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EPIC SOLITAIRE NOTEBOOK ADVENTURES!

Space! Edition version 1.3


(by Jeffrey Kight)
ESNA by Scott Slomiany
ESNA Nameless Wanderer Edition by Jeffrey L. Hammans

This is a solitaire game, played with very minimal terrain icon may also include a small marauder
components while attempting to capture the icon which will indicate when new marauders
essence of a large-scale science fiction universe. appear on the map.
It does this by using a system where you create
elements as needed. Since a lot of “the blanks” The event matrix, in the middle of the card, is
will be filled in by you as you play, each game used to determine what type of events happen,
will be as different, and as creative, as you allow. based on the types of terrain in your current star
system.
ESNA Space! is a re-themed version of ESNA-NW,
itself a revised and expanded version of ESNA. The data in the red-lettered alien section, which
includes a type and plunder level, is used for
WHAT YOU NEED creating new aliens – and the data in the green-
A pencil lettered mission section, which also includes a
A few sheets of paper type and compensation level, is used for
This rule guide determining new missions.
The deck of ESNA cards
A small token to mark your current location The starship location at bottom right will indicate
what section of your starship has been severely
AN OVERVIEW OF THE CARDS damaged when you are crippled in battle. It is
Before you start, you should familiarize yourself also used to determine types of discovered
with the cards. There’s a lot of information on exotic tech.
them, and they are
used to determine The green level numbers, along the left side of
many things. At this the card, are used to determine values for
point, a lot of the yourself and your opponents in battle by using
way the game them in conjunction with the red battle strength
handles things numbers.
won’t make much
sense until you read Additionally, the green level numbers are used
through the rules. to determine values for collecting plunder when
This is a generalized defeating aliens in battle and for collecting
overview of each compensation when completing missions, by
part of the card, so using them in conjunction with the gold resource
when you do get to numbers.
the rules, you’ll have
a good idea where GETTING STARTED
to look. Shuffle the cards and place them face down as
the draw deck. Cards drawn from this deck are
The black box letter placed face up in a discard pile. Much like any
is used to reference other card game, when the draw deck runs out,
the name of a star system on your map or an shuffle the discard pile and place these cards
alien that you will battle. face down to create a new draw deck.

Below that, the additional routes number is used


to determine how many paths extend out to
other star systems when creating a new system.

The terrain icon, below the additional routes


number, is used to determine the types of terrain
in a given star system when creating it. The
1
YOUR STARSHIP YOUR MAP
On a sheet of paper, record this information: The entirety of the map is your universe. It will be
 tech level (you begin at 2) comprised of various star systems that are
 maximum hull points (starts at 60) created as you need them. You can have up to
 current hull points (begin at maximum) 20 star systems, each starting with a unique
 resources (currently none) letter, A through T.
 The following sections to track any installed
exotic tech and to track any damage: One another sheet of paper, you will need to
o Bridge draw your starting star system.
o Primary & Secondary Weapons
o Fuselage Draw a circle, large enough to contain a few
o Main & Auxiliary Engines icons. Just remember that you may have up to
 Cargo (to track carried items not installed 20 of them on your map, so size accordingly.
on your starship - currently empty)
 a place to track acquired battle actions Write the name of your new star system along its
 an area for keeping track of missions border. As you explore this universe and discover
new systems, each will be given a name. The
Record your starting battle action – Run Away! only restriction is that each name can only start
Everything else is blank. with a particular letter once, A through T. So if
you decide to name this new star system
“Arrak”, you cannot name any other system with
a name beginning with the letter A.

As with your alien list, the letters A through T are


used as a reference guide.

Now draw four routes (dotted lines) that extend


from the star system.

Draw a card and look at the terrain icon at the


top. Draw two of these icons in your new star
system. Place this card face up on the discard
pile. (Generally, each card drawn will be used
for one particular action then discarded.)

Draw a colony and write


the number 1 in it. This
indicates that this colony
is at tech level 1.

YOUR ALIEN LIST Finally, place your token


On another sheet of paper, create a vertical list on your starting star
of letters, A through T. These will be the aliens you system. You are all set to
battle throughout the game. Each alien will be wander, explore, and
referenced by its letter on this chart. Aside from beat up random semi-
the column of letters, you will need these helpless aliens.
additional columns: type, name, terrain bonus,
terrain penalty, tech level, plunder level, and
force size.

