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Hyperspace Civ Powers & Abilities


Civ Weakness Bonus Victory Super Unit Super Techs

Automata Assembly Deep Radar - Digital Backup Technotron Nuclear


Green Line - (key action / - (post battle / (4m) - you may Turbine -
(ongoing) You cost: 1 atomic): cost: 1 atomic) choose 1 (production) If
may not build Reveal any When your unresearched your production
a ship unless unexplored fortress is tech from your is less than 3,
you have at system. This destroyed, you pool & apply it you can always
least 1 of all counts towards may spend 1 to a battle or produce 3
preceding the Probe track. atomic to place action in a atomics or metal
ships on the it in your technotron's instead.
map. For storage (for system (or a
example, you salvage), universal Reverse
may not build instead of your effect), then Entropy - (one
a cruiser pool. Salvaged discard it. No use) Flip this
unless you fortresses are ongoing effects tech face down
Starting Fleet: 1 already have a placed as if remain & you at the end of
Technotron. corvette & a newly built, after cannot apply a your turn. Take a
destroyer on any salvaged one use tech. If complete
Super ship = 12D. the map. ships are a Technotron is second turn.
placed, in the destroyed
corvette > order: outside of
destroyer > starbases, battle, gain 1
cruiser > colonies, hyper.
super ship citizens.

Azota Sterile - Deadworld - Extinction - Skeleship Stalker Pods -


Yellow (secrets) (key action / (ongoing) You (4m) - The (extra action) If
When you cost: 0) choose have a unique Skeleship's you have a
gain a secret a colony on track which attack roll can rival’s colony on
by any means your earns rewards. never be lower your Extinction
(including an homeworld, & When you than the lowest track, after your
opponent destroy all units destroy a rival’s defense of the 3rd key action,
giving you 1), on that colony (via a weakest enemy you can perform
discard 1 unit continent. Place battle, tech, or unit & increase 1 battle as an
from your pool a Deadworld secret), place it its roll to that extra action vs
permanently marker on that on your unit's defense each such rival.
out of the continent. No Extinction track. minus 1. If a
game. If no unit can be built You can't place Skeleship is Cyber Citadels
units are in there ever again a second colony destroyed - (self destruct)
Starting Fleet: 1 your pool, lose (even via until you have 1 outside of When you self
cruiser & no citizen. 1 VP instead. rebirth). Then from each rival. battle, gain 1 destruct 1 of
You cannot gain the (If you destroy a hyper. your units, all
Super ship = 12D. use following super colony, the other players
cybernetics, rewards, return it to its have to self
discard it if modified by rival’s pool & destruct an
drawn. Deadworld take a regular identical unit, if
markers: colony). possible. If they
Do not use lack such a unit,
Azota in a 2-3 1+ Place a 1. 2 hypers they must
player game. citizen 2. 2 corvettes choose another
2+ place a free 3. 2 hypers of their units (it
destroyer in 4. 1 cruiser can be less
your homeworld 5. 1 secret expensive). If a
3+ gain 3 6. 2 key actions colony is
organics 7. 1 secret destroyed this
4 gain 1 secret way, this doesn’t
harvest colonies
This is for your
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cumulative. Extinction track.

Broodmaster Telepathic - Graft & Cronyism - Monitor (4m) - Mind Control -


Green (ongoing) Corruption - (ongoing) When (battle) Each (battle) Your
When your (pre battle) you gain a Monitor present Monitors can
corvette does Select a neutral secret by your can choose 1 use their ability
NOT share a civ's unit from own action draw enemy unit's on a rival in a
system with the current an extra secret attack & reduce battle up to 1
your Monitor, it system or a & examine both. it to 0. (This system away.
cannot move, ship from an Keep 1, & give does not affect
& its attack adjacent 1 to a rival. The pre or post Subversion -
rating is system. Or rival resolves battle effects). (key action /
reduced to 0. select a neutral their secret after If a Monitor is cost: 1 atomic)
civ’s unit from which, resolve destroyed Choose an
the current yours. This is outside of enemy colony &
system. Pay the not optional. Do battle, gain 1 replace it with 1
Starting Fleet: 1 owner 1 not apply hyper. of your own. If it
destroyer. resource of your Cronyism to a has extra
choice (2 if a secret card resource tokens,
Super ship = 12D. super unit). The given to you by discard them.
unit fights on another player. You cannot
your side & replace a colony
benefits from with a hyper, nor
your techs (not which shares a
its owners). A continent with a
super ship can citizen.
use its ability. A
surviving rental
returns to its
system.

Collectors Obsessed - Museum of Destiny - Athenaeum Enthusiast -


Yellow (battle) If the Time - (post (ongoing) You (4-m) - Pay 1 You can build an
enemy has battle) The first have a unique less metal opponent’s unit
uncollected time you track, which when building (except colonies
unit types destroy an earns rewards. an Athenaeum & starbases) as
present, you enemy unit of a The Destiny per collected an extra action.
must assign unique shape marker unit (nominal Placing units as
damage to (ignoring advances & you cost for a build if he had built
those first. colour), collect it gain a secret action is still 4 them himself.
& place it in when you have metal). You
your pool. You the listed gain metal if Apotheosis -
can only unit 1 number of the cost is (one use) Flip
unit per shape. collected units negative. If an this tech face
The owner can (4, 7, & 9). Athenaeum is down & return
Starting Fleet: 1 rebuild it by destroyed all but 2 of your
destroyer. 4. 1 secret outside of collected units to
paying you 1
hyper first. You 7. 1 secret battle, gain 1 their owner’s
Super ship = 12D. 9. 1 secret hyper. pools & reset
can collect
neutral units. your Destiny
marker.

