Supernova Rules v2

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    Escape! Expand!

    Defend! Conquer!

    Your sun is steadily approaching Supernova. You must aban-

    don your planet and ght for a foothold in a new solar system

    before your home world is destroyed.

    Over 9 game rounds within 3 phases, you will learn new tech-

    nologies - Weapons, Shields, Communications or Engines - to

    aid in your quest for survival. Increase your income by mining

    moons and discover alien races on new planets, gaining you

    valuable bonuses. The player with the most points when the

    sun goes Supernova at the end of phase 3 is proclaimed the

    winner!

    3-5 150 - 270 min medium

    1.0 Game Overview

    The objective in Supernova is to have the most points whenthe sun goes Supernova at the end of the game. Points are

    counted as follows:

    :: Every hex you occupy is worth 1 point

    :: Every moon you occupy is worth 3 points

    :: Every planet you occupy is worth 5 points

    :: Each resource unit (RU = $) you have is worth 1 point

    :: If you have not played your Special Power card, it is

    worth 4 points

    Game Overview

    Game Components

    Setup

    Center Board Piece

    Board SetupCards

    Player Setup

    Drafting the Battle Cards

    Gameplay

    Turns, Rounds, Phases

    Round Sequence

    Turn Overview

    Turn Sequence

    TurnSpecics

    Upkeep

    Replenish Battle Cards

    Receive Income/Pay Taxes

    Receive Tiles for Placement

    Fortify

    Place Tiles, Resolve Battles

    Replenish Battle Cards

    Increasing Technologies

    Buy/Playing Research Cards

    Buy Battle Cards

    Taking Moons, Planets, Encounters

    Desperation Cards

    Attacking

    Battle

    CombatModiers

    Battle Cards

    Playing New Boards

    Exploration

    Encounter Outcome GuideSolar Flares, End of Phase Scoring

    Determining Solar Flares

    Resolving Solar Flares

    End of the Phase

    End of the Phase Scoring

    Supernova!

    Final Scoring

    Breaking Ties

    SpecialPowerCards,CardClarications

    Variants

    Thanks to...

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    supernova[ oliver harrison mike roy ]

    [ Rules v2.2 ]

    Table of Contents

    1

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    1 Center board piece (Supernova board) 5 large board pieces

    5 play mats5 screens7 small board pieces

    3 desperation cards7 special power cards40 research cards6 colonization cards66 battle cards

    6 planet markers6 moon markers 1 rst player marker1 supernova coin

    79 scoring markers250 control tiles,54 in eachplayer colour

    20 technology markers 25 encounter markers

    30 Resource Units(RUs)

    2.0 Game Components

    The following components come with Supernova:

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    initial placement of coin which marks the turns

    3.0 Setup

    The board is composed of the center board piece plus a combina-

    tion of large and small board pieces.

    :: For a 5 player game:

    use all 7 small board pieces and all 5 large board pieces.

    :: For a 4 player game:

    use 6 small board pieces and 4 large board pieces.

    :: For a 3 player game:

    use 5 small board pieces and 3 large board pieces.

    :: The two small board pieces with the planet and the moon

    are always used.

    The Center Board Piece

    The center board piece has 12 hexes surrounding the sun. These

    hexes represent the rounds of the game.

    Place the Supernova coin on the hex that is labeled 1/1.

    Board Setup

    Assemble the larger board pieces so that the three-tile sectionsalong the edge of each board are touching the Central Board Piece.

    Once players have assembled the board to their liking, the board

    is populated with the planet, moon and encounter markers. Se-

    cretly randomize the planet markers face-down and add an amount

    equal to the number of players. Place these markers on the hex-

    es in the center of the large board pieces. Turn the 25 Encounter

    markers face down, mix them up, and place them in a stack next

    to the board. If you desire less predictable encounters, remove 5

    Encounter tokens at random and return them to the box these

    markers are not used this game and should remain hidden. Place

    one Encounter marker face-down on the green center hex of the

    small board pieces. The rest of the Encounter markers are left face-

    down next to the game board.

    33

    a

    b

    3 player setup

    5 player setup

    4 player setup

    Note: in these 3 examples the planet (a)

    and moon (b) boards are shown placed

    after the rst round has ended.

    a

    b

    a

    b

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    The circular path around each planet indicates the orbit of a moon.

