate benefit is that you will uncover a bonus underneath the base you built. This is one of four possible bonuses, you take advantage of this bonus on the same turn as you build the base.

  • Bonus Move Action
  • Bonus Trade Action
  • Bonus Outpost Action
  • Two Credit Bonus

These bonuses are indicated by the symbols in the center of the revealed spaces on your player board.

At the end of games the bases themselves are worth influence points, how many is decided by two factors. First, the number of workers conscripted to the Hensler HUB*, and second, the zone number in which the base is built. Bases are worth influence points equal to the Worker Value of the workers on the Hensler HUB card* plus influence points equivalent to the zone number where the base is located.

Example: At the end of the game there is a worker value of 5 from the workers sent to the Hensler HUB card and this base is in zone 2, as such it is worth 7 influence points (5 + 2).

The second end game benefit of bases is that Bases also have an impact when calculating your presence in a specific zone. Each base is worth 2 presence in the zone it is built.

*Note: Conscripting workers to the Hensler HUB and calculating Worker Value is explained on the next page.

Hensler — "The Solar System's Most Valuable Corporation." Hensler began life as an on-earth commercial architecture corporation, however with incredible foresight they shifted their operations to developing off-earth habitation systems right at the start of the race to settle the solar system. This put them in a fantastic position and years ahead of any potential competitors. Add to this an intelligent and aggressive acquisition policy and Hensler is currently the most valuable company in existence, and by quite a way.

"Making the Inhospitable home!" — We are a proud member of the IPTC Inter-Planetary Trade Center. These vast off-earth cities span the solar system and have made Hensler incredibly wealthy.

Buying Bases

Instead of building a base you can use this action to buy a new one. Pay a cost of two credits then take one of the two bases of your colour from the Hensler card.

You place this new base into any free base slot on the right side of your player board and it can now be built in the usual way. If you have no free slots or there are no bases of your color left on the Hensler card you cannot perform this action.

Worker Removal Actions

HUBs

Conscripting workers to the solar system's HUBs has an important impact on how the game is scored. The value of the workers conscripted to a HUB at the end of the game will impact how the path to victory associated with that HUB is scored.

The 'Worker Value' of a HUB is the value of the workers that have been sent to it at the end of the game. Workers have a worker value of 1 each, except for algorithms which are worth 2 each.

Megastructure Funding Tokens are worth influence points (IP) equal to the Worker Value of the workers on this card at the end of the game.

Military Tokens are worth influence points equal to half the Worker Value of the workers on this card at the end of the game (rounded down). For example, if the Worker Value on this card is 5, then Military Tokens are worth 2 IP each.

Bases are worth influence points equal to the Worker Value of the workers on this card at the end of the game (plus points equal to their zone number).

The workers on the Zone HUBS indicate how many influence points the player with the most presence in that zone will earn. Each zone is worth influence points equal to the Worker Value of the workers on that zone's HUB card at the end of the game.

The influence points awarded to players for having the most presence in each zone will be decided by the Worker Value of the workers sent to the ZONE HUB of that particular zone. The Earth is the Zone HUB for Zone 1 and Jupiter is the Zone HUB for Zone 2. The player with the most presence in a zone at the end of the game will get points equal to the Worker Value of this Zone HUB. In games of 3 or more players the player in second place gets half this amount rounded up to the nearest whole number.

Example: At the end of the game there are 3 general workers and an algorithm on the UFSS and there are 2 lobbyists and an engineer on Jupiter. This means that Megastructure Funding Tokens are worth 5 influence points each and the player with the most presence in a zone 2 will get 3 influence points.

Workers all have a Worker Value of 1 except for algorithms which have a Worker Value of 2. (Lobbyist: 1, Pilot: 1, Engineer: 1, General Worker: 1, Algorithm: 2)

Worker Removal Actions

Worker Removal Actions permanently remove a worker from your pool to gain you powerful benefits. They are taken by placing individual workers onto the actions on the right hand side of your player board.

Important: Worker removal actions cannot be taken by your four permanent workers which you start with in each game.

Worker removal actions are situated on the right side of the player boards and are indicated with an arrow above the worker spaces.

UFSS Peacekeeping Force | Worker Removal Action

You can conscript your workers to join the United Federation of the Solar System Peacekeeping Force. This will earn you Military Tokens and dramatically affect how the game is scored.

To take this action, remove a General Worker, Pilot or Algorithm from this space during the Action Phase. Place them onto the HUB card of your choice and then collect 1 Military Token.

Note: Military tokens are not intentionally limited so in the unlikely event you run out, use a suitable alternative.

The workers you conscript to the UFSS Peacekeeping Force will affect how the game is scored across many different paths to victory. Workers conscripted to the Hensler HUB will increase the influence points of bases, workers conscripted to the UFSS HUB will increase the value of Megastructure Funding Tokens, workers conscripted to the Military HUB on Ceres will increase the value of Military Tokens and workers conscripted to the Zone HUBs will increase the value of having the most presence in each zone of the solar system. For each of these HUBs, workers increase the value of that path to victory by 1 influence point each, except for algorithm workers who increase their path to victory by 2 points each.

For full details on how the HUBS affect scoring see the column to the left of this page. Note that the Military HUB works slightly differently.

Fund the Megastructure | Worker Removal Action

Remove an engineer from this space to send them off to help build the megastructure. You must pay 1 Mining Resource Token to take this action.

Place the engineer onto the HUB of your choice and pay the Mining Resource Token to Rio Astro, then collect a Megastructure Funding Token.

Megastructure Funding Token.

These tokens are worth influence points based on the number of workers sent to the UFSS HUB, with each worker adding 1 influence point to the value of each Megastructure Funding Token and each algorithm adding 2 influence points.

EXAMPLE: If there are 2 algorithms and 3 other workers conscripted to the UFSS at the end of a game, each Megastructure Funding Token will be worth 7 influence points.

Note: If the Megastructure Funding Tokens run out this action is no longer possible.

Vote | Worker Removal Action

Placing a lobbyist here during the assign workers phase allows you to take the vote action. To do this, remove the lobbyist token in the action phase and place it onto the HUB card of your choice. Then you take one of the voting tokens and put a cross next to the symbol of your chosen political party. Place the completed vote into the ballot box without it being seen by your opponents. Each of these tokens is worth one vote. The party with the most votes wins the election at the end of the game, this will impact how the game is scored.

Votes are entered into the ballot box through the slot in the lid. This vote is for the United Federalists.