Dacians Vampirism - Parasitism - Feed - (key Lancet (2a) - Insatiable -


Yellow (VP tracks) (produce) Each action / cost: 1 Feed, if a (post battle or
Your time you atomic) Inflict Lancet is in the post feed) If you
Vampirism produce, each 1d6 damage on system, a feed qualify to flip
marker flips rival with a an enemy there always your Vampirism
from hunger to colony sharing sharing a rolls a 6. If a marker, even if it
feast, when a world with 1 of system with Lancet is is already on
your key your colonies, your ship or destroyed feast, place a
action battle or must give you 1 citizen. This is outside of free colony as if
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feed removes resource of their not a battle, but battle, gain 1 just built.
an enemy unit. choice or 1 if you remove a hyper.
When you hyper. (No more unit, it advances Vorax - Building
gain a secret than 1 resource you on the Super ship = your destroyers
by any means, per rival battle track & 6D. is now an extra
if your marker regardless of triggers your action.
is at feast, flip worlds shared). Vampirism
it to hunger. If marker. No
it is at hunger, battle techs nor
lose 1 VP. abilities apply to
the key action
Starting Fleet: 2 feed.
Lancet’s. Set your
Vampirism marker
on feast.

Daldath Radioactive - Planetary Magnetic Planet Planet


Yellow (produce) Destruction - Recovery - Smasher (4m) Fragments -
When you (key action / (produce) Earn - Is a citizen. If Building a
produce cost: 4 1 hyper per a Planet starbase is now
atomics, gain resources) smashed Smasher is an extra action.
half of them as Select an system when destroyed In addition, you
metal instead. EXPLORED you produce. outside of can build a
For example, non homeworld Gain 1 resource battle, gain 1 starbase in a
if you produce system adjacent of your choice hyper. destroyed
2 atomics, to a Planet per starbase system, even if
instead gain 1 Smasher's you own in there is another
atomic & 1 system. Then smashed starbase there.
metal. pay 4 resources systems.
Including of your choice, Alternative
Starting Fleet: 1 magnetic +1 hyper for Energy -
destroyer. recovery. each colony in (ongoing) At
Round that system turn’s end, if you
Super citizen = 15F. fractions as protected by a have 0 atomic,
you please. hyper. Remove gain 1 atomic. If
You cannot the system tile you have 0
use cloaking from the game, metal, gain 1
device, leaving an metal.
discard it if empty space, &
drawn. destroy all
colonies,
citizens, &
tokens there.
Ships &
starbases
survive, & ships
can move
through the
empty space.
Divide the
resources &
hypers you
spent, in any
way you
choose, to rivals
who lost units.

Fungi Contra Spores - (build) Drone Caste - Batratspider Flight Caste -


Green Terrene - Your colonies (VP tracks) (4m) - Is a (move) Your
(ongoing) You are free. Place your citizen. Pre Fungi citizen &
may not spend Drone Caste battle discard a Batratspiders
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or gift atomics marker at the hyper to raise (not native


or metal while top of column 1 its attack & aliens) can fly
you still have on the Probe defense by 6. If through space
organics in track. When all a Batratspider with the key
storage. You VP markers is destroyed action: move. At
may not have advanced outside of the end of your
research to or beyond battle, gain 1 turn, they must
Symbiosis; that column, hyper. Do not be able to land
discard it if move it up 1 count a on a continent
drawn. column, & gain Batratspider’s without a rival
2 hypers. When hyper boost unit or are
Starting Fleet: 1 the Drone Caste towards destroyed.
destroyer & place marker defense on the
Drone Caste marker advances Battle VP track. Brain Caste -
beside Probe 1. beyond column (research)
3, discard the Discard your
Super citizen = Drone Caste common techs.
12+F. marker (still When you
gain the 2 research go
hypers). through the
entire research
1. 2 hypers pool & take your
2. 2 hypers pick. If Thought
3. 2 hypers Police is
researched by a
rival, lose 2
resources
instead.

Glazaqtoq Indolent - Decaying Dissolute - Exprimis (4m) Pedigree Bolts


Green (salvage) You Glory - (once When you earn - Moving an - (production)
cannot pick up only) Start with a secret gain 1 Exprimis to a When you
organics, 2 homeworlds. hyper. If it’s a rival’s starbase produce gain 1
wreckage Each has a space monster is an extra hyper & 1 extra
tokens, or starbase & a place it action. If an hyper per
hypers from a citizen. Replace normally; Exprimis is Exprimis in a
planet’s the central otherwise, place destroyed system with an
surface or system in the it face down in outside of opponent’s
orbit. Leave star cluster with your pool battle, gain 3 starbase.
these in place. your second without hypers.
You cannot homeworld. In a activating any Space
use Artificial 6P game effects. You still Madness +1
Organisms; replace the gain immediate hyper - (battle)
Starting Fleet: 1 discard it if central tile hypers & Roll 1d12: if the
corvette on 1 drawn. furthest from endgame result is even,
homeworld. your rewards. This add it to your
homeworld. does not apply attack, if it’s odd
Super ship = 12D. to secrets add it to your
handed you by opponent’s
other players - attack.
apply those
normally.