    There are 3 icons within each path to indicate the possible starting

    positions for the moons. For each moon path, place one moon on

    either of the 2 moon icons farthest from the Supernova, with the

    marker rotated so that the arrow on the moon points toward the

    Supernova.

    The small

    Moon and

    planet boards

    are not used

    during the rstphase of thegame.

    Place one moon on either of the 2 moon icons farthest from the

    Supernova in this case (a) or (b) with the arrow pointing along

    the path toward the supernova. The moon will follow the arrow along

    the orbital path. Therefore, the next hex the moon will move to is bb.

    a b

    a

    b

    bb

    bb

    The two small board pieces with a moon and planet pictured

    below, are not used during the rst phase of the game. These

    two board pieces are turned upside-down, randomized and then

    placed near the game board for use after phase 1.

    Player Setup

    Determine who will be the rst player. The player to have visited

    a hot climate most recently goes rst; this may also be selected

    randomly. This person receives the rst player marker.

    Each player will choose one Alien race and take all of the followingcomponents associated with that race: player screen, play mat, 4

    technology markers, and 54 control tiles. All of a players control

    tiles are considered to be the players reserves. During a players

    turn a player will take a certain number of control tiles from their

    reserve for placement on the board or other tiles.

    At the beginning of the game, each player starts with 2 Resource

    Units (RUs). Each player places their RUs behind their screen and

    sets up their play mat with their technology markers below each

    technology path, indicating these levels are at 0.

    Deal a Special Power card to each player. A player may look at

    their Special Power card, but they should keep it face down by

    their play mat. Dont let the other players know your Special Power

    until you decide to use it. Special Power cards can be used any-

    time during the game, even during another players turn. If you are

    playing a 3 player game, deal each player 2 Special Power cards.

    Each player will keep one face-down and discard the other without

    anyone else knowing what it was.

    Cards

    There are 5 types of cards in the game. Separate the Battle, Re-

    search and Special Power cards into decks. Shufe the decks and

    place them face down in their own piles beside the game board.

    Place the Desperation and Colonization cards face-up next to the

    board. If the Battle or Research card deck is exhausted at anypoint during the game, the discard pile is reshufed into a new

    card deck of the respective type.

    44

    Starting items for each player. Note, one of the ve Battle Cards arediscarded. Follow procedure below for Battle Card distribution.

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    Drafting the Battle Cards

    Deal 5 Battle cards to each player. Each player chooses one card

    to keep, then passes the remaining cards to the player on their

    left. This continues until each player has 4 Battle Cards they have

    chosen to keep. The remaining cards are then shufed back into

    the Battle Card deck. Players keep their hand of Battle cards hid-

    den from other players.

    4.0 Gameplay

    Global rule: A players ownership of a

    planet can not be affected by cards,

    Solar Flares, or the Supernova.

    Turns, Rounds, Phases

    The starting player begins each round and completes his turn.

    Then the other players take their turn following in a clockwise order

    from the rst player. A round is complete when each player has had

    a turn. A phase is over when all rounds in that phase are complete.

    Each game lasts 9 rounds. Phase 1 has 4 rounds, phase 2 has 3

    rounds and phase 3 has 2 rounds. The phase and round is indi -

    cated with numbers in the hexes surrounding the Supernova in the

    format Phase/Round. The three hexes with Flare icons indicate a

    mandatory Solar Flare event or the Supernova, but they do not

    count as a round. Once the Solar Flare has been resolved at

    these hexes, the coin is moved to mark the next phase.

    Round Sequence starting on Round 1

    1. First player takes their turn

    2. Remaining players take their turns in a clockwise order

    3. The round ends.

    3a. If the ended round is not at the end of a Phase

    (the current round hex is not followed by a hex

    with a are icon), the Supernova coin is ipped

    by the rst player to determine if a random So-

    lar Flare event occurs. If the result shows the

    side of the coin labeled Stable, nothing hap-

    pens. If the result shows the are side, the

    players resolve a Solar Flare event. After ip-

    ping the coin, place the coin back on the same

    round hex that it was previously on. To make

    for a more true random result, ip a regular

    coin instead.

    3b. If the ended round is the last in the Phase

    (round 4 [labeled 1/4] or round 7 [labeled 2/3]),

    move the Supernova coin to the next hex in

    a clockwise rotation which contains a Flare

    icon and a number on it. This signies the end

    of phase. The Supernova coin is not ipped.