The political party voted into power at the end of each game will affect the scoring of one element of the game. If the United Federalists are elected then influence points gained from funding the megastructure are doubled. If Brave New Dawn wins the election then influence points gained from base building are doubled and if the Worker's Union Party wins the election then influence points gained from Military Tokens are doubled.

Example: At the end of a game the United Federalists have won the election. Caro has 3 Megastructure Funding Tokens which would in this game have been worth 15 influence points (IP) as the Worker Value on the UFSS is 5, but because the United Federalists have won the election, they are now worth double the amount (30 IP in total).

At the end of the game you record the political party that won the election into the scoring pages in Lunar Magazine (43-64).

[Locked — unlocks with #12 Celestial Rebellion (page 30)]

The three cards in the political row serve as a reminder of how each of the political parties will affect the scoring of the game if they achieve power in the election phase.

Strategic Note: This has a very large impact on the end game scoring and so it is a good strategy to keep an eye on the possible election results.

The Three Major Political Parties

There are three main political parties vying for power over the United Federation of the Solar System. This multi-party democracy is a fairly recent innovation in the governance of the solar system as the United Federalists held a monopoly on power for many decades.

The Workers Union Party: The mass worker obsolescence that has been experienced with the rise of automation is making many nervous. Those that fear their line of work may be next have decided to unionise early and use their collective bargaining power to slow this potential catastrophe. The Worker's Union Party pushes for high taxes on corporations and for these credits to be funnelled down to the lowest rungs of society. They are staunch advocates of the UFSS Peacekeeping Force which they see as a crucial tool for social mobility.

Policies: "UFSS peacekeeping force influence points are worth double." "Property is Theft." "From each according to their ability, to each according to their need." — Member of the Shadow Government.

The United Federalists: For a long time this party was the only one permitted. Founded by the Shepherd AI after the devastation of the unspeakable war, the key philosophy of the centrist United Federalists is one of compromise. Each side of the political spectrum has its benefits and therefore the correct course of action is to take the best from each.

Policies: "Megastructure Funding influence points worth double." "A good traveller has no fixed plan and is not intent on arriving." "Do not let us mistake necessary evils for good." — Member of the Shadow Government.

Brave New Dawn: Technically titled the Patriotic Peoples of Earth Party, everyone uses the moniker Brave New Dawn after a key phrase from the founding speech of Bernice Oryx. This right wing political party advocates for a small earth centered government which will allow corporations to quickly and efficiently take advantage of the huge resources of the solar system.

Policies: "Base building influence points worth double." "A rising tide lifts all ships." "Iustitia suum cuique distribuit." — Member of the Shadow Government.

The Hiring Actions

Hiring Actions

These actions each allow you to gain new workers to be drawn in future rounds. Many of these actions have a double benefit of also providing you with a hiring bonus. You take newly acquired workers from their corresponding hiring cards and place them onto your city leave card.

Hire a General Worker | Hiring Action

To hire a general worker you need to remove an engineer and a lobbyist from this section of your player board during the action phase.

Do this then take a general worker token from the Yurushi Employment Center card and place it onto your city leave card.

After taking a general worker you also get to immediately take advantage of the hiring bonus. In this case you may take the trade action.

Hire an Engineer | Hiring Action

To hire an engineer you need to remove a general worker, a pilot and a lobbyist from these three spaces in the action phase. You then take an engineer token from the Treppenwitz Engineering Co. card and place it onto your city leave card.

The hiring bonus for an engineer is to take the outpost action.

Hire a Pilot | Hiring Action

To hire a pilot you need to remove a general worker, an engineer and a lobbyist from these three spaces in the action phase. You then take a pilot token from the Nakamura Flight Academy card and place it onto your city leave card.

The hiring bonus for a pilot is that you may take the move action. You may move any of the ships you own when taking this action.

Note: In your first couple of games you will only ever have one ship.

Hire an Algorithm | Hiring Action

Algorithms are able to complete any challenge that would normally require a pilot, engineer, lobbyist or general worker. Therefore these workers can be placed in any space that is not currently occupied.

To hire an algorithm you need to remove a pilot, an engineer and a general worker from these three spaces in the Actions phase. You then take an algorithm token from the Shepherd AI Systems Inc. card and place it onto your city leave card.

There is no hiring bonus when you hire an algorithm. However, when the algorithms run out, this card is flipped and each time this action is taken you can move a worker from one HUB to another.

Hiring a Lobbyist | Hiring Action

To hire a lobbyist you need to remove a pilot and a general worker from these two spaces in the action phase. You then take a lobbyist from the Akins and Van Shoyoc LLP card and place it onto your city leave card.

The hiring bonus for a lobbyist is that you get to remove an X outpost from your available worker section and immediately assign it to a location in the solar system. This also has the benefit that you can now draw an extra worker each round during the draw phase.

Players start each game with these 4 spaces covered by outpost tokens. As you hire lobbyists these outposts are removed, increasing the number of workers you draw during subsequent draw phases.

If you do not have any outposts left to remove from your player board then this bonus is ignored.

Note: When there are no more workers available on hiring cards you may still take the action to gain the hiring bonus. If three or more employment cards have no workers available then this is one of the end game triggers (see the next page for details).

End Game Scoring and the Election Phase

End Game

End Game Trigger

The game ends when one of two triggers occur, either a player builds their last outpost token or three or more employment cards are emptied of workers. When either of the events occur you are in the last round of the game. The Action Phase of the current round is completed and then instead of moving back to the Draw phase, play moves onto the Election Phase (see below) and then the final scores are calculated.

End Game Scoring

The game is won by the player with the most influence points (IP). Players score their game by using the scoresheet on pages 43-64 of the magazine. Make sure to also note down the winner of the game, which megastructure was built and which party won the election into the relevant boxes.

Magazine Scoring Page: Make sure to use the scoring line which corresponds to the corporations that took part in this game as you may need to ascertain how many games each corporation has played.

Credits - Score 1 IP for every 2 credits you have left over at the end of the game.

[Locked — unlocks with #12 Celestial Rebellion (page 30)] [Locked — unlocks with #15 Yurushi Bank Loans (page 32)]

Mining Resource Tokens - These tokens are worth 2 IP each at the end of the game.

[Locked — unlocks with #6 Political Influence (page 28)]

Bases - Score each base built by players. Bases are worth IP equal to the Worker Value (see below for full details) of the workers sent to the Hensler Base HUB. In addition to this, add influence points equivalent to the number of the zone the base was built in.

