If the Defense Won
Ships in already established colonies on the defending
planet stay there. All the ships on the gate go to the
warp.
Defensive allies return their allying ships to any of their
colonies. They also receive rewards: for each ship they
contributed to the defense, that player must draw a card
from the deck or take 1 of his ships from the warp and
place it on any of the player’s colonies.
If a Deal was Made
The terms of the deal are carried out.
If a Deal Failed
The main players (offense and defense) each lose 3 of
their ships of their choice to the warp.
Compensation
When one player plays a negotiate and his opponent
plays an attack card, the player who played the negotiate
card gets to collect compensation.
He must randomly take one card for each ship he lost
to the warp (not counting any allies’ ships) from his
opponent’s hand. If the opponent doesn’t have enough
cards to provide full compensation, take his entire hand
of cards.
After Resolving the Encounter
Discard the revealed encounter cards to the discard pile.
If the offense won the encounter (or successfully made
a deal) and this was his first encounter, he may have a
second encounter.
If the defense won (or a deal failed), the offense may not
have a second encounter; play passes clockwise.
WINNING THE GAME
The winner is the first player to have 5 colonies on any
planets outside his home system.
If more than one player gains 5 colonies at the same
time, the players share a win.
POWERS
Losing Alien Powers
When 3 or more of a player’s home colonies are
eliminated, the player immediately loses his alien power
and turns his alien sheet facedown.
If he draws his own color from the destiny deck (or a
special card designating him as the defense), he may
attempt to re-establish a colony in his home system.
If the player regains his power by having a colony on at
least 3 home planets, turn his alien sheet faceup again.
Zapping Powers
If a power is zapped, the effect of that power’s use is
canceled and that power may not be used again until the
end of the current encounter.
The word use in bold italics on an alien sheet indicates
when a power may be canceled with a zap.
Some parts of some alien powers do not require the
power to be used in order to occur, and therefore cannot
be zapped.
Timing Conflicts
The timing strip along the bottom of each alien sheet
and all non-encounter cards generally states when the
game effect may be used.
If there is still a timing conflict, resolution takes place in
the following order:
1. The offense.
2. The defense.
3. Players who are not the main players, starting with
the player to the left of the offense and proceeding
clockwise.
COLONIES
A colony is one or more ships of the same color on
a planet. A player may only have one colony on any
given planet, but a planet may have multiple colonies
belonging to different players.
A colony that a player owns in his home system is a
home colony. A colony that a player owns in any other
player’s home system is called a foreign colony.
Driving Out Foreign Colonies
If a player draws his own color from the destiny deck (or
a special card that designates him as the defense), he
may try to eliminate a foreign colony in his home system.
The offense points the gate at another player’s colony
in his own planet system and chooses which player’s
colony is the target, who becomes the defense for that
encounter.
All ships of one color on any planet make up only one
colony. All other colonies on the planet are bystanders.
If there is a planet in a player’s home system with no
ships on it, aiming the gate at that planet allows the
player to automatically reestablish a colony on that
planet with up to 4 ships from any of his colonies. This
counts as a successful encounter.
Home Planets Without Colonies
If a player has no colony on a home planet that he is
defending, the player defends the planet normally except
that his ship count is 0.
Stripping a Planet of Ships
As soon as a player removes the last of his ships from
any planet, he no longer has a colony there. Any ships
involved in the encounter, or ships retrieved from the
warp, cannot return to that planet.
If a player has no ships left on one of his home planets,
he or she must still defend it (with 0 ships). If a player
must relocate ships but has no colonies anywhere on the
board, those ships go to the warp.
CARDS
The different card types are: attack, negotiate, morph,
reinforcement, flare, and artifact.
Drawing New Cards
If the offense has no encounter cards (attacks,
negotiates, or morphs) at the start of his turn, he must
play (if possible) or discard any non-encounter cards,
draw 8 new cards, and continue.
If the offense runs out of encounter cards later
during his turn and needs to play one, his turn ends
immediately. He and his allies then return their ships on
the gate to their colonies.
If the defense has no encounter cards when he is
required to play a card in an encounter, he must play
(if possible) or discard any non-encounter cards, draw
8 new cards, and play one of them in the encounter.
If he doesn’t draw any encounter cards, this process is
repeated as many times as necessary.
Artifact Cards
Artifacts cards cannot be played as encounter cards
but may be played at other times. They are discarded
after use.
Reinforcement Cards
Reinforcements cannot be played as encounter cards.
Instead, during the Reveal Phase, after encounter cards
are revealed, the offense, defense, and any allies may
play reinforcement cards on either side of the encounter.
The reinforcement card adds to that side’s total. Players
may continue playing reinforcements in response to
other reinforcements until all players pass. Once all
players have passed, the encounter is resolved with the
new totals.
Flare Cards
Flares cannot be played as encounter cards, but may be
played at other times.
Flares are returned to the player’s hand after being
played, but cannot be used more than once per
encounter, and no more than one flare may be used per
encounter.
Normally the wild flare effect on the card is used.
However, if a player plays his alien’s own flare, the super
flare effect on the card must be used.
When a player loses his power or has it zapped, he no
longer has access to the super flare effect of his alien,
and may only use the wild flare effect on his flare until
he or she regains access to the alien power.
VARIANT SUMMARY
Four Planets: Each player receives only 4 planets and 16
ships; only 4 colonies are required to win, and players
only need 2 home colonies to use their alien power.
Hidden Powers: Players leave their alien sheets
facedown (and cannot use their power); a player may
turn his sheet faceup at any time in order to use their
power from then on.
Rotating Powers: The offense draws a new alien sheet at
the start of his turn, and may then choose to keep it or
the old sheet, discarding the other. If hidden powers are
being used, new powers enter play facedown.
Freewheeling Flares: Players may use as many flares as
they wish during each encounter, although each may still
only be used once per encounter.
Technology: Deal 2 tech cards to each player during
setup; one of which each player selects. At the start of a
Regroup Phase, a player may research or complete their
tech card. See rulebook.