    There will be a mandatory Solar Flare Event.

    Resolve the event. Resolve end of Phase scor-

    ing.

    3c. If the ended round is round 9, (labeled 3/2)

    move the Supernova coin to the next hex in a

    clockwise rotation which contains a Flare icon

    and the number 5 on it. This signies the end of

    the game. The Supernova coin is not ipped.

    There will be a mandatory Solar Flare Event.

    This mandatory Solar Flare event is called The

    Supernova. Resolve the event. Resolve the

    End of Game scoring, tabulate the scores,

    break ties if necessary and then the game

    ends.

    4. If the game has not ended, move the Supernova Coin to

    the next round hex on the Supernova Board Piece in a

    clockwise rotation.

    5. If the game has not ended, all moons are moved one

    hex along their orbits, around their respective planets, in

    the direction that is displayed by the arrow on the moon

    marker. If a hex is occupied by a control tile, place the

    moon on top of the control tile.

    6. If the game has not ended, repeat the sequence by goingback to step 1

    5

    mandatory Solar Flare events

    phase 1

    phase 2

    phase 3

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    +

    =

    Turn Overview

    On each players turn, each player performs a number of actions

    in sequence.

    Turn Sequence

    0. Upkeep

    1. Replenish Battle Cards to maximum

    2. Receive Income/Pay Taxes

    3. Receive Tiles for placement

    3a) Fortify

    3b) Place Tiles, Resolve Battle

    3c) Replenish Cards to 4

    4. Buy/Play Research Cards, Buy Battle Cards,

    Buy Technologies

    5. Exchange 1 Battle Card, if no Battle has

    occurred

    TurnSpecics

    0. Upkeep

    Upkeep does not always happen during a players turn. Upkeep

    only happens if the player has a Research card that is next to the

    unavailable Research Cards on their player mat and/or if the

    player has a face-down Desperation card.

    All Research Cards next to the unavailable Research Cards po-

    sition on their play mat are moved next to the area labeled avail-

    able Research Cards.

    If a player has a face-down (previously used) Desperation card, it

    is ipped face-up so that it can be used again on this turn at the

    appropriate time.

    See the gure in the next column.

    turn 1

    turn 2

    1. Replenish Battle Cards to maximum

    The player adds Battle Cards to their hand until it equals their

    maximum hand limit. A players maximum hand limit is equal to

    4 cards + their Comms level on their play mat. Typically, a player

    will only draw a number of cards equal to their Comms level sincea players hand size will frequently be refreshed to 4 cards after

    Battles.

    2. Receive Income/Pay Taxes

    Every turn, each player receives 1 RU as regular income. If a play-

    er has a moon situated on one of their tiles at the beginning of

    their turn, they are considered to own that moon.

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    If any player owns a moon at the beginning of their turn, they re-

    ceive income from that moon. A player receives 2 RUs as income.

    This income is received in full:

    :: If no one owns the planet the moon is orbiting

    OR

    :: If the same player owns the planet the moon is orbiting

    If a moon pays an income to a player and the planet it orbits is

    owned by an opponent, the opponent is entitled to a tax on that

    income. The player receiving the income pays a tax of 1 RU to the

    player that owns the planet, taken from their 2 RU income.

    +

    3. Receive tiles for placement

    The number of tiles a player is allowed to take from their reserves

    to use that turn is determined by that players level of Engines tech-

    nology. The base amount a player may play each turn is 4, if their

    Engines technology is at level 0. Take one extra tile for placement

    for each level you have in Engines technology. The placement of

    tiles each turn represents the players capture and occupation of

    space. These tiles can be used to fortify ones own territory, to ex -

    pand into uncharted space, or to attack other players.

    3a. Fortify

    To fortify any control tile a player owns on the board - with the

    exception of a control tile under a planet - a player places a tile on

    top of the one that they wish to fortify. This control tile is taken from

    that players allotted control tiles for that turn. A stack of fortied

    control tiles does not have a height limit. To fortify a planet, it costs

    a player 2 control tiles, taken from that players allotted tiles that

    turn. One tile is placed on top of their control tile underneath theplanet marker; the second tile is discarded to their reserves. If a

    player wishes to use any of their allocated tiles for fortication, they

    must do so before placing any other tiles that turn. A player may

    only fortify any given hex once per turn.