Humans Homeless - Cultural Art & Music - Warden (4m) - Cold Sleep -
Red (start) Your Superiority - (ongoing) When When you (one use / extra
homeworld (ongoing) An you gain a produce, gain 1 action) Flip this
has only a enemy whose secret or organic per tech face down.
bare citizen; colony shares a monster card, Warden in play. Choose any 3
no colony & system with you you need not When a units from your
no starbase. must pay you a play it Warden is pool, and place
You can build resource of their immediately. destroyed in them as if just
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a colony & a choice when You can hold it battle, gain 3 built.
starbase they attack you concealed in organics. If a
there, though in that system. your pool & play Warden is Resilient - (post
it has no them as an destroyed battle) For each
resources. extra action outside of fortress you
during your turn. battle, gain 1 lose, place 1
This includes hyper. citizen or
your starting corvette from
secret. You can your pool on the
only hold 2 map as if just
secrets at a built.
Starting Fleet: 2 time. If you
Wardens & 1 secret draw a third,
in your pool. you must pick 1
to play
Super ship = 12D. immediately.
When the game
ends, score VPs
from unused
secrets.

Mendeku Mimicry - Railguns - Dispersal - Dromon (4m) - Metamorphosis


Green (ongoing) (battle) Your (move) You can The attack is a - (one use) Flip
Place a citizens, use the key flat 10. If a this tech face
marker on destroyers, & action move to Dromon is down. Transform
your Mimicry cruisers have a move your destroyed any or all of your
checklist when higher attack starbases into outside of units into
a rival (reflected in an adjacent battle, gain 1 starbases (this
performs that their stats). system. This hyper. can result in
key action. can result in multiple
You cannot multiple starbses per
perform an starbases in a system). Gain 1
unmarked system. You can metal per unit
action. If no still only build a transformed.
action is starbase in a
Starting Fleet: 1 available, gain system lacking Labor Instinct -
corvette & cannot be 3 organics & 1. You can (ongoing) At the
first player. your turn move other start of your turn
ends. units with your (before any
Super ship = 12D. Whenever you starbases & action) you can
gain a secret starbases can add 1 new
by any means, be used to resource token
remove 1 of explore. to 1 of your
your markers colonies,
(your choice). permanently
You can increasing its
always take production.
any action not
on your
checklist.

Nomia Loathsome - Infest - (build) Quarantine - Plagueship Multiply - (build)


Yellow (ongoing) If a When you build (build) After you (4m) - After a When you build
rival chooses ships, you may place a colony, battle involving a colony you
you to gain a also place 1 all rival colonies 1 or both of may also put a
reward from a ship from your on that world your citizen with it.
key action pool for free, in are removed, Plagueships,
research, a 1 or more of except those whether or not Paralysis -
secret, a tech, your rival pools. protected by any survived, (extra action)
or an ability, When a rival hypers. (You still move the Pest Place a
he must also builds that ship gain any tech counter up 1 Paralysis token
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lose 1 type, they must benefits from co box. Add the under a unit
resource of his blindly pick colonizing). Pest counter's from each rival.
choice. You which figure value to all That unit now
still participate they build. If your has a combat
without they draw a Plagueship's value of 0 and
penalty in Nomian ship, attack & can’t move. You
universal they give it to defense. If a get the token
effects. you to place as Plagueship is back if the unit is
Loathsome if you just built destroyed removed or the
does not it. You can't outside of owner pays you
trigger when a Infest with a battle, gain 1 1 hyper. If no
Starting Fleet: 1 player is Plagueship. hyper. rivals have
Plagueship. Place required to gift paralyzed units,
the Pest counter on you via your Super ship = flip this tech face
box 0 of your atomic own played 12D. up again.
production & take 1 tech or secret.
Paralysis token per
rival.

Old Ones Corruption - Prehistoric Elder God - Oracle (4m) - Underground


Green (ongoing) You Wisdom - (ongoing) When For each City - (build)
cannot place a (research) you take a key Oracle in a When you build
hyper on 1 of When you action, you can battle with an a fortress
your colonies research, you give a rival an attack roll of 6 anywhere on the
to protect it. If have the option Elder God token or less, gain a map, you can
a hyper is to gain to flip your key hyper token. If also build 1 ship
placed by resources if you action marker an Oracle is on your home
some other choose a rival face-up again. destroyed planet as part of
means, to research a Later, that rival outside of the same key
instead it is tech. They can discard his battle, gain 1 action. (You
discarded. immediately Elder God token hyper. have to pay its
place 1 of their (out of the cost).
techs in the game) to flip a
Starting Fleet: 1 SAME slot that key action Shoggoth
destroyer & 5 Elder you placed marker face-up Rebellion - (one
God tokens. yours in, on again. use) Flip this
their board. The tech face down.
Super ship = 12D. rival's Research Regardless, no Pick a non
VP track does player (even homeworld
advance. The you) can spend system. All units
chosen rival more than 1 in that system
may not refuse Elder God token are destroyed.
the gift. per turn. Colonies with
hypers lose the
hypers, but
remain.