2
WAYS THE GAME CAN END
There are two ways for the game to end. You
can decide to retire, at which point your final
score is based on the value of your habitat.

Or you could die.

Thankfully death can be hard to come by. First, if


at any point during the game your starship hull
points drop below zero, your starship is
considered to be crippled. When your starship is
crippled, draw a card and look at the starship
location. If the bridge or fuselage is indicated,
then yes – you’re dead. Game over.

However, if a weapon or engine is indicated,


things can get a little tricky. Mark the
corresponding section on your starship as
damaged. Any installed exotic tech at that
location is destroyed. Now, move to the closest
colony or industry (in case of a tie, you choose.)
where your starship receives field repairs by the
locals (regardless of their disapproval rating)
who restores its hull points to half your starship’s
current maximum.

The damaged section can no longer support


any exotic tech.

However, if the colony or industry has a shipyard


icon next to it, you may attempt to have the
damaged section replaced. To determine how
the well manufacturing goes, draw a card plus
one for every prior shipyard
replaced section your starship
currently has. If any of these
cards indicate the bridge, then
your starship was damaged
beyond repair and is no longer
space worthy. Game over.

Otherwise, your starship section was successfully


replaced with a section having a tech level
equal to the tech level of the shipyard. The
replaced section is treated as a form of exotic
tech, in that its tech level is added to all your
battle strengths. The replaced section, however,
will no longer support any further exotic tech.

Replaced sections can still be destroyed and


thereby replaced again with a new section
following the procedure above.

3
TURN SEQUENCE 3 – CHECK FOR AN EVENT
A turn consists of the following actions, done in Using the same card, look at the event matrix.
the order shown below. Some will always be Compare the two terrain types of the star system
performed, while others are optional: you are currently located in with the two terrain
types in each box of the event matrix. If both
Move to a new star system along terrain types match, then the event indicated
1 Optional
a connecting route occurs. The events can be:
Draw a card and check
2 ALWAYS A LETTER
for new marauders
You have an alien encounter, which means you
Using the same card, check for an battle. If the alien referenced is not yet defined
3 ALWAYS
event in your alien list, or is at least three tech levels
Deal with displeased star systems below you, you will need to create it (see ALIEN
4 ALWAYS and choose to attack marauders CREATION).
(if present)
Perform actions based A battle is typically how an encounter or conflict
- Depends is resolved (see BATTLE SEQUENCE).
on active missions
Perform actions based on
5 Optional +1 OR +2
settlements in current star system
You may improve any settlement (colony,
6 Optional Retire industry, and space port) or shipyard by
increasing its tech level by one.
7 Optional Build your habitat
You may build a new tech level 1 settlement
(colony, industry, or space port) in any star
1 – MOVE
system that does not currently have a settlement
Moving is simply traveling along a route from
or your habitat. Or you may build a new tech
your current system to a neighboring star system.
level 1 shipyard next to any existing colony or
You do not have to move if you wish to stay in
industry.
your current location. If the route leads to a star
system that has not been created yet, you will
If you have a +2 improvement, you may perform
need to make one before you finish your move
any two of the actions described above, or any
(see STAR SYSTEM CREATION).
one action twice.
2 – CHECK FOR NEW MARAUDERS
4 – DISPLEASED STAR SYSTEMS
Draw a card and look at the terrain icon. If there
Although all settlements begin indifferent to your
is a marauder icon, and at least one of the
arrivals, they can develop a disapproval rating
current star system terrain types matches the
which will affect how they react to you.
card, then marauders have invaded.
By failing missions or letting marauders linger in
When marauders are dis-
their star system, a settlement’s disapproval
covered, their tech level is your
rating will grow and is reflected by X’s.
own plus one. Draw a small
Depending on the type of settlement, different
circle near the star system and
things happen based on their disapproval rating.
write inside this their starting
On the other hand, you can try to appease
tech level.
settlements by completing missions, defeating
aliens, and attacking marauders.
Additionally, add one to the tech level of up to
three other marauders that also exist in the
MARAUDERS PRESENT
universe.
First of all, if you decide to attack marauders in
your current star system, feel free to erase all X’s
Star systems may have multiple marauders.
present in that system. Marauders are a pain,
and getting rid of them helps any settlement.