    A higher stack of tiles represents fortication of a players posi-

    tion in space, which increases that hexs defense and offense in

    relation to its surrounding tiles. If a player is attacked or is attack-

    ing another player, they receive a combat modier relative to the

    height difference between the attacker and defender. See battles

    for more information.

    Important: Control Tiles used to fortify a players tiles are

    drawn from their allotted tiles for that turn, NOT their re-

    serves. The only exception to this is if a player has the Colo-

    nizationbonusthatoffersfortication,inwhichcase,this

    tile is drawn from that players reserves each turn.

    3b. Place Tiles, Resolve Battles

    The remainder of a players allocated tiles after fortication caneither be:

    a) placed on an empty hex

    b) placed on top of an opponents control tile - this results

    in battle (see Attacking)

    c) placed off of the edge of a large or small board piece

    to place a small board which will contain a moon or

    planet (see Placing new boards)

    d) discarded to their reserves in order to draw encounter

    markers (see Exploration)

    Red receives 2 RU income, but pays 1 RU as tax to green.

    Yellow receives 2 RU income and keeps it all as they also own the planet.

    7

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    During round one, (labeled 1/1 on the hex on the Supernova Board

    Piece) all players must place two (and only two) of their tiles against

    the Supernova board piece. The remaining 2 control tiles must be

    placed on hexes adjacent to those previously placed tiles - see

    example below. A player may battle on their rst turn, if they desire.

    tile. This player immediately takes the corresponding card from

    the face-up Colonization cards. These Colonization cards typi-

    cally will increase a players technology.

    Important: The bonus that a Colonization card offers is

    implemented immediately. If a planet is taken mid-turn, the

    player may make use of that bonus on that turn (if it is al-

    lowed-ie:Forticationmaynotbeutilizeduntiltheirnextturn). Modify the current level of technology that the Colo-

    nization card confers, if any.

    Desperation Cards

    If the planet that was just taken was the last uncontrolled planet,

    each player who owns no planets immediately takes one Des-

    peration card. If any player loses control of their only planet, they

    immediately take one Desperation card.

    Desperation cards give a player the ability to use one of three

    bonuses once per turn. The bonuses are as follows:

    1. Take one additional RU as income when they receive

    their regular income.

    2. Take one additional tile for placement from their re-

    serves when they are receiving tiles for placement.

    3. Fully replenish Battle cards to their hand up to theirmaximum hand limit (max hand limit = 4 + Comms

    level) at any point during their turn.

    Once the player has taken one of these three actions, their card

    is turned over until the beginning of their next turn. If they ac-

    quire a planet on their turn, their Desperation card is immediately

    discarded. If a new planet becomes available during the game

    (by the introduction of a new board piece), every player with a

    Desperation card immediately discards it. Discarded Desperation

    cards may be taken again by any player, any number of times, as

    the planet situation changes during the game.

    Attacking

    If a player wants to place a control tile on a hex where an op-

    ponents control tile is located, they should visually indicate this

    and then the player will place his control tile upon his opponents

    and a Battle will ensue. This Battle is then resolved immediately.

    Battle cards along with various modiers are used to resolve the

    outcome of this attack.

    Important: When placing tiles, each tile must placed adja-

    cent to one of the players currently occupied hexes OR the

    Supernova board piece. Rules for tile placement after the

    rstturnmaybealteredbyResearchcards.

    Taking Moons, Planets, Encounters

    If a player wants to place a control tile on a hex where a moon re-

    sides, remove the moon marker from the hex and place the control

    tile on the hex. The moon marker is placed on top of that players

    control tile. Be careful to keep the arrow pointing in the same direc-

    tion on the orbit as it was when it was picked up.

    If a player wants to place a control tile on a hex where an encounter

    marker resides, remove the encounter marker from the hex and

    place the control tile on the hex. That player takes that encounter

    marker - if the encounter must be used immediately, it is resolved.

    If not, the player may place it behind their screen for use in a future

    round. Randomly choose and place a new encounter marker on

    top of the players control tile when the encounter is taken. This

    new encounter may only be taken by a different player through a

    successful battle.