Salps Astrophobia - Claustrophilia Fulfillment - Arcology (4m) Renaissance -


Green (ongoing) Your - (ongoing) Your (ongoing) You - Is a colony. (one use) Flip
starbases & colonies have have a unique When placed, this tech face
ships (except increased track. Your you can fill its down. Take 1 or
for corvettes) defense Fulfillment empty slots 2 new system
have lower (reflected in marker with resource tiles at random
defenses their stats). advances when tokens of your & place them
(reflected in your total choice & it face down
their stats). colonies counts as where you
(including having a hyper please. (Must
Best 4-6P. Arcologies) which does not join a pre
qualify for the increase its existing system).
next step. defense. If an
Arcology is Chrysalis -
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Starting Fleet: 1 4. 1 hyper destroyed (salvage) After


destroyer. 6. 1 secret outside of you perform a
8. 1 hyper battle, gain 1 salvage action,
Super colony = 14F. 10. 1 secret hyper. You you can take the
must pay 3 2 cheapest units
metal of the from your pool
cost when (ships & citizens
placing an only) & put them
Arcology using in your storage
the Symbiosis (for later
or Terraforming salvage).
tech.

Skith All Alternate Raid - When Marauder (1a) Fugue - (battle)


Green Knowledge Is Reality - (pre producing, each - If a Marauder After dice are
One - battle) When Marauder can if present, gain rolled for
(ongoing) Your you build or choose to raid 1 1 metal instead combat, you can
research is salvage a ship rival colony or of paying 1 choose for either
more (including a starbase in its atomic to you or your
expensive. Wreckage system. Add a battle. If a enemy to reroll
token), you may raided colony's Marauder is all dice once.
place it directly resources to destroyed You must accept
on your civ your production. outside of the second
sheet. When a A raided battle, gain 1 result.
battle is starbase adds 1 hyper.
declared by or hyper to your Time Loop -
against you, production. Super ship = (extra action /
Starting Fleet: 2 you may 6F & deals 1 one use) Flip
Marauders in play & immediately damage. this tech face
4 corvettes on your move any or all down. Advance
sheet (as per units from your your VP marker
Alternate Reality). sheet to that 1 slot on a
battle. chosen track &
gain the reward.

Space Cats Domesticated Starcat! - (extra Adorable - Bast (4m) - Is Pounce - (key
Red - (start) You action / only (ongoing) Your a starbase, action / costs: 1
have no ships. once) Once citizens (all which can atomic) Move
You can build during the game types of cats) move via your Bast to an
citizens in you can can be built at & Pounce tech. adjacent system
your advance on the coexist on rival Your cats all & place an Earth
homeworld. Explore occupied count as Cat there from
You cannot Progress track. continents. citizens, though your pool. If you
use any techs Advance 1 step Earth Cats cost not all are wish as part of
that apply for each of the 0 organic each. fortresses. If the same action
exclusively to following you When a rival Bast is you can then
ships (such as have in play: produces he destroyed attack (for no
Mass Cat from Mars, gains 1 organic outside of further cost) in
Production or Cat from for each Earth battle, gain 1 that system.
Starting Fleet: None.
Proton Saturn, & Cat Cat sharing a hyper.
Place no citizen on
Batteries) & from Uranus. continent with Kindle of
Catworld. Place an
discard them if Gain all his colonies. Kittens - (build)
earth Cat on 1
drawn. Cats rewards. You may build
continent of each
cannot attack up to 4
rival’s homeworld.
if any player resources worth
has less than of citizens (Cat
Super starbase =
2 VP. Your from Mars,
12F.
rivals can Uranus, &
choose to Saturn only) on
apply techs, a single
abilities, & continent
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secrets that containing an


affect ships to Earth Cat. Then
Cats from destroy the
Mars, Saturn, Earth Cat.
& Uranus, at
their options.

Starspawn Slumber - Plunge - The Stars are Cthulhu (4m) - Devour - (pre
Green (key action: (ongoing) When Right! - (build) A rival may not battle) Your
gain 1 organic, you move, you Gain a secret move a unit enemy must
1 metal, & 1 can move your card when a into a system choose 1 of their
atomic) You ships up to 2 Cthulhu is built. containing a ships & destroy
have 3 systems You do not gain Cthulhu unless it. Monsters are
Slumber distance, this if the they immune.
tokens. Take passing over Cthulhu is simultaneously
the key action any systems in gained any pay the Regenerate - (1
Slumber to between. other way, such Starspawn 1 atomic) You can
move 1 as salvage. hyper. If a pay 1 atomic to
Slumber token Cthulhu is perform a
from storage destroyed salvage action
to your pool, & outside of as an extra
Starting Fleet: 1 gain resources battle, gain 1 action.
cruiser & place 3 as listed. For hyper.
Slumber tokens in each Slumber
your storage. token still in
storage at the
Super ship = 12D. game's end,
lose 1 VP.