Example: At the end of the game there is a Worker Value of 5 from the workers sent to the Hensler HUB card and this base is in zone 2, as such it is worth 7 IP (5 + 2). Remember algorithms are worth a Worker Value of 2.

Note: If the Brave New Dawn won in the election phase, these points will be doubled.

Megastructure Funding - Each Megastructure Funding Token you possess is worth IP equal to the Worker Value of the workers sent to the UFSS HUB by the end of the game.

Example: Caro has 2 Megastructure Funding Tokens and the Worker Value on the UFSS HUB is 4 (remember, algorithms are worth 2). She therefore gains 8 influence points for these tokens (2 x 4).

Note: If the United Federalists won in the election phase, these points will be doubled.

End Game Scoring Continued.

UFSS Peacekeeping Force - Players get influence points for each military token. These are worth IP equal to half of the Worker Value of the workers conscripted to the Military HUB on Ceres (rounded down to the nearest whole number).

Example: Caro has 2 Military Tokens and the Worker Value on the Military HUB is 4 (remember, algorithms are worth 2). She therefore gains 4 influence points for these tokens (2 x 2).

Note: If the Workers Union Party wins the election, these points will be doubled.

Presence - At the end of the game, players will score influence points for their presence in each zone. If you have the most presence in a zone then you will gain influence points equal to the Worker Value of that Zone's HUB. In games of 3+ players the player(s) with the second most influence will gain half these points (rounded down to the nearest whole number).

Presence is calculated individually for each zone so players may get this bonus for multiple zones.

In the case of ties, all tied players gain the full points. At the end of the game, look at each zone individually, you measure presence as follows:

Each of your outposts in that zone counts as 1 presence. Each of your bases in that zone counts as 2 presence. Each of your ships in that zone gives you a presence equal to the amount listed on the bottom right of the ship card. In your first game ships are all worth 2 presence.

Finally, the player(s) who has the most presence in the Zone which contains the Megastructure Location Token gains an additional 5 influence points.

After calculating the presence for each player, the player with the most in each zone gains points equal to the Worker Value of that zone's HUB. The Worker Value of this HUB is 7 as the two algorithms are worth 2 each and the Lobbyist, Pilot and General Worker are worth 1 each. The zone with the Megastructure Location Token is worth an additional 5 IP.

Example:

Caro (Purple), Ali (Yellow) and Rosa (Teal) all have a presence in zone 1 at the end of the game. The zone 1 HUB on Earth has a Worker Value of 7. The megastructure location for this game is zone 1.

Caro has 3 outposts and 1 base in zone 1 and so her presence is (3+2) 5. Ali has 1 outpost, 2 bases and her starting ship in zone 1 and so her presence is (1+4+2) 7. Rosa has 5 outposts and 1 base in zone 1 and so her presence is (5+2) 7. Rosa and Ali both have an equal amount of presence in zone 1 and so they receive 12 influence points each (7 for the Worker Value of the HUB and an extra 5 as zone 1 was where the Megastructure Location Token was for this game). Caro receives zero IP for this zone, as two players came in first so there is no second place bonus.

Zone 2 will now be checked in the same way and so on until all zones have been checked.

[Locked — unlocks with #12 Celestial Rebellion (page 30)]

Worker Value

Reminder: The Worker Value of a HUB is the total value of the workers that have been sent to it by the end of the game. Most workers are worth 1 Worker Value but algorithms are worth 2. At the end of the game the Worker Value of each HUB will decide how many influence points (IP) that path to victory is worth. How this is done for each is described on this page and the previous page.

Important: For most of the HUBs there is a 1 to 1 ratio between the Worker Value of the HUB and how many IP that path to victory is worth, but for Military Tokens this is a 1 to 2 ratio.

Example: A Worker Value of 4 on a Zone HUB means that Zone is worth 4 IP whereas a worker value of 4 on the Military Hub (Ceres) means that Military Tokens are worth 2 IP (each).

Tie Breaker

In the event of a tie, the player with the most influence in zone 1 is declared the winner (of the tied players). If there is still a tie then the player who is closest to next receiving the first player marker is the winner (again, of the tied players).

The Election Phase

Before scoring the game you must establish which party won the election. This is done during the election phase. This will have important effects for how the game is scored. Empty the ballot box and add up the votes for each party with each ballot counting as one vote. When this is complete the party with the highest number of votes is elected and you move the election token to that card with the UFSS logo face up.

Note: In the case of a tie, the party that is currently in power remains in power (even if they weren't one of the tied parties).

The parties themselves affect the scoring of the game. Whichever party wins will make one of the paths to victory more powerful:

Brave New Dawn: Players gain double influence points (IP) for base building.

United Federalists: Players gain double IP for Megastructure Funding Tokens.

Workers Union Party: Players gain double IP for Military Tokens.

[Locked — unlocks with #13 Trade Unions (page 31)] [Locked — unlocks with #12 Celestial Rebellion (page 30)]

The Campaign

The campaign is the overarching game that is being played throughout all of the individual games of Solar 175. This campaign will ultimately be won by one corporation based on the campaign points they have earned. The end of the campaign is triggered after one of the Type VI Megastructures is built. If you need a little help with the rule changes, we have a video series which will guide you through everything you need to do before and after each of the first 4 games. Follow the QR code on page 3 to find them.

Campaign Scoring

At the end of each game players will mark their achievements in this game. There are a series of boxes on the campaign tracker cards. After each game, players cross off a box if they achieved the highest score in any of the following areas:

The checkboxes are located on the tracker card that each player receives at the start of the camapaign. Store these in your drawstring bag between games to keep track of your progress throughout the campaign!

  1. Presence: The player(s) with the most presence in each zone crosses off a box referring to that zone. Be aware that not all zones are available at the start of the campaign and players cannot cross off boxes for zones they had no presence in.
  2. Megastructure Funding: The player(s) who received the most points for megastructure funding can cross off a box from this section of their tracker card.
  3. Base Building: The player(s) who received the most points from building bases crosses off a box from this section of their tracker card.
  4. UFSS Peacekeeping Force: The player(s) who received the most points from military tokens crosses off a box from this section of the tracker card.
  5. Resource Extraction: The player(s) who had the most Mining Resource Tokens left over at the end of the game crosses off a box from this section of the tracker card. They must have a minimum of 1.
  6. Most Profitable: The player who had the most credits left over at the end of the game crosses off a box from this section of the tracker card. They must have had a minimum of 2.
  7. Highest Influence: The player that won the game crosses off a box from this section. If this section ever becomes full, then add a tally to the longer box below to indicate each additional victory.