    If a player wants to place a control tile on a hex where a planet re-

    sides, remove the planet marker from the hex and place the control

    tile on the hex. The planet marker is then turned over to display the

    icon underneath and placed face-up on top of the players control

    8

    1

    23

    1

    2

    3

    First turn tile placement

    1

    2

    1

    2

    correct

    correct

    incorrect

    incorrect

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    Battle

    In Battle, the attacker begins by displaying face-down, how many

    cards they are initially attacking with; the defender may then

    choose how many cards they initially wish to use. A defender

    must play at least one card when attacked.

    After both players have displayed how many battle cards they are

    beginning battle with, the attacker may choose to increment theirattack by adding cards from their hand to the pile of face-down

    cards they attacked with. They may increment with any number

    of cards, provided their total attacking hand does not exceed 4

    cards. Any additional cards must not break the rules for playing

    Battle cards which will be covered in a paragraph further down.

    Once the attacker is satised with their Battle cards, the defender

    may likewise increment their hand. If a player chooses to pass,

    the other player may continue to increment. You must pass whenyou have played four cards. When both players have passed con-

    secutively, the battle is resolved. The players face-down cards

    are now shown and the battle outcome is resolved by comparing

    each players Battle value, which is determined by sum of their

    Battle cards numerical total and their combat modiers.

    CombatModiers

    The game circumstances that provide modiers in battle are as

    follows:

    :: Tile Height. Account for the height of the players stack from

    which they are attacking, in relation to their opponents tiles. The

    player whose tiles are higher gets a bonus to their Battle card

    total. A height advantage of a single tile results in that player re-

    ceiving a +1 bonus to that Battle, while an advantage of 2 or more

    tiles results in a +2 bonus. This bonus is added to the total of their

    Battle Cards. The tile that they are attacking with does not count

    towards their height bonus.

    A player may battle outwards from the Supernova board to any

    hex which is adjacent to it. As they are not battling from a hex

    of their own, the attackers stack is considered to be 0 tiles in

    height. Event, Moon, and Planet markers do not count towards

    a tile stacks height, only that players control tiles.

    :: Level of Technology. A player who has acquired levels of

    weapons or shields technology can receive a bonus which isadded to their nal Battle card total. Weapons only give a bo -

    nus to a player who is attacking; Shields only give a bonus to a

    player who is defending.

    Example: If a player has Weapons level 2, they would re-

    ceive a +3 bonus to all attacks, but not when defending.

    If a player has Shields level 2, they would receive a +3

    bonus when defending, but not when attacking.

    :: Crystal Encounter Markers. Crystal Encounter markers can

    sometimes be used when a player Battles. If a player wishes to

    use one or more crystals in Battle, they may do so under some

    restrictions. Silver Crystals can used with any type of Battle

    cards. Colored Crystals can only be used when a player has a

    face-down card of the matching color. To use a Crystal in bat-

    tle, a player may place the Encounter marker alongside their

    face-down Battle hand at any time while playing Battle cards.

    These crystals are revealed when battle is resolved - their bo-

    nus is added to that players nal Battle card total.

    Battle Cards

    Battle cards range in value from 1 to 5. There are 3 suits of

    battle card: Blue, Green, and Orange ranging in value from 2-5,

    which are known as regular Battle cards.

    Attacker Defender

    The attacker and defender both start by playing 2 cards face down.

    The attacker then adds 1 card while the defender adds 2 more cards.

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    All Battle cards valued 1 are Silver - this indicates that they are

    wild. Wild Battle cards contravene regular Battle card rules in that

    they may be played with any suit, regardless if played with a High

    Impact Battle card or not. In addition, a player may play as many

    wild cards per hand as they please, up to a total of 4 Battle cards

    played. A player my play a wild card as their only Battle card, if

    they choose.

    Hand

    Playable hand

    Each of the three suits have 3 High Impact cards, which have special

    effects when they are revealed. These effects are as follows:

    :: Power Inverter: The values of each players highest played card

    are swapped.

    :: Dual Seeker: This card is worth one less than the highest regular

    card you play this battle.

    :: Smart Bomb:Your opponent must discard the highest regular card

    played this battle. If there is a tie, only one of the tied cards is dis-

    carded.

    Playable hand (from hand above)

    Alternate Playable hand

    Battle cards may be played in 3 different ways:

    1. Regular Battle cards may be played with other reg-

    ular Battle cards of different suits, up to a total of 4

    cards played. All cards played must be of differing

    suits; there may not be more than one card of each

    suit. With this type of hand you may not use High

    Impact cards.