4
Attacking marauders is accomplished by simply 5 – SETTLEMENT ACTIONS
completing a series of battles. The number of If you are in a star system with a settlement, you
battles you must complete is equal to the tech can perform one action per turn based on that
level of the marauders. For each battle, you will settlement type if there are no X’s present.
need to draw a new card to determine which
alien you face. Settlements come in three types: colonies,
industries, and space ports. There can only be
Unlike a normal battle, you DO NOT add to the one settlement per star system.
alien force size at the beginning of the battle
sequence. Additionally, all plunder earned from Settlements have their own tech level which can
the marauders is multiplied by two. If you be improved throughout the game during the
discover any exotic tech, add two to its tech event phase.
level (see GAINING RESOURCES).
COLONY
If you “run the gauntlet” and eliminate all of the If you are in a system with a colony,
aliens, erase the marauders. If your starship you may REPAIR your starship to
becomes crippled (see WAYS THE GAME CAN restore hull points (HP) up to its
END), you may subtract the number of aliens maximum HP. This is accomplished
defeated from the marauder level. by spending a certain number of
resources:
If you choose not to engage the marauders and
there is a settlement present, add one X for Resources Spent * Tech Level of Colony = HP
every marauder that exists in the star system. Repaired

MARAUDERS NOT PRESENT You cannot exceed its maximum hull points.
If there are no marauders present in your current
star system, one of these things may happen: You may also SELL exotic tech. Remove the item
from your cargo or installed section when you
COLONY – You must battle the colony militia. The sell it. You gain resources based on the formula:
number of militia you must fight is equal to the
amount of X’s the colony has. The militia tech 10 * Tech Level of item * Tech Level of Colony =
level is one more than the tech level of the Resources Gained
colony.
INDUSTRY
INDUSTRY – You may attempt to defeat the If you are in a system with an
industry defense system to regain access to the industry, you may UPGRADE,
facilities. The defense system tech level is equal which increases your tech level
to your current tech level plus the amount of X’s by one.
present. Defeating the defense system removes
all X’s from the star system. You can only advance your tech
level by one per turn, and an
SPACE PORT – If there is only one X, the industry can only advance your tech level as
governing body will demand you attempt a high as the industry tech level. The cost in
mission as an act of good faith. Successfully resources is 10 times your target tech level.
completing this mission will erase one X, but you
do not gain any compensation from it. Failing Advancing to a new tech level increases your
this new mission will add another X to this star starship maximum hull points by 10 times the new
system. tech level.

If there are two or more X’s, you must battle By upgrading, you also refresh your current
three military starships, each at the same tech battle actions and can gain a new battle
level as you. If you are victorious, you may then action. Battle actions are special abilities which
request a mission to appease the governing can be used during battle (see BATTLE ACTIONS).
body and immediately remove a single X.

5
SPACE PORT by 10. This the amount of resources you need to
If you are in a system with a spend to increase your habitat’s rating by one.
space port, you may explore
new routes, or even request a You may only increase impressiveness to the
mission, total amount of space port tech levels in your
universe, as you are all competing for available
To EXPLORE a new route, you resources and supplies.
must pay a certain number of
resources based on the current number of routes
already open.

 A new route costs 250 resources for each


existing route, plus another 250 resources
for the new route.
 Only one route may be explored per turn.
 To explore a new, second route requires a
tech level 2 space port. To explore a third
route requires a tech level 3, etc.
 A route cannot be explored into another
star system which already has four routes.

You may REQUEST a mission if you wish (see


MISSIONS). There can only be one mission at a
time for any particular space port. If you have
not fulfilled your current mission for a particular
space port, you cannot request another one.

6 – RETIRE
You may quit your game and retire when you
are in the star system with your habitat. Your total
score is the impressiveness of your habitat.

When you advance to tech level 11, you


automatically retire as you prepare for your next
plane of existence.

7 – YOUR HABITAT
You may not develop a habitat until all three
types of settlements are represented in your
universe. To develop a habitat,
you must select a star system
with no settlement in it, and
draw your habitat icon there.
Place a zero in it as your habitat
has an initial impressiveness of 0.

Now, when you are in the star system containing


your habitat, you may spend resources in order
to develop to make it more luxurious and
impressive than the systems around you.