These checked boxes are the key to receiving awards for your corporation and ultimately winning the campaign! Whenever you complete all boxes for a section (e.g. all 8 'Resource Extraction' boxes) you collect an award sticker and add it to the awards section of your tracker card. If you are the first corporation to achieve this award then you take the gold version of the award and the second player to achieve this will take the silver version of the award. If an award is won at the same time by two players, the player who received the most influence points in that game takes the award. If there is still a tie use the normal end game tie brakers to decide who takes the award.

Note: If you win an award and you have space on your tracker card you must take it. If you have run out of space for awards on your tracker card(s) then you place additional awards onto your drawstring bag. The awards are listed on the next page.

Developing the Solar System

At the end of each game the solar system has become a little more developed. To demonstrate this, the winner of each game can choose one base location card* from the solar system and name one of the cities in that location, write the name onto one of the empty spaces on the card.

If there are no cards that have naming spaces then the solar system is fully developed and this is ignored.

*Base location cards are those that you can build bases on.

Solar System Narratives:

After developing a location go to page 52 and scan the QR code for one of the zones where you (the winner) had a ship at the end of the game. This will lead you to a webpage full of the locations in that zone. Select one of these locations and then select a narrative from that location. This should be read aloud to the whole group and will help you learn more about the vast universe of Solar 175.

End of Game Checklist

After scoring each game, follow this 5 step checklist to ensure you have done everything you need to do for the next game:

  1. Check off the boxes on your tracker cards for the areas you were sucessful in this game.
  2. Check to see if you are eligible for any of the awards on page 21. The winner of the game also names a city (see above).
  3. Check the megastructures list on page 8 and check off the megastructure you have sucessfuly built this game.
  4. Check to see if you have activated any of the events on pages 22 and 23. If you have, follow the instructions in the sections you have unlocked.
  5. Read a solar system narrative using the QR codes on page 52 (see above for details).

That's it, you're now ready for the next game!

Corporate Awards

Presence Awards

(Presented By the Niven Outpost Corporation)

Niven Zone 1 Gold Award: For the player who first checks off 6 boxes for having the most presence in Zone 1. This Gold award is worth 3 campaign points

Niven Zone 1 Silver Award: For the second player who checks off 6 boxes for having the most presence in Zone 1. This Silver award is worth 2 campaign points

Niven Zone 2 Gold Award: For the player who first checks off 6 boxes for having the most presence in Zone 2. This Gold award is worth 3 campaign points

Niven Zone 2 Silver Award: For the second player who checks off 6 boxes for having the most presence in Zone 2. This Silver award is worth 2 campaign points

Niven Zone 3 Gold Award: For the player who first checks off 6 boxes for having the most presence in Zone 3. This Gold award is worth 4 campaign points

Niven Zone 3 Silver Award: For the second player who checks off 6 boxes for having the most presence in Zone 3. This Silver award is worth 2 campaign points

Niven Zone 4 Gold Award: For the player who first checks off 6 boxes for having the most presence in Zone 4. This Gold award is worth 4 campaign points

Niven Zone 4 Silver Award: For the second player who checks off 6 boxes for having the most presence in Zone 4. This Silver award is worth 2 campaign points

Niven Zone 5 Gold Award: For the player who first checks off 6 boxes for having the most presence in Zone 5. This Gold award is worth 5 campaign points

Niven Zone 5 Silver Award: For the second player who checks off 6 boxes for having the most presence in Zone 5. This Silver award is worth 3 campaign points

Niven Zone 6 Gold Award: For the player who first checks off 6 boxes for having the most presence in Zone 6. This Gold award is worth 6 campaign points

Niven Zone 6 Silver Award: For the second player who checks off 6 boxes for having the most presence in Zone 6. This Silver award is worth 4 campaign points

UFSS Noble Philanthropist Award: For the player who first checks off 8 boxes for megastructure funding. This Gold award is worth 6 campaign points

UFSS Philanthropist Award: For the second player who checks off 8 boxes for megastructure funding. This Silver award is worth 3 campaign points

Hensler Elite Settler: For the player who first checks off 8 boxes for base building. This Gold award is worth 6 campaign points

Hensler Professional Settler: For the second player who checks off 8 boxes for base building. This Silver award is worth 3 campaign points

Honorary General of the UFSS Peacekeeping Force: For the player who first checks off 8 boxes for influence with the UFSS Peacekeeping Force. This Gold award is worth 6 campaign points

Honorary Colonel of the UFSS Peacekeeping Force: For the second player who checks off 8 boxes for influence with the UFSS Peacekeeping Force. This Silver award is worth 3 campaign points

Rio Astro Gold Award: For the player who first checks off 8 boxes for mining resources. This Gold award is worth 5 campaign points

Rio Astro Silver Award: For the second player who checks off 8 boxes for mining resources. This Silver award is worth 3 campaign points

Benefactor of the Bank of Yurushi: For the player who first checks off 8 boxes for credits. This Gold award is worth 5 campaign points

Friend of the Bank of Yurushi: For the second player who checks off 6 boxes for credits. This Silver award is worth 3 campaign points

UFSS Medal of Freedom: For the player who first checks off 8 boxes for influence points. This Gold award is worth 10 campaign points

Order of the Shepherd: For the second player who checks off 8 boxes for influence points. This Silver award is worth 7 campaign points

Campaign Events

Events

At the end of each game you need to check if any permanent changes have been made to the game world. Look through the list of events on this and the next page. If any of these events have occurred, then check off the boxes next to them and follow the instructions given in the sections they reference. Note that many of the events will be triggered by building the megastructures chosen during setup.

Make sure to check the event triggers carefully at the end of each game as you may complete the events in an unusual order, particularly after game 4.

Bonus Tip: Don't wait too long for section 19!

These triggers indicate events which will change the game world of Solar 175. Check this list at the end of each game and if a trigger has been activated, cross off the box next to it and read that section of the rulebook. These sections are located in numerical order from page 25 to 39 of this booket. Be careful to only read the sections you have unlocked. Follow the instructions in the sections to make the changes to the game. If this is the end of your first game read page 25 to understand how the sections unlock.