    2. Regular Battle cards may be played with other reg-

    ular Battle cards of the same suit, up to a total of 4cards played. With this type of hand you may use

    High Impact cards of the matching color.

    If both players have played a High Impact card, they are resolved in

    the following order:

    :: Dual Seeker

    :: Smart Bomb:: Power Inverter

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    3. High Impact Battle cards can only be played with cards

    of the same suit plus any wild cards, up to a total of 4

    cards played. The only exception to this rule is if you

    only have High Impact cards in your hand. If this is the

    case you may play just one High Impact card by itself.

    This High Impact card will have a value of 3 and does

    not get to resolve any of its typical effects. Only one

    High Impact card may be played by a player in any

    single Battle. A High Impact Battle card may never beplayed with a single Silver wild card - it must also be

    accompanied by a card of the same suit.

    If the attacker wins, the tile they used to attack with is placed on

    top of the attacked tile stack, if it hasnt already been placed there.

    This stack of tiles is now considered to be owned by the attacker.

    After a round of Battle is complete, the Battle cards used in this

    Battle are discarded and each of the players involved draw one

    Battle Card.

    Important: Inadditiontoanyotherbenets,whenanat-

    tacker wins a battle, they receive 1 RU from the supply

    If there was an encounter marker where the Battle took place, the

    attacker takes the encounter marker. If the encounter must be

    used immediately (as described by the Encounter outcome guide),

    resolve the encounter, otherwise the player may place it behind

    their screen for use in a future round. Place a new encounter mark-

    er on top of the attackerss control tile stack when the encounter is

    taken. This new encounter may only be taken by a different player

    through a successful battle.

    If there was a moon marker where the Battle took place, the at -

    tacker places the moon marker on top of the control tile stack. Be

    careful to keep the arrow pointing in the same direction on the orbit

    as it was when it was picked up.

    If there was a planet marker where the Battle took place, the winner

    places the planet marker face-up on top of the control tile stack.

    The player then takes the associated Colonization card from the

    opponent. The card is read aloud and placed in front of them, face-up. The attacker would then raise their technology level while their

    opponent must lower their technology by the number indicated on

    the Colonization card (if applicable).

    Example: A planet gives a bonus to Weapons. This planet is

    currently owned by Player A. Player B attacks their planet

    and is successful. Player B now increases their Weapons

    Technology by 2 levels on their play aid, while Player A must

    now reduce theirs by 2. The Colonization card is given to

    Player B, who now owns the planet.

    Playable hand (from hand above)

    Alternate Playable hand

    On occasion, people may play an invalid hand by accident. If this

    is the case when cards are revealed, it is resolved in the following

    manner: The invalid cards are discarded and no cards are drawn

    to replace them. Only the remaining valid cards in that hand count

    towards that players nal Battle card total. If a situation arises

    where theyve played 2 greens and 2 oranges by accident, the

    opponent gets to choose which 2 cards to discard at that time

    to make the hand legal, which would be either, 2 green cards, 2

    orange cards, or one of each color (assuming that no High Impact

    card was played).

    Example: If Player A were to play a green High Impact card

    and a blue High Impact card with a Green 5, Player A would

    lose that blue High Impact card - only the 2 green cards

    would count in that situation.

    After adding up the value of the cards played plus any modiers

    mentioned above, the winner is determined. If a tie occurs, thedefender is considered the winner. If the attacker loses, the tile they

    attacked with is discarded to their reserves.

    11

    a

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    bb

    incorrect

    correct

    Only 1 board

    is adjacent

    The moon is closest

    to the board

    Only 1 tile is

    allowed initially

    The moon is farthest

    from the boards

    2 boards

    are adjacent

    Playing new boards

    Two small boards are unused at the beginning of the game one

    with a planet, one with a moon. These boards may be introduced

    by players starting in Phase 2. The rst player who chooses to

    place a board does so by indicating they would like to place one

    of their tiles off of the board. This player then turns over one of the

    unused boards and places it according the following rules.

    Rules for placing new boards:

    1. A new board must be placed adjacent to two board

    pieces. Both adjacent board pieces must be occupied

    by more than one player.

    2. The player who introduces the new board may place

    only one tile on it at this time. No Research cards can

    allow players to add more tiles to the board. That one

    tile on the board may, however, be moved by Research

    cards.