Thoth Desertificatio Curse - (special Pestilence - Sphinx (4m) - Moral Logic -


Green n - (produce) / cost: 1 atomic) (secrets) When A Sphinx can (ongoing) A rival
When you At the end of a you gain a never be who declares
produce 5 or rival's turn, give secret, also destroyed, by battle on a
more of a them your choose and any means. If it cursed civ &
resource, Curse token. remove 1 were to ever be removes at least
choose 1 of On their next colony from the destroyed it is 1 unit gains 1
your colonies turn, they must map belonging damaged hyper. When this
& remove it. flip over 1 of to a rival. You instead. happens, if you
(You may their key action cannot remove yourself
voluntarily markers to a colony removed a
produce less). return the Curse protected by a cursed unit, gain
token to you hyper. 1 organic.
(cost 0). This is
Starting Fleet: 1 not optional. Threnody - (one
destroyer. You cannot use) Flip this
immediately re- tech face down.
Super ship = 12D. Curse a rival Every rival in
who just turn order must
returned your immediately
token. choose 1 to 3 of
their total units
&/or techs to self
destruct. Each
destroyed unit
earns both you
and the rival 1
hyper. Each
destroyed tech
earns both you
and the rival 1
atomic.
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Urumak Ungainly - Titans - (build) Rut - (key Gadzookus Demand


Yellow (ongoing) You When you build action / cost: 1 (1p) - Is a Worship - (key
have 6 a colony, place atomic) You starbase. You action / cost: 1
population colonies on ALL have a unique can upgrade a atomic) Choose
tokens (pop). of the planet's track. Your Rut normal a rival, he must
When you available marker starbase into a choose to either
spend them to continents (still advances when Gadzookus by pay you 1 hyper
build a colony, only pay for 1 you take the key paying 1 pop. If or let you spend
starbase, or colony). This is action Rut. It is a Gadzookus is 1 pop token &
Gadzookus, not optional. used to move destroyed replace 1 of his
move these You must spend population outside of starbases with 1
tokens from a hyper token to markers from battle, gain 1 of yours or your
your storage research your pool to hyper. Gadzookus for 2
to your pool. Cybernetics. storage & can pop tokens.
Starting Fleet: 3 You cannot also grant other
corvettes. Place all 6 use rewards. Atomic Breath -
population tokens in Symbiosis, (battle) Your
storage. discard it if starbases &
drawn. Gadzookus add
Super starbase = their attack to
12F. your battles in
adjacent
systems & are
neer damaged
or affected by
pre or post
battle results..

Valkar Unstable - Otherplanar - Dimensional Phantasm Enthalpy - (one


Yellow (ongoing) Your (ongoing) Your Energy - (4m) - After use / extra
colonies & ships can (ongoing) You rolling, but action) Flip this
starbases are always move to can build & before inflicting tech face down.
not fortresses. any of your place colonies damage, you Gain 5 metal & 5
When starbases, on top of may choose to atomics.
salvaged, skipping any or unexplored subtract a
return it to all systems in systems. This Phantasm's Materialize -
your pool between. This is does not reveal attack roll from (extra action /
instead and also always an these systems. the enemy's one use) Flip
gain 1 metal. extra action, These colonies total, instead of this tech face
Your colony, since it's to your are not adding it to down. Reveal
when starbase. considered to your own. If a unexplored
protected by a exist yet for all Phantasm is systems
Starting Fleet: 1 hyper, does game purposes. destroyed containing your
destroyer. become a When the outside of colonies. Then
fortress. system is battle, gain 1 place as many
Super ship = 12D. revealed, hyper. colonies,
immediately citizens, &
select starbases as
continents & you wish, at
place your normal cost, on
colonies there any legal
(before rivals). If locations on the
you have more map.
colonies than
there are
continents,
destroy the
excess.
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Venge Obsessive - Reprisal - (post Grudge - Hateship (4m) Talon of


Green (battle) When battle) Each of (ongoing) You - When a Friendship -
a rival with a your citizens have a unique Hateship is (battle) When
Friend token that survives track. Your removed, post you declare a
attacks you, the battle, post Grudge marker battle it gets 1 battle on a rival
your units do 0 battle gets 1 advances 1 step final post battle with a friend
damage final post battle each time a rival attack. If a token, add 1d6
(except for, attack. chooses a Hateship is to your attack.
potentially, player to gain a destroyed
your Hateship resource, hyper, outside of Cannibalism -
or Reprisal unit, or VP, & it's battle, gain 1 (post battle) For
specials). not you. (This hyper. each fortress
Then he does not include destroyed in the
returns 1 gifts, secrets, or battle, even your
Starting Fleet: 1 Friend token. techs).This own, gain 1
destroyer & each You may not counts even if it organic.
rival takes 1 Friend apply any comes with a
token. battle techs penalty (such as
when a friend Science
Super ship = 12D. attacks you. Breakthrough).

1. Gain 1 metal,
1 atomic, & give
1 friend token
2. Destroy 1
hyper
3. Gain 1 hyper

Vorck Servile - Workaholic - Obsequious - Ram (4m) - Craven -


Green (battle) You (ongoing) When (produce) When Attack 4d6. (pre-battle) You
cannot attack you build a you produce, Defense can surrender. If
a rival who colony, gain 1 hyper for 6. If a Ram is you do, gain 1
has a larger immediately each different destroyed hyper, destroy
ship in the gain atomics & rival with a outside of your fortresses
system than metal equal to colony sharing battle, gain 1 & damage all
you. those printed on planets your hyper. your ships
the continent. colonies. You present. Units
corvette > cannot use this count half of
destroyer > ability more their defense
cruiser > than once per value towards
super unit turn. the battle track.
Starting Fleet: 1 Super units Incompetence -
destroyer. that are not (pre-battle) You
ships count as can choose for
Super ship = 6D. super ships for all dice rolled in
this purpose. this battle (on
both sides) to be
Best 4-6P. d6.