For your first four games the only triggers you will be crossing off will be those in this first column:

Trigger Example: This is the trigger which allows you to check off the box to the right. Some triggers activate multiple boxes. The number in the box indicates the section you have unlocked and should now read (the page number of this section is listed to the right).

Events from the First Four Games

  • When you have reached the end of your first game — unlocks sections #1 (Pg 25) and #2 (Pg 26)
  • When you have reached the end of your second game — unlocks sections #3 (Pg 26) and #4 (Pg 27)
  • When you have reached the end of your third game — unlocks sections #5 (Pg 27) and #6 (Pg 28)
  • When you have reached the end of your fourth game — unlocks sections #7, #8, #9 (Pg 28, Pg 29, Pg 29)

From Game 4 onwards, triggers will be activated in the unique order you get to them as you play the campaign. Make sure to check carefully at the end of each game to see if you have activated any new sections.

  • When you have built the sky hooks around zone 5 Type II Megastructure — unlocks section #10 (Pg 29)
  • When you have built all Type II Megastructures — unlocks section #11 (Pg 29)
  • When you have built the Space Elevator on Mars Type II Megastructure — unlocks section #12 (Pg 30)
  • When the Worker's Union Party have won five elections — unlocks section #13 (Pg 31)
  • When a player wins the "Benefactor of the Bank of Yurushi" Gold award — unlocks section #14 (Pg 31)
  • When the first player wins any one of the Silver Awards — unlocks section #15 (Pg 32)
  • When NEDS sell out in a game. (Only applies after game 4) — unlocks section #16 (Pg 32)
  • When the first player wins the "Friend of the Bank of Yurushi" Silver award — unlocks section #17 (Pg 32)
  • When a player wins the Rio Astro Gold award — unlocks section #18 (Pg 33)

Events Continued

  • Whenever you feel ready for a little more in game complexity (anytime after game 4) — unlocks section #19 (Pg 33)
  • When the Terraform Mars Type III Megastructure is built — unlocks section #20 (Pg 34)
  • When the Terraform Venus Type III Megastructure is built — unlocks section #21 (Pg 34)
  • When a player has won four awards — unlocks section #22 (Pg 34)
  • When the Kraken Type III Megastructure is built — unlocks section #23 (Pg 34)
  • When the Titanica Elite Type III Megastructure is built — unlocks section #24 (Pg 35)
  • When the Celestial Rebellion have overthrown 5 elections — unlocks section #25 (Pg 35)
  • When Brave New Dawn have won at least 8 elections and you have unlocked envelope 7 — unlocks section #26 (Pg 35)
  • When the Dyson Swarm Type V Megastructure is completed — unlocks section #27 (Pg 36)
  • When the first census is completed — unlocks section #28 (Pg 37)
  • When the first Megastructure Repairs are completed — unlocks section #29 (Pg 38)
  • When you have gained all the achievements on page 51 — unlocks section #30 (Pg 38)
  • When all 33 sections have been unlocked — unlocks section #31 (Pg 38)
  • When all silver awards have been won OR all Type III Megastructures have been built — unlocks section #32 (Pg 38)
  • When you have completed any Type VI Megastructure — unlocks section #33 (Pg 39)

IMPORTANT

Every section and addition to the first game is optional, so if you make a mistake or miss a section of the rules just keep playing, it will not hurt the campaign. Solar 175 is designed to be robust to mistakes and house rules!

(A full-page comic panel follows: "STOP! DON'T READ ANY FURTHER UNTIL INSTRUCTED TO DO SO!")

Unlockable Sections

(This section of the rulebook is legacy/spoiler content, meant to be read only when unlocked by the campaign events listed above. It is transcribed here in full for reference, in the order it appears in the physical rulebook.)

Sections

This section of the rulebook contains the instructions for the updates and changes that are made throughout campaigns of Solar 175. You will be instructed from the events (pages 22 and 23) to read a specific section. Read the section and follow the instructions it gives. Do not read any other sections until instructed to do so. Each section is laid out in the same style:

This number indicates the section. Be sure to only read the section you have been instructed to read. The section title is in the box to the right.

This area of the section box gives you detailed information on the changes that have been made to the game world, often with corresponding artwork. The detailed instructions of what will change when this new section is unlocked will be placed here. There will often be corresponding diagrams and artwork to make this clearer. You will need to reference these newly unlocked sections when checking rules in the future.

These icons indicate the actions you must take to enact the changes of this section. These are explained below.

If you see a QR code, follow it to read a new worldbuilding story.

Section Box Icons

There are three kinds of changes that may need to be made when you unlock a section: opening envelopes, checking off rule changes in the rulebook and, opening boxes. These changes are indicated by the following icons:

This icon indicates that you must open an envelope. The number indicates which specific envelope to open.

This icon indicates that you need to check off a rule change box in the rulebook. The number below the box indicates which page in the rulebook you can find the box.

This icon indicates that you must open a box. The number indicates which specific box to open.

#1 Zone 3

Before reading the rest of this section read the instructions above carefully. Open envelope 1 and add the zone 3 location cards to the solar system deck. You may now access and use this zone in the same way you would the other zones in the game. At the end of the game, presence is now calculated for this zone as well as zones 1 and 2. This is done in the normal way. Check off the section 1 boxes on pages 6 and 12 to remind you about these changes when checking rules in the future.

In addition to this, after you have read section 2 on the next page you will be asked to open Box One. In Box One there are 9 HUB bonus tokens. At the start of each game shuffle these face down and place one randomly, face-up onto each of the HUB cards. You can gain these bonuses by placing your workers on these HUBs using worker removal actions. Place the worker on the HUB then immediately take the bonus action/item. Taking these bonuses is always optional.

Note: You do not get the HUB bonuses when moving a worker from one HUB to another.

AI Players do not take HUB bonuses.

HUB bonuses are placed on all HUB locations. (In the bottom left of the card.) You get these bonuses immediately.

#2 NEDs

NEDs are a new kind of robotic worker relying on the Shepherd AI algorithm technology. These workers can be assigned to any task and then they will repeat it round after round tirelessly.

SETUP: Add the Near Earth Dynamic Systems card to the Trade Row and put NEDs meeples onto this based on your player count, the amount is indicated on the card itself.