To add to the impressiveness of your habitat,


add up the tech levels of all settlements in your
universe and add your habitat’s current
impressiveness rating. Then multiply this number
6
STAR SYSTEM CREATION To determine the plunder level of the alien, draw
When you need to create a new star system, another card and look at the number shown in
draw a circle in such a way that it connects to the alien section.
an existing route from a previously existing star
system. The first time you encounter this alien, you will put
a single mark in the force size column. The force
Give the new system a name. Remember each size determines how many aliens are in the
star system name needs to start with a unique group you are battling. This number increases
letter, A through T. Once all letters have been with every encounter of a particular alien.
used, no new systems may be created and all
unused routes simply fade away. The following explains each alien type:

Next draw a card and look at the additional Cloaked – If the opponent’s force size is greater
routes number. This tells you how many than your tech level, you have a battle
additional routes extend from this new star strength of 0 and cannot use any battle
system. Draw those routes now. In some cases, actions during the first battle round.
when getting information about additional Cybernetic – When you win in battle, you halve
routes, you will find the opponent’s force size instead.
that previously drawn Ferocious – If this alien damages you in a battle
routes will “dead round, you receive additional damage
end”. These too can equal to the alien base battle strength for
simply fade away. that round.
Non-corporeal – Non-corporeal aliens will never
Finally, draw two have a force size greater than your current
more cards to get tech level. DO NOT add a mark to the alien
the terrain types of list if the current force size is equal to your
this new star system, tech level. During the first battle round, if
and draw those won, non-corporeal aliens will deal no
inside the circle. damage. Beginning with the second battle
round, you must divide your battle strength
in half.
ALIEN CREATION Psychic – Battle actions are ineffective against
It only takes a few actions to create a new or these aliens.
higher tech level alien for your universe. When Radioactive – If this alien does damage,
creating an alien, you are filling in the blanks for multiple that damage by two. The battle
the row of a selected reference letter. then ends and you do not collect plunder.
Swarming – At the end of each battle round,
Draw a card and look for the type listed in the deduct an additional 1 from the alien force
alien section. This indicates the type of alien you size. HOWEVER, at the end of the battle,
are creating. Types determine different add a mark to the alien force size on the
modifications that the alien makes to the rules. alien list.
Write the type down in the appropriate column. Typical – Standard alien species.

Next, give your alien a name and write it in.

To determine the alien terrain bonuses and


penalties, draw a card for each and write them
down in the appropriate columns. If both terrains
match however, then there are no modifiers as
they cancel each other.

The alien base tech level is determined by your


current tech level minus one.

7
BATTLE ACTIONS 7. Targeting Computer – (early) You overstress
To add a new battle action to your arsenal, your targeting circuits in generating superb
select one of the upgrade numbers available to firing solutions. Draw two cards to obtain
you by your current battle actions. An upgrade two battle strengths for yourself. You can
number references the battle action upgrade use either one. (upgrades: 8 and 9)
available. 8. Continuum Vortex – (late) You temporarily
escape by way of a quickly generated
Example: At the beginning of the game, you worm-hole. No damage is done to your
start with the battle action Run Away! which has starship nor is the opponent’s force size
upgrade numbers 2 and 8. When you advance reduced this round. (upgrades: 9, 10, and
to a new tech level, you can add either battle 11)
action 2 (Stand Your Ground) or battle action 8 9. Shield Absorption – (early) A phase
(Continuum Vortex) to your list of actions. The inversion of your shield generators means
next time you advance, you may now use the that all damage that is done to you is
study numbers of both Run Away! and the battle instead added to your hull point total. Your
action you previously selected. maximum hull points may be exceeded by
this. (upgrades: 10 and 12)
The following explains each battle action: 10. Critical Strike – (early) They’re going to feel
this one for a while! Deduct one from your
1. Run Away! – (early) Using emergency opponent’s force size on the alien list. The
vector rockets, you quickly escape. current force size for this battle remains
Reduce your opponent’s total battle unchanged. (upgrades: 11 and 13)
strength by half. The battle is over after this 11. Assimilate – (late) You sacrifice the safety
round; do not collect plunder. (upgrades: 2 of your salvage probes to gain an
and 8) advantage. The numeric value of aliens
2. Stand Your Ground – (early) You use a last- defeated (force size reduced) times the
ditch offensive weapon array. Ignore this alien tech level is added to your hull points
battle sequence. Reduce your hull points up to your maximum hull points. (upgrades:
by half, and divide your opponent’s force 12 and 13)
size by half. (upgrades: 3, 4, and 6) 12. Ruse – (late) Your camouflage worked this
3. Feint – (late) Your electronic screening time. Reduce the opponent’s force size by
defense got the better of them. You may the value of your current tech level. Do not
recalculate the battle strength for yourself collect plunder if this ends the battle.
or your opponents by drawing a new event (upgrades: 13 and 2)
card. (upgrades: 4 and 6) 13. Full Weapons – (early) You redirect all
4. Dodge – (early) You strain your positioning power to your weapon arrays. Your battle
rockets in evasive maneuvering. Your strength for this round is 0. Triple your battle
battle strength is 0 and your opponent’s strength during the next round of this
base battle strength is 1 for this round. battle. (upgrades: 2 and 3)
(upgrades: 5 and 7)
5. Sweeping Strike – (late) Great flying, kid! At Unless otherwise noted, you can only use any
the end of this battle round, reduce your single battle action once per level. When you
opponent’s force size by two instead of advance a level, the battle action is then
one. Sweeping Strike is refreshed “recharged” and you may use it again.
automatically after use – it does not expire.
(upgrades: 6 and 7)
6. Tactical Advantage – (late) Taking
advantage of your opponent’s mistake,
you may select the green level arrow
directly above your current level when
determining your battle strength.
(upgrades: 7 and 8)