XK-13 Death Dynamo - Bloodlust - (VP XK-1 (4m) - No Heat Death -


Yellow Weapons - (ongoing) You Battle track) rival can use (one use) Flip
(salvage) Your can turn in 7 When you the build or this tech face
ships in hypers for 3 VP. advance on the salvage actions down. Gain
storage Battle track, if to affect a organics equal
cannot be both you & your system to your current
salvaged. enemy each containing an VPs.
When built had a unit XK-1. If an
from storage, destroyed (not XK-1 is Death Wish -
their cost is 1 just damaged), destroyed (pre battle) If an
less each. For gain 1 hyper. outside of XK-1 is in the
Nicholson 11

example, a battle, gain 1 battle, choose 1


cruiser costs 2 hyper. or more of your
metal & a other ships &
corvette is destroy them.
free. Also choose &
destroy either an
equal resource
cost of enemy
ships or a single
enemy fortress.
A super unit
Starting Fleet: 1 fortress provides
destroyer & 1 XK-1. its owner with
any hyper
Super ship = 12D. rewards if
destroyed in this
way. A colony
protected by a
hyper is
immune.

Yaddith Doomed - Sorcery - Ritual of Stingship (4m) Apportation -


Yellow (ongoing) (ongoing) If Command - - Building a (ongoing) When
When you your first action (game end) If Stingship is an a rival performs
reach 5 VP, on your turn is you have a extra action. If the key action
flip your battle, it is an colony on a a Stingship is research, you
homeworld to extra action. world, that destroyed ALWAYS receive
its destroyed world's starbase outside of any resources
side. All units counts towards battle, gain 1 gained.
in the system your VPs hyper.
are destroyed. whether or not it Light
The planet is is yours. The Envelopes -
eliminated & owner still gains (post battle)
no units can end game VPs Choose 1 of
be placed on it as well. your damaged
Starting Fleet: 1 ever again. ships, instead of
destroyer. Hypers removing it to
provide no your storage
Super ship = 12D. protection to move it to an
colonies adjacent
against this system. It
destruction. counts for half of
the value
towards the
Battle track.

Yithian Mindswap - > Mindswap - Reincarnation - Battleship (xx) Great Race -


Red (secrets) At (Mindswap) - When you (ongoing) After a
game start, When you Mindswap, Mindswap, place
draw 3 random Mindswap, your 1 of your new
civ sheets from instead of Battleships super techs on
those unused in picking a new adopt all top of this tech.
the game. This civ you may characteristics If it is a 1 time
is your starting gain 1 VP & of your new use tech discard
civ pool. When choose a rival. super units. A 1 hyper token or
you first reach a He chooses new super unit 1VP.
total of 1, 3, & 5 your new civ colony or
face down from your civ starbase may Lightning Gun -
secrets in pool. replace your (ongoing) After a
storage, choose colony or Mindswap, place
Starting Fleet: 1 a civ from your starbase in its 1 of your new
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destroyer. pool. This is not system. A new super techs on


optional. Gain super unit top of this tech.
Super ship = 12D. that civ's bonus, citizen lands on If it is a 1 time
weakness, & an available use tech discard
victory abilities continent. If 1 hyper token or
in addition to impossible, 1VP.
Yithian. Discard destroy it. If a
your previous Battleship is
civ's sheet & destroyed
super techs. outside of
Discard battle
unchosen civs. (including due
Draw 3 new to an inability to
civs. If you run place), gain 1
out of civs, you hyper.
may reuse
previously (Free civ for
drawn civs. everyone).

Zepzeg Cicisbeo - Planetary Core Homage - Cathedral (4m) Condescension


Green (ongoing) A Computator - (ongoing) When - When a - (build) When
rival that (research) Your you gain a Cathedral is you build ships,
colonizes a techs cost you secret, choose damaged, pay only half
planet already nothing. Just a rival. They place 1 price (rounded
occupied by choose a rival must pay you 2 corvette from up) if you
your colony to gain the resources of your pool in the choose a rival to
immediately listed reward. their choice, if system. When place 2
places 2 possible. a Cathedral is resources worth
organics on destroyed, of ships free as
their new place 3 if just built.
Starting Fleet: 1 colony's corvettes or 1
Cathedral. continent. destroyer from Persuasion -
your pool (research / key
Super ship = 12D. instead. If a action) When
Cathedral is this tech is
destroyed placed, place
outside of the Persuade
battle, gain 1 token in a
hyper. system. Take
the key action
Persuasion to
move it to any
other system.
When a battle is
declared in a
system with the
Persuade token,
nobody
advances on the
Battle track after
that battle
(including you).

Zevolt Arrogance - Privilege - Noblesse Dragonship N/A


Yellow (ongoing) You (research) You Oblige - (4m) - (pre
can only self have no super (ongoing) You battle) Roll the
destruct if all techs but you are only Dragonship's
of your tech can research a affected by attack & inflict
slots are filled. common tech secrets that results. (This is
right off a rival's could target you not optional: it
sheet onto your if you choose to only attacks in
Nicholson 13

own. You have permit it. This pre battle). If a


5 tech slots. does not protect Dragonship is
When you against space destroyed
research a monsters in any outside of
rival's one use way. battle, gain 1
tech, place it hyper.
face up on your
sheet. Super ship =
12D.