    If the board to be placed has the moon on it, the moon must be

    positioned at the farthest possible location from the players tile.

    If desired, both boards may be introduced in Phase 2. A single

    player may not introduce both boards in one turn.

    Once the new board has been placed, play continues as normal.

    encounter marker must be used immediately (as indicated below),

    resolve the encounter; otherwise, the player may place it behind

    their screen for use in a future round.

    If an Encounter requires a player to forfeit a tile or an RU and the

    player is unable to do so this turn, the marker is placed in front of

    them and its action is enforced in the players next turn when they

    have the RU or control tile available to discard. Encounters are

    discarded when used; discarded Encounters are removed fromthe game.

    Encounter Outcome guide

    Exploration

    Encounters may be taken through exploration. A player who wish-es to explore returns one of their allotted tiles to their reserves

    and randomly takes 2 Encounter markers from the pile next to the

    board. A player may do this more than once per round but may not

    do the action at all if there is no Encounter markers remaining. If an

    Blue Crystals

    2 Available

    Gives +1 to attack

    or defense when

    used with a blue

    Battle Card during

    Battle.

    Green Crystals

    2 Available

    Gives +1 to attack

    or defense when

    used with a green

    Battle Card during

    Battle.

    Orange Crystals2 Available

    Gives +1 to attack

    or defense when

    used with an

    orange Battle Card

    during Battle.

    Silver Crystals

    1 Available

    Gives +1 to attack

    or defense when

    used with any

    Battle Card during

    Battle.

    Comms

    Enhancer

    1 Available

    Draw one extra

    Battle card for

    this turn only.

    If unused, it is

    discarded.

    Plasma Shield

    1 Available

    Gives +1 to

    shields. May only

    be used when

    defending in Battle.

    Rescue

    3 Available

    The player gains

    1 tile for placement.

    Must be

    used immediately.

    Recover Lost

    Squadron

    2 Available

    The player gains

    2 tiles for placement.

    Must be

    used immediately.

    Ore2 Available

    Gain 1 RU.

    Must be

    used immediately.

    Repair Damage

    3 Available

    The player must

    immediately

    pay 1 RU.

    Asteroid Impact

    3 Available

    The player

    immediately discards

    one of their alloted

    tiles for this turn to

    their reserves.

    Empty Space

    3 Available

    Nothing happens.

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    3c. Replenish Battle Cards

    After all combat and tile placement is resolved, the player draws

    enough Battle cards to ll their hand back to up 4 - they do not re-

    plenish to their maximum hand limit at this time. Any other players

    that were involved in Battle this turn also replenish their hands to

    4 cards at this time. A player may only replenish to their maximum

    hand limit at the beginning of their turn, unless using a Researchcard or Desperation card.

    4. Buy Technologies, buy Research Cards, buy

    Battle Cards

    A player may use RUs to:

    :: increase their technologies

    :: to purchase Research cards

    :: to purchase Battle Cards.

    4a) Increasing Technologies

    Technologies give the player the ability to increase his aliens ca-

    pabilities in a number of ways. Different technologies give different

    results, respective to the level. They are as follows:

    :: Engines - Grants a bonus number of tiles forplacement during the players turn equal to the

    Engines level.

    :: Comms - Grants a bonus number of Battle

    cards that a player may hold in a turn equal to

    the Comms level. When someone purchases a

    level in Comms, they immediately draw 1 Battle

    card.

    :: Shields - Grants a bonus to a players defense

    modier in Battle (this bonus is only applicable

    when a player is attacked).

    :: Weapons - Grants a bonus to a players at-

    tack modier in Battle (this bonus is only ap-

    plicable when a player attacks an opponent).

    Important:A player may only purchase one level of each

    technology per turn. It takes effect immediately upon

    purchase.

    The cost in RU to increase a level of technology is equal to its cur-

    rent level number. i.e., level 3 costs 3 RUs, level 4 costs 4 RUs,

    etc. This cost is regardless of whether the current technology level

    number is being modied by a Colonization card or not. A player

    may only buy subsequent levels of technologies if they own the

    preceding level, i.e., A player may buy level 4 shields only if they

    own level 3 shields. A player may never go beyond a level 5 in any

    technology regardless of Colonization card modiers.

    Technology bonuses differ, according to the technology type. En-

    gines and Comms give the same amount of bonus as their level