8
BATTLE SEQUENCE Now determine your battle strength as
The VERY FIRST THING YOU DO before beginning described above. Your battle strength may be
a battle is to increase the force size of the alien further adjusted by an early battle action or
you are battling by one on the alien list. alien type modification.
Therefore, the first time you encounter the alien it
will have a force size of one; the second time it 3 – OBTAIN OPPONENT BATTLE STRENGTH
will have a force size of two, and so on. Determine your opponent’s effective level by
applying any alien terrain modifiers to their
As you battle, you will be reducing the force size current tech level. If the alien’s bonus terrain
of the alien in battle. However this does not type exists in the current star system, add one (or
mean you are reducing the number on the alien two if the terrain appears twice). Do the same
list – you are instead reducing the size of the for the alien’s penalty terrain type, but subtract
force currently attacking you. one (or two) instead. Levels can never go below
1 or above 10.
A battle consists of a short sequence of events
where you will be comparing your battle Now determine your opponent’s base battle
strength against the battle strength of your strength as described above. This may be
opponent. adjusted due to an early battle action or alien
type modification. Multiply this base battle
To determine battle strength by the current force size to determine
strength, draw a new card your opponent’s total battle strength.
and place it face up on
top of the discard pile 4 – OPTIONAL LATE BATTLE ACTION
slightly askew in such a You may activate a late battle action at this
way that the green level time, following the rules of that battle action. If
arrows on the top card you do this, you cannot activate another late
visibly point across to a red battle action for the remainder of this battle. All
battle strength number. battle strength adjustments required by the late
The number shown across battle action are performed at this time.
from your current level
number, or across from your opponent’s level 5 – RESOLVE BATTLE STRENGTHS
number, is the total (or base) battle strength. Once the two final battle strengths are figured,
you simply compare the two numbers. If your
A battle round is as follows: battle strength is equal to or greater than the
1 Optional Perform an early battle action battle strength of your opponent, you have won
the battle! Collect your plunder (see GAINING
2 ALWAYS Obtain your battle strength RESOURCES).
3 ALWAYS Obtain opponent battle strength
However, if your battle strength is lower than the
4 Optional Perform a late battle action battle strength of your opponent, subtract the
Compare and resolve your battle difference between the two numbers from your
5 ALWAYS strength against your opponent’s starship hull points. If your starship hull points
battle strength drops to zero or below, your starship has been
crippled and the battle is over (see WAYS THE
1 – OPTIONAL EARLY BATTLE ACTION GAME CAN END).
You may activate an early battle action at this
time, following the rules of that battle action. If Otherwise, subtract one from your opponent’s
you do this, you cannot activate another early force size. If you have reduced your opponent’s
battle action for the remainder of this battle. force size to zero, then you have won the battle!
Collect your plunder (see GAINING RESOURCES).
2 – OBTAIN YOUR BATTLE STRENGTH
Determine your effective level by applying any If the battle is not yet over, perform another
installed exotic tech or shipyard replaced battle round using the reduced force size of your
sections modifiers to your current tech level. opponent.
Levels can never go below 1 or above 10.
9
GAINING RESOURCES MISSIONS
Throughout your adventure, you will be Draw a card and look at the type in the mission
collecting resources by being victorious in battle section. Write this down. Each mission type has
and performing missions. In both cases, each has different actions as explained below.
a plunder or compensation level.
Each mission also has a home location which is
Determining the plunder/compensation value is the star system you are currently in. Write this
similar to determining battle strength. Simply down. The mission level equals the current tech
draw another card, and line up this card with level of the space port. Write this down as well.
the top card on the discard pile in such a way
that the green level arrows line up next to the The governing body will offer compensation for
column of gold resource numbers. Reference completing a mission. Draw another card and
the plunder or compensation level and the gold write down the number shown in the mission
resource number indicated is the base resource section as the compensation level.
value. Now, multiply this number with the alien
plunder level or mission compensation level to ASSAULT
determine the amount of resources gained. The governing body of this space port has
declared war upon another star system. You
In the case of winning a battle, multiply the have been asked to help destroy the rival space
amount of resources gained by the force size of port. Draw a card to determine the target
the defeated aliens to obtain your total amount. system. If the target star system does not exist,
create one at least three systems away from
If a T comes up, you have discovered, or been your current location. If the target star system
given, exotic tech equal in tech level to the alien does not include a settlement, create a space
tech level or mission level. port with a tech level one less than your current
tech level.
EXOTIC TECH
Defining exotic tech is straightforward. Draw a Refusing this mission adds one X to this star
card to determine the type of exotic tech found system.
by looking at the alien section, and another
card to determine in what starship section the If you accept, when you arrive at the target star
exotic tech can be installed. The tech level of system, assault the settlement as if you were
the discovered exotic tech is determined by the battling an alien encounter. Consider the
level of the mission, or tech level of plundered settlement to be an alien with a tech level and
opponent. force size equal to the settlements tech level.