Starting Fleet: 1
destroyer.

Generic N/A Plain - (once N/A Bland - If a N/A - You can


Green only) Draw 3 Bland is research 2 techs
system tiles destroyed face down in the
from the deck & outside of super tech slots
pick 1 to be battle, gain 1 to claim the
your hyper. track rewards,
homeworld. If but you cannot
you draw any Super ship = use these techs.
tiles that have 12D.
native aliens,
discard them &
redraw. Place 1
colony on each
continent &
Starting Fleet: 1 place 1 citizen
destroyer. Created by on 1 continent (Free civ for
Allen & Neil. of your choice. everyone).
The Generic civ was created by 2 playtesters to prove that you don’t have to use a civilization’s
super units & techs to win the game. This is a good way for all players to improve at the core gameplay.
Also, like the Yithian, it is a free civ for everyone.

Variants & Balance Edits


- You can play with hidden tech hands/pools. (Ben - approved by Sandy Peterson)
- You can draft your opening tech hands before mulliganing. (Allen)
- Change the 0.3-1VP secret cards to 1VP & the 1-2VP cards to 2VP. Space monsters provide 3
Hyper tokens. (Neil - approved by Sandy Peterson)
- Remove ALL Space Monsters for a serious game (Sandy Peterson) OR If you’re going to use
space monsters & still want a somewhat more serious game then do not use Hastur, Cthulhu,
Von Neumann Beast, or Space Amoeba. In addition, the Galaxy Eel does not negate VPs. (Neil)
- The Salps Fulfillment track grants 2 hyper tokens on spaces 4 & 8 instead of 1. [This follows the
same pattern with Fungi & Azota] (Neil, Fil, & Tobias)
- The Mendeku starting fleet is 2 corvettes. [Standard starting fleet is minimum 1 destroyer (2m).
There is no need for this handicap]. (Neil & Fil)
- The Glazaqtoq starting fleet is 2 corvettes. 1 on each homeworld. [Standard starting fleet is
minimum 1 destroyer (2m). There is no need for this handicap]. (Fil & Neil)
- The Nomia Infest ability can be a bit gimmicky. To make it less gimmicky: “Infest - (build) When
you build ships, you may also place 1 ship from your pool for free in 1 of your rivals’s pools. When
a rival builds that ship type you may place your ship from their pool as if just built. You cannot
Infest with a Plagueship.” (Neil)
Nicholson 14

- Cloaking Device: (pre-battle) Choose 1 of your units to stay out of the battle. It cannot be
targeted. You cannot cloak a colony or a super unit. (Neil & Fil)

Modular Expansions:
2nd Secret Card Deck: (Ozzy, Fil, & Neil)
The regular deck contains 48 secret cards (29 unique), this deck contains 67 secret cards (56
unique). Use this deck for more balanced play. Also, it increases the negotiation and underutilized
elements of the game. Feel free to remove any cards that you do not like (just retain the balance ratio of
different VPs). The cards split by the OR mean that you must take the full action above or below the OR,
but never both. Space monsters grant 3 hyper tokens. You can either use 1 copy of the 10 space
monsters OR you can use 2 copies of the startropolis, giant claw, monolith, cosmic cloud, crystal entity, &
galaxy eel (does not negate VPs).
1VP 1VP + 1hyper (top of card) 2VP

Game Theory - Choose 3 nonhomeworld Sub Rosa


systems & place 1 hyper in each
system's orbit. (x2)

Cultural Exchange - Choose 3 systems & place 1 Meteor Shower


corvette, 1 destroyer, & 1 cruiser
wreckage into the system's
orbits. You pick which 1 goes in
each. (x2)

Trafficking - You may retreat 1 of your VP Entropic Decline


markers back 1 step. Choose 2
rivals.1 gains 2 organics & the
other gains 1 hyper token. You
choose who gets what.

Joint Experiment (x2) Trade

That’s No Moon - Place a Treachery - Choose a rival


second starbase (not a super starbase or colony. Destroy it, &
unit) from your pool in a system replace it with your own from
with a starbase. That system your pool. You must pay that
now holds 2 starbases rival 2 hyper tokens. You can’t
OR pick a colony protected by a
Gain 1 hyper token. hyper token
OR
Gain 1 hyper token.

Smuggling - Choose 1 - gain 3 Geological Discovery - Add 3


atomics or 3 metal. Then choose resource tokens to your colonies
a rival, who gains 1 hyper token in any combination. Draw a
OR second secret card, look at it, &
Gain 1 hyper token. give it to a rival.

Piracy - Place 3m worth of ships Astro-Scourge - Each player


from your pool in a system may choose to “destroy 1 of
where you have no units. If the their super units outside of
system is unexplored, reveal it battle”, if able.
(counts towards the probe track)
Nicholson 15

OR
Gain 1 hyper token.