GAMEPLAY: Unlike other workers, NEDs are hired by taking the trade action and visiting Near Earth Dynamic Systems. Pay two credits to hire a 'NED' and immediately place the 'NED' token onto a permissible worker space of your player board. There is no hiring bonus to hire NEDs. NEDs are never removed from the player board where they are placed and thus can be reused every action phase without needing to be drawn from the bag. These workers can be placed in most spaces with two exceptions. First, NEDs may not cover an entire job; they must always leave one space free. This means they cannot be placed in spaces that require only one worker for example, with the hire an algorithm action, you may use them to cover any two of the spaces but not the third.

Second, NEDs also cannot be placed in a space currently occupied by another worker.

The NEDs cannot be placed in these jobs as they only need one worker and NEDs cannot completely fill a job — (Vote, Fund, Peacekeeping Force).

When the NED card is empty, instead of taking a NED, you can use this action to move one of your NED tokens from one section of your board to another, you must still pay 2 credits to do this.

These are the NED tokens. Place them onto the Near-Earth Dynamic Systems card at the start of each game.

The NEDs remain in the spaces they are placed permanently and cannot be moved. This means this player only needs a pilot to hire an algorithm. It is not permitted to place one more NED onto this action as this would cover the entire job.

The Near Earth Dynamic Systems card becomes part of the trade row. Take the trade action and pay 2 credits to buy a NED. At the start of the game place the NED tokens onto this card based on your player count. This is listed on the card.

AI Players: Check off this box on the relevant minister card. Each time the AI player is instructed to take this action, pay two credits and take a NED token and give it to the AI player. In the next round the AI player will draw 1 extra worker then discard the NED. If the AI player does not have enough workers to draw one extra, then keep the NED token until the next round when this is possible.

#3 Zone 4

Open envelope 2 and add the zone 4 location cards to the solar system deck. You may now access and use this zone in the same way you would the other zones in the game. At the end of the game, presence is now calculated for this zone as well as zones 1, 2 and 3. This is done in the normal way. Finally you must follow the QR code above and read the story it takes you to.

Moving Bonus Tokens: Whenever you take the 'Move HUB Worker' action (see the symbol on the left), you can now either move one worker from a HUB to another HUB, or you can switch the bonus tokens of any two HUBs. AI players will not move HUB bonuses.

#4 White Star

You can now lease new ships from the White Star Shipyard. The White Star Shipyard is the solar system's foremost ship builder. They have extensive experience in a wide rage of commercial and leisure space vehicles.

SETUP: Add the White Star Shipyard trade card to the trade row. Place the available ship cards near this card and place the available ship minis onto or near this card.

GAMEPLAY: To lease new ships you need to take the trade action. You can then visit the White Star Shipyard as your trade action and lease any one ship. The cost for each ship is the number of credits indicated on the ship card. Pay the cost then take the relevant ship card and corresponding miniature. Place the ship miniature onto the location card of your choice (immediately take any benefits e.g. a mining resource token) and place the ship card by your player board. You may then use this ship in the same way as your original ship using the action space on its ship card.

Note: You can also use the trade action to sell ships you have purchased back to the White Star Shipyard for their original price but you cannot sell your starting ship (DC-Xerxes 8050).

You cannot move a different ship to the one you placed the worker onto. If you are allowed to take a move action in some other way, for example as a bonus for building a base, then you can move any one of the ships you control. You can only lease one ship each time you take a trade action. You can only take your original ship with you from game to game and any others you have leased will go back to the White Star Shipyard at the end of the game.

END GAME SCORING: Leased ships are worth presence at the end of the game equal to the amount listed on their ship card.

Take the ship card of the ship you lease and place it face up near your player board. The price of the ship is indicated on the card and you can place pilots here to fly the ship in the normal way. Note that the number of spaces a ship can move and the presence it is worth can now vary from ship to ship.

Take the miniature of each ship you have leased and place it onto a location card of your choice.

If a ship card contains this symbol it means it contains remote building technology. These ships can build bases not just on the location card they inhabit but on all adjacent loaction cards (as long as bases are possible to be built on them). For example, if a ship with this technology were located on Europa, it could build a base on Mars and Gannymede without having to move!

AI Players: Check off this box on the relevant minister card. Each time the AI player is instructed to take this action, the AI player takes the most expensive ship they can afford from White Star Shipyard, you decide any ties. Place this ship onto any available space containing a Mining Resource Token, if there are none left place it on the Sun. From this point forward when an AI player is instructed to move, move the ship which is closest to the target location. If in doubt, you choose where and which ship to move.

[Locked — unlocks with #23 The Kraken (Page 34)] [Locked — unlocks with #24 The Titanica Elite (Page 35)]

#5 The DRUM Defence Cannon

The completion of the DRUM Defense Cannon whilst an undeniably impressive technological feat has been met with condemnation by many and even large scale rioting in the streets of Shinjabra. Shepherd AI has argued that the void energy weapon will be the ultimate deterrent against future wars, after all, who could possibly hope to defeat an opponent with such awesome destructive capacity!

On a related note, the controversy around the death of Dr. Asha Tajiri continues unabated. Dr Tajiri died last year in unusual circumstances. It has been claimed that the techniques needed to utilize void energy were taken from her using an illegal brain implant. Due to the nature of her death, this has not been proven. We do know that she seemingly left a suicide note stating simply, "and the radiance of a thousand suns will burst at once into the sky".

#6 Political Influence

Election rhetoric has been increasing in hostility over the last few cycles and is reaching boiling point. It seems that none of the political parties are able to see the others as anything but an absolute catastrophe and the populus is dividing along these lines. In an effort to wrestle control, each party is offering corporate benefits to those who support them.

Political Influence cards give you another way to gain end game influence points. How they do this is indicated on the cards themselves.

SETUP: At the start of each game shuffle the political influence cards and hand two to each player. Secretly pick one to use this game, discarding the other back into the box.

GAMEPLAY: When scoring at the end of the game add the influence points gained from these political influence cards in this section of the magazine scoring track.

AI PLAYERS: At the start of each game give 1 political influence card randomly to each AI player, do not look at it. This card is revealed during the election phase and scored in the usual way.

Example card — Brave New Dawn, Hidden Objective, Early Supporter: "Gain 5 extra influence points if Brave New Dawn are victorious in the election." This card gives you 5 extra points if Brave New Dawn wins the election. Add these to your influence point total at the end of the game if you successfully do this.

Example card — The Worker's Union Party, Hidden Objective, Principled: "Get one extra influence point for each Megastructure Funding Token you gain this game." This card will allow you to gain one extra influence point for each Megastructure Funding Token you have at the end of the game.