Therefore, exotic tech is typically defined like this: Unlike an alien, settlements are not simply
+2 Radioactive Shielding (Bridge) beaten in one fell swoop. After each battle
phase, whether you have taken damage or not,
This means that if you have this exotic tech reduce the settlements tech level and force size
installed on your starship bridge, your effective by one. One it has been reduced to zero, erase
tech level is increased by 2 when battling it from the universe.
RADIOACTIVE aliens. Each item of exotic tech
will only be effective against one type of alien. Feel free to pillage the settlement ruins, using its
starting tech level as its plunder level. Upon
Your starship can have only item of exotic tech returning to the home star system, you may also
installed at each location at a time. Exotic tech collect your compensation.
not currently installed is kept in your starship
cargo for later use or selling. You do not gain the Check for settlements in neighboring star systems
bonuses afforded to you by those items. which match the destroyed settlement. Each
one gains one X.
Be creative in describing the exotic tech once
the alien type it is effective against and If you fail, the home star system receives one X
installation location have been defined. and you receive no compensation.

10
DEFEND EPIDEMIC
The space port is under attack. The governing The space port is suffering from an epidemic and
body asks your help in defense from the in need of specialized medical supplies. You
attacking alien. Draw a card and look up the must retrieve these supplies and bring them
reference letter for the alien that is attacking. If back to the afflicted space port. Draw a card to
this alien does not yet exist, you must create it determine the destination star system. If it does
now. not exist, create one at least three systems away
from your current location.
You may refuse, but the space port gains one X
and you immediately move to a neighboring You may refuse this mission, but the space port
system along any connecting route of your gains one X and loses one from its tech level. If
choice. Also, the space port loses a tech level. If reduced to zero, erase the settlement from the
reduced to zero, the space port is erased from universe.
the universe.
If you accept, go to the destination star system
If you accept, perform a battle as normal and pick-up the supplies which will travel in
against the alien. If successful, you gain another ship. This supply ship has hull points
resources from the alien (as if it were a regular equal to half your starship current total. You may
encounter), plus the space port’s compensation apply damage to the supply ship instead of your
for the mission. You may also erase a single X. starship. Every time you do, reduce the mission
compensation level by one. A destroyed supply
If failed, the space port receives an X and you ship adds one X to the home destination and
receive no compensation. reduces its tech level by one. If reduced to zero,
erase the settlement from the universe. Either
ELIMINATE way, you receive no compensation.
An alien is blocking trade routes in the universe
and you are requested to stop it. Draw a card If you succeed in delivering the supply ship to
and look up the reference letter for your the home destination, you may erase one X and
destination for this mission. If the star system does receive your compensation.
not exist, create one at least three systems
distant from your current location. Draw another ESCORT
card to determine which alien you are to You have been asked to escort a courier ship to
eliminate at that destination. If the destination another star system to attend a highly secret
has marauders, then the mission is to eliminate all conference. Quite an honor!
marauders in that star system instead.
You may refuse this mission without penalty.
You may refuse but this adds one X. Also, the
alien reduces any settlement in the destination If you accept, you will need to draw two cards
star system by one tech level. If reduced to zero, to determine two destinations (both different
erase the settle from the universe. from your current location). The first destination is
the star system the governing body would like
If you accept and the destination star system you to escort the courier. The second is a rival