Lost Colony - Take an unused Science Breakthrough - Choose


system & add it to the edge of 2 rivals. 1 gains 1 VP & the
the map (not adjacent to your other gains 4 organics. You
homeworld). Reveal it, & place a choose who gets what.
free colony from your pool on 1
of its continents (not a super
unit). This counts towards the
Probe VP track
OR
Gain 1 hyper token. (x2)

- Discard all common techs in Geological Trade - Choose a


your hand & redraw. Rivals can rival. Both of you may add up to
do the same, but must pay you 1 2 resource tokens of your choice
hyper token to any of your colonies empty
OR slots.
Gain 1 hyper token.

- Choose a rival. You choose - Place 2 native aliens on any


how many hypers he gains (to a unoccupied continents.
maximum of 3). You gain
organics equal to those earned
hypers plus 3.

- Each rival in turn order, - Place 2 native aliens on any


chooses whether he wants to continents that you aren’t on.
gain 0, 1, or 2 hyper tokens. You
gain everything they gain.

- Move your track marker up 1 - Each player will gain industry


space on the Probe track & points currently on the board.
claim the rewards 5 = 1VP,
OR 8 = 1VP,
Gain 1 hyper token. 10 = 1VP, &
12 = 1VP.
This is cumulative.

- Place 3m worth of ships from - Choose 2 rivals. 1 gains 1


your pool as if just built. Then metal, 1 atomic, & 1 organic.
choose a rival to gain 1 hyper The other gains 1 hyper token.
token You choose who gets what.
OR
Gain 1 hyper token.

- Each player may place 1 of - Each player gains 1 hyper


their super units from their token per citizen & native alien
pool/storage in their homeworld. they own in play.
Each rival must pay you 1 hyper
token to do this. Your hyper
goes to the supply.

- You may copy the effect of 1 - Choose a rival. Both of you


Nicholson 16

rival’s researched (active or may place 1 hyper or 1 ship


used) common tech until the end wreckage token into orbit in your
of the turn. Pay that rival 1 hyper homeworld.
token
OR
Gain 1 hyper token.

- Take an extra key action, move - Choose a rival to pay you 1


OR hyper token to take an unused
Gain 1 hyper token. system & add it to the edge of
the map (not adjacent to their
homeworld). Reveal it, & they
place a free colony from their
pool on 1 of its continents (not a
super unit). This counts towards
their Probe VP track.

- Take an extra key action, build - Draw 1 random common tech


OR & choose a rival. Place it in their
Gain 1 hyper token. storage (does not advance their
Research VP track). The chosen
rival must pay you 1 hyper
token. If the tech is a duplicate,
discard it, & redraw. If it is
marked with a hyper, they gain
it. They cannot self destruct their
extra tech. (x2)

- Take an extra key action, battle - Choose a rival. You may


OR exchange up to 2 common techs
Gain 1 hyper token. from your hands.

- Take an extra key action, - Choose & destroy 1 rivals


research researched tech & pay them 2
OR hyper tokens
Gain 1 hyper token. OR
Gain 1 hyper token.

- Choose 1 citizen or colony on


the board & move it to a new
(legal) location on the board.

- Pick 2 starbases on the board


(cannot be owned by the same
player) & swap them
OR
Gain 1 hyper token.

- Place a moon token in 1


system's orbit. This functions as
an additional continent in that
system for all players. The moon
grants 1 atomic & 1 metal
towards production.
Nicholson 17

Remove 1 space monster from


the game & you gain no reward
OR
Gain 1 hyper token.

- Take an extra key action, self


destruct
OR
Gain 1 hyper token.

- Take and extra key action,


salvage
OR
Gain 1 hyper token.

- Take an extra key action,


produce
OR
Gain 1 hyper token.

Objective Cards: (Neil)


This is just an added extra for players who want a tiny addition. Shuffle & deal 2 to each player.
You can only complete 1 per game. Announce completion and reveal the objective, not the points. Score
points during the endgame.
- Research 6 techs. (2VP)
- Have 6 colonies in different non homeworld systems. (2VP)
- Win 3 battles in 1 turn. (2VP)
- Explore 3 times in 1 turn. (1VP)
- Remove 10 metal worth of units in 1 battle. (1VP)
- Destroy 4 fortress units in 1 battle. (1VP)
- Remove 7 metal worth of units in 1 battle as the defender. (1VP)
- Destroy 2 space monsters. (1VP)
- Have 20 resources in your pool. (1VP)
- Have 13 hyper tokens in your pool. (1VP)
- Explore 4 times. (1VP)
- Self destruct 3 times. (1VP)
- Have 6 secret cards in your pool. (1VP)
- Have 5 citizens on the board. (1VP)
- Earn 5VP in 1 turn. (1VP)
- Have 5 starbases in different non homeworld systems. (1VP)
- Self destruct 3 items in 1 turn. (1VP)
- Produce 3 times in 1 turn. (1VP)
- Build 3 citizens in 1 turn. (1VP) (Fil)
- Build 4 times in 1 turn. (1VP)
- Research 4 times in 1 turn. (1VP)
- Have both of your super units & super techs in play at the same time. (1VP)

Since the development of Hyperspace, we, the playtesters have played a major role in shaping,
refining, & balancing the game to what it is today. The PG Team did a fantastic job at actually listening to
Nicholson 18

the playtesting community on elements that were severely unbalanced & we feel like the game is ours
now because of all of our approved changes. Thank you everyone for your hard work, time, & dedication.

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