#7 Variable Player Powers

Players now choose a unique player power that they will have with them for the rest of the campaign. The player that won this game will get first choice of power and then the player that came second will have the second choice and so on. These powers allow you a permanent ability throughout the games. Attach your chosen player power sticker into the appropriate space on your new tracker card (see section 8). If playing with less than 5 players retain the remaining powers for new players that may join the campaign in the future. AI players' powers are chosen by you. This is an explanation of each of the powers:

  • You get an additional 2 end game influence points: During scoring, add 2 influence points to your total.
  • Start each game with three additional credits: Add 3 credits to your board at the start of each game.
  • You may keep and use both of your political influence cards: You do not need to choose between the two political influence cards you receive at the start of the game and can gain end game influence points from either or both.
  • Once per game you can take a Megastructure Funding token without paying a Mining Resource: Once per game you may use the Fund the Megastructure worker removal action without paying a Mining Resource Token. You will still need to use an engineer or algorithm to take the action. AI players do this at their first opportunity.
  • Add one vote to the party of your choice at the end of the game: At the end of the game, at the start of the election phase you can add one vote to the party of your choice. Do this before the votes are counted.
  • All bases cost one less credit than the indicated cost (minimum 0): When building a base using the trade action you will pay one less credit than the amount indicated on the location card you wish to build on.

#8 Zone 5

Open envelope 6 and add the zone 5 location cards to the solar system deck. You may now access and use this zone in the same way you would the other zones in the game. At the end of the game, presence is now calculated for this zone as well as zones 1, 2, 3 and 4. This is done in the normal way.

The Bank of Yurushi: Campaign Debts

Each player receives one of these new campaign tracker cards. These cards have extra spaces for awards and for the new corporate ability you received in section 7. In addition to this, they grant you three very powerful unique abilities you can use at any point in a game before the election phase.

The Bank of Yurushi is now willing to step in to help you in games however, each time you use one of these powers you must check off one of the red boxes on the card that corresponds with the power you used. You will lose this many campaign points for doing this. Beware, the more you use these powers, the more damaging this will be, these losses are culmulative. The Bank of Yurushi always gets its pound of flesh!

AI Players do not borrow from the Bank of Yurushi... they are far too smart.

Check off these boxes each time you use a power. They indicate the campaign points you spend to do so. Place your Unique Player Power sticker here.

#9 Type II Megastructures

SETUP: From now on you will get to choose the megastructure that will be built from the list of Type II Megastructures on page 8. This is chosen by the player who won the last game (or randomly). Write your chosen Megastructure into the scoring page of Lunar Magazine for this game. You must complete all Type II Megastructures before moving on to the higher type megastructures. Choose carefully, building specific megastructures will often unlock new sections and gameplay!

#10 Zone 6

Open envelope 7 and add the zone 6 location cards to the solar system deck. You may now access and use this zone in the same way you would the other zones in the game. At the end of the game, presence is now calculated for this zone as well as zones 1, 2, 3, 4 and 5. This is done in the normal way.

#11 Higher Type Megastructures

When you complete all Type II Megastructures you can build Type III Megastructures. When you have completed all of these, you can build Type IV megastructures. These higher type megastructures are listed on pages 49 to 51.

Note: The triggers allowing you to build type V and VI megastructures are different and explained on pages 50 and 51. Note: When you have finished Type IV Megastructures you can complete the Reocurring Megastructures explained on page 51.

#12 Celestial Rebellion

Politics | The Celestial Rebellion has Risen!

Credits talk in the solar system and those without them are starting to get resentful of the incessant corruption. The Celestial Rebellion are an organised group of anarcho-syndicalists who campaign against the endemic corruption in modern politics. If the public reject the election system with spoiled votes then the ensuing riots will ovrthrow the election and temporarily shut down the government. This has a big effect on the end game scoring.... which could be good for business.

SETUP: Add the Celestial Rebellion card to the political row.

Spoiled Votes

GAMEPLAY: You cannot vote directly for the Celestial Rebellion as they are not an official party, however, you can effectively 'vote' for them by spoiling your ballot. This is one way they can overthrow the election and take power. To spoil your ballot simply draw the anarchy icon onto your ballot token and put it into the ballot box (see image in left column). Spoiled ballots count as one 'vote' for Celestial Rebellion. If spoiled ballots outnumber the votes for the most popular legitimate party then the Celestial Rebellion take power. If a legitimate party or parties tie for victory in terms of 'votes' with Celestial Rebellion then a legitimate party takes power using the normal rules.

Add the two new Political Influence cards to the deck at the start of each game. These are included in the same way as those for the other political parties.

AI PLAYERS: AI players will not spoil their votes. The Minister Resource Allocation Software is programmed to promote the interests of the UFSS.

The UFSS Peacekeeping Force HQ is based across the giant asteroid of Ceres. This giant military installation houses many millions of soldiers, pilots and general workers of all kinds. Whilst there are countless military outposts throughout the solar system, the Ceres base is the beating heart of the Peacekeeping Force. The enemies of the UFSS are held in the many detention facilities on this asteroid. Little is known publicly of these dark locations as none sent to them ever return.

End Game Scoring if the Celestial Rebellion Comes to Power

If the Celestial Rebellion overthrows the election and gains power then place the election token onto the celestial rebellion card with the Anarchy side face up. The end game scoring changes as follows. Influence points gained for having presence in the solar system are doubled and Credits you have remaining after the game are worth 1 influence point each. All other influence points are scored as usual.

The Celestial Rebellion card is added to the political row at the start of each game. If they gain power at the end of the game then place the election token covering the 'currently inactive' space on this card. The token should be placed with the anarchy side face up.

Celestial Rebellion — "Tear the whole corrupt system down!" Influence points from solar system presence worth double (x2). Credits are worth one influence points each. Spoiled Vote.

The Yurushi riots in '38 lasted for many weeks and are credited as the birth of the Celestial Rebellion.

#13 Trade Unions

Trade Unions have emerged to deal with the existential job threat created by the Shepherd AI algorithms and the NEDs. Different workers unions support different parties. The general workers' union supports the Workers Union Party, the engineers union supports the United Federalists and the pilots union supports Brave New Dawn.

Take the following hire cards: Nakamura Flight Academy, Treppenwitz Engineering Co. and the Yurushi Employment Center. Attach a red flip card sticker to the A side of each card and only use the B side in future games.