does not have a settlement, add one of your system who would like nothing else than to get
choosing with a tech level one less than your their hands that courier. If one or the other does
current tech level. Your goal is to travel to the not exist, create them at least three systems
destination star system and, after performing the distant from your current location. If either
standard event check and actions, battle the destination does not have a settlement, you
alien (or marauders) listed for this mission. may choose to add either a tech level 1 space
port or colony.
If successful, return to the home star system of
this mission, erase all X’s, and claim your The courier ship you are escorting can take
compensation. damage. It begins with half your current starship
hull points. If your starship takes damage during
If failed, the home space port receives one X the mission, you may apply it to the courier ship
and you receive no compensation. instead. Every time you do this, however, your
11
compensation level decreases by one. If the desperation, subtract the number of star systems
courier is destroyed or your starship is crippled you are away from the prison planet system from
during battle, the mission has failed and the the villain’s level. If his desperation is zero or less,
home space port receives two X’s. The he will not offer you any compensation.
destination space port receives one X.
Releasing the villain, or failing this mission by
If you successfully escort the courier ship, your having your starship crippled, will add one X to
mission is complete. Collect your compensation the home star system. You receive no
at the destination and remove one X from both compensation.
home and destination space ports.
NEGOTIATE
If you hand over the courier ship to the rival You have been asked to help negotiate a treaty
destination, draw a card and multiply its mission between this star system and another system.
compensation level by the compensation level Draw a card to determine the destination star
of the mission (a T counts as 10) and collect this system. If it does not exist, create one at least
instead. Remove all X’s from the rival space port. three systems away from your current location.
They are most pleased! However, the home
space port is not and receives two X’s. You may refuse this mission without penalty.

GUARD If you accept, and when you arrive at the


You have been assigned to escort a dangerous destination, drawn a card to determine your
criminal to the prison planet. If the prison planet negotiation skill as if it were a battle. Do the
does not currently exist, draw a card to same for the settlement tech level you are
determine its location. If the negotiating with. If no settlement currently exists,
destination star system does not you may build a free tech level 1 colony or
exist, create one at least three space port.
systems away from your current
location. Draw a prison icon in If your negotiation value is equal to or higher
that star system. (The prison than the settlement’s, congratulations, you have
planet is not a settlement, so you may build a stuck a deal. Return to the home star system and
settlement, or your habitat, in the star system collect your compensation.
with the prison.)
However, if you failed the negotiation, no
At this time, draw another card and compute damage is done but the destination has
this mission’s total compensation value. counter-offered. Return to the home star system
and perform the same negotiation check
You may refuse this mission without penalty. against the home space port tech level.

The villain is of one less level than your current Again, if your negotiation value is equal to or
tech level. Keep track of him on your mission higher than the space port’s value, you have
sheet. On every turn that you are escorting the completed your mission. Otherwise, it’s back to
villain, you will need to perform a single battle the destination star system for another
sequence with him. The villain does not die, but negotiation.
he can damage your starship. So, if your battle
strength is equal to or greater than him, nothing Completing a negotiation removes all X’s from
happens. Otherwise take damage. both star systems.

If you successfully deliver the villain to the prison


planet, collect the mission compensation at the
prison star system.

However you may decide to let the villain go. If


you choose to, he will offer you compensation
equal to the mission’s total compensation times
his desperation. To determine the villain’s
12
THE DARK INVADERS (A Variant) ESCORT MISSIONS
Although ESNA was designed as an open-ended Any mission of escort to the dark invaders’ home
game to be finished when a player wishes, world is actually reversed. If you deliver the
sometimes an adversary is desired. The dark courier ship to the dark invaders, the original star
invaders are such an enemy who seek to system will be disappointed. The alternate
conquer your universe. destination is the real destination.

The dark invaders are revealed when your NEGOTIATE MISSIONS


habitat is created. Draw a new card and use the Any mission to negotiate with the dark invaders
reference letter to determine the star system are destined to fail, regardless of the
where they are first discovered (which cannot comparative negotiation values. However, you
be the same system as your habitat). must still travel there in the attempt.

Any existing settlement in the WINNING


star system drawn is destroyed The first to gain 30 points of either control (for the
as the dark invaders devour dark invaders) or impressiveness (for your
their resources. Draw a symbol habitat) wins!
to indicate the dark invaders
home system and write a 0 in
the middle of it to represent their initial control.

Each turn, the dark invaders will raid their


surroundings and attempt to conquer your
universe. When drawing the card for new events,
if the reference letter refers to any star system
that lies adjacent to the dark invaders, then any
settlement in that system is reduced by one level
and the dark invaders’ control is increased by 5. CREDITS
If the settlement is destroyed then the dark
invaders’ control is increased by 10. ESNA Game Design
Scott Slomiany
If the reference letter lists the star system of the
dark invaders, then your adversary has Basic Dungeon Inspiration
encouraged new marauders. The marauders Cameron Harris
may be placed in the star system of the dark
invaders or any adjacent system you desire. ESNA Nameless Wanderer
Expansion and reformat
You may not voluntarily assault the dark invaders Jeff Hammans
but some missions are altered when the dark
invaders are in play, as described below. The Additional ideas by members of the
remaining missions are unmodified. BoardGameGeek.com website including:

ASSAULT/ELIMINATE MISSIONS Road Issues – Thom V


Any mission to assault or eliminate that sends you Card Corrections – Gergo Tothmihaly
to the dark invaders home world is really a Quest Loot ideas – Donald Cleary
mission to slay the dark invader leader. When Keep payments – Tinwë and Pedro Barradas
you arrive in the system, create a new alien two Black Keep concept – Craig Richards
levels higher than yourself. If you lose, you are Magic Item creation – John "Omega" Williams
dead. If you win, you win the game! Dungeon Ideas – Enlightened Wookie

13
Name: Tech Level: 2
Resources:

YOUR STARSHIP
Maximum Hull Points: 60
Current Hull Points:

Damaged Replaced Installed Exotic Tech or effective level of shipyard replacement

Bridge  
Fuselage  
Primary Weapons  
Secondary Weapons  
Main Engines  
Auxiliary Engines  
Cargo:

YOUR BATTLE ACTIONS


Upgrade Used Upgrade Used Upgrade Used

Run Away!  Tactical Advantage


  Assimilate  
Stand Your Ground   Targeting Computer
  Ruse  
Feint   Continuum Vortex
  Full Weapons  
Dodge   Shield Absorption
 
Sweeping Strike  Critical Strike
 
YOUR MISSIONS
Home Star System Level Comp Type Destination Notes Done














ALIENS
Tech Plunder Terrain Terrain
Type Name Force Size
Level Rating Bonus Penalty
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T

ALIEN TYPES
Cloaked – If the opponent’s force size is greater than your tech level, you have a battle strength of 0 and
cannot use any battle actions during the first battle round.
Cybernetic – When you win in battle, you halve the opponent’s force size instead.
Ferocious – If this alien damages you in a battle round, you receive additional damage equal to the alien
base battle strength for that round.
Non-corporeal – Non-corporeal aliens will never have a force size greater than your current tech level. DO
NOT add a mark to the alien list if the current force size is equal to your tech level. During the first battle
round, if won, non-corporeal aliens will deal no damage. Beginning with the second battle round, you must
divide your battle strength in half.
Psychic – Battle actions are ineffective against these aliens.
Radioactive – If this alien does damage, multiple that damage by two. The battle then ends and you do not
collect plunder.
Swarming – At the end of each battle round, deduct an additional 1 from the alien force size. HOWEVER, at
the end of the battle, add a mark to the alien force size on the alien list.
Typical – Just your standard alien species.

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