ELECTION PHASE: At the start of the election phase, look at which of these three types of workers (pilots, engineers and general workers) has the least workers remaining on their hire card.

This union is the most powerful and you add two votes to the political party they are affiliated with. In the case of a tie, all tied worker types get two votes added to the party they support.

Example: At the end of the game the general workers have 2 workers left on the Yurushi Employment Center Card, the engineers have 2 workers left on the Treppenwitz engineering card and the pilots have 4 workers left on the Nakamura Flight Academy card. This means that both engineers and general workers are tied for most powerful union and so 2 extra votes are added to Workers Union Party and to the United Federalists.

Note: Lobbyists, algorithms and NEDs do not have a trade union.

Engineers, pilots and general workers have now unionised. The worker or workers who are most in demand during the election cycle will have an influence on the election. Each worker's union supports a different political party. This can be seen by looking into the bottom left of the cards (when they have been flipped to the B side).

#14 Saitama Slums

The seemingly endless Saitama Slums, home to the huge number of people whose livelihoods were lost in the first two waves of automation, have grown over 20% this year. These unfortunate souls now largely earn their wages through the UFSS basic income scheme which covers only a fraction of their daily needs and rarely rises with the high inflation created by discovery of vast off-earth resources such as the latest gold mines on 16 Psyche.

The giant UFSS observance outposts maintain a permanent presence in the area to ensure critical services such as medical and security services are sent to areas of the slums when needed. Although there have been numerous complaints from residents that their mass surveillance abilities are an unnecessary overreach.

Crime and poverty are endemic in these slums, with life expetancy one fifth of that in wealthy Gonza. The increase in use of algorithm workers and NEDs has meant this area is only becoming bigger and poorer every day.

#15 Yurushi Bank Loans

Good news! The Bank of Yurushi has started to allow large loans to corporations. This is a great way to get your hands on some easy cash, but make sure to pay it back, the Bank of Yurushi does not look kindly on debters.

SETUP: Add the loan tokens to the new Bank of Yurushi card. Do not use the old card, it remains in the box.

GAMEPLAY: You can get one of these loans by performing the trade action and taking a Loan Token from the new Bank of Yurushi card. You then collect the amount of credits indicated on the loan token.

END GAME: Be aware, loans must be repaid or there will be consequences. At the end of the game during scoring, you must repay your loan tokens in full before counting your influence points for your remaining credits. If you are unable to repay any of the loans then you will lose an influence point for each credit you were unable to repay, this can result in negative scores.

Note: If there are no loan tokens left on the bank of Yurushi card then you cannot take out a loan. Note: You may still use the trade action on the Bank of Yurushi card to gain a single credit or pay to draw a worker.

The number of credits on a Loan Token indicates the size of the loan.

AI PLAYERS: Check off this box on the relevant Minister card. Each time the AI player is instructed to take this action. Take the highest available Loan Token and give it to the AI player.

#16 Wage Squeeze

The increase in automation and unemployment has created the unusual scenario where corporations are increasing their profits whilst wages on average are dropping. There are more billionaires than ever whilst at the same time the number of poor, starving and unemployed has also never been higher. The crime rate in Yurushi City is spiking focused mainly around the Saitama Slums.

SETUP: From this game forward, players start each game with 2 credits rather than 1.

#17 Rioting in Yurushi

The increasing wage gap between the haves and have-nots is reaching astronomical proportions. There have been reports of widespread famines and epidemics in the Saitama Slums and similar areas which are starting to emerge on Mars and Earth's Moon.

It is hard to say what the death toll of these disasters are but it is likely to be in the millions. Riots are spreading through many areas of the solar system and the UFSS Peacekeeping Force has been accused of using a heavy handed approach to quelling these disturbances.

All the while the stock value of many major corporations have never been higher!

#18 Mining Disaster

SOLAR SYSTEM NEWS: MINING DISASTER ON PSYCHE

The increased level of mining has continued unabated despite the warnings from experts. A recent mining disaster on the asteroid 16 Psyche has killed over 12,000 Rio Astro workers.

The UFSS has declared an interplanetary day of mourning to mark the event. Critics of the practice have pointed out that almost 1000 times that number are killed yearly from the numerous ancillary effects of this mining.

Many are calling for an end to the lucrative practice entirely but with the industry being so crucial to solar system expansion and settlement and with the huge sums of money being made by influential corporations such as Rio Astro, it is hard to see humanity doing anything more than increasing the scale of its off-Earth mining operations.

Many of the larger corporations are seeing this latest disaster as an opportunity to focus on increasing their non-human workforce under the guise of reducing the incessant rate of these calamities.

#19 Wotherby's

Wotherby's is an extremely well-respected auction house which specialises in rare and expensive products. The history of this company is ancient, allegedly stretching back to even before the unspeakable war, although there are no clear records of this.

Wotherby's was one of the first companies to develop a permanent off-earth presence and this allows them to sell items whose rarity, danger or opaque ownership documents would make them illegal to sell on Earth. Whilst this exclusive side gets the most publicity, the largest proportion of their income comes from their project market where corporations can bid for expensive and unique technical projects to help give them an edge over their competitors.

SETUP: Place the Wotherby's trade card face up in the trade row then take the project cards, shuffle them and place the deck face down on this card.

GAMEPLAY: Taking this trade action allows you to take one of the project cards placed on the Wotherby's trade card. Look through the deck and take your chosen project card, place it by your playerboard. It is available to use immediately.

In the case that the project deck runs out of cards, you are no longer able to use this action.

There are multiple project cards and they have their powers indicated on the cards themselves.

Project cards have either permanent or one-off actions. The permanent cards remain by your playerboard for the rest of the game. One-off actions can be used at any time on one of your turns and then are placed back to the bottom of the project deck.

Project cards with permanent effects can be identified with this icon. All other project cards are discarded to the bottom of the project card deck after use.

The Wotherby's card is added to the trade row during set up. The project deck is placed on this card. "Tradition and Luxury" — We are a proud member of the IPTC Inter-Planetary Trade Center.

The project cards are all unique and will give you special powers and abilities during the game. These powers are explained on the cards themselves. Example: Outpost Creation — "Build three outposts."

AI PLAYERS: Check off this box on the relevant Minister card. AI Players can also buy Wotherby's cards. Each time the AI player is instructed to take this action, go through the deck and give the AI player the top-most card which has the minister logo in the bottom left corner (see left). The AI player takes the action indicated on the card either immediately or at the soonest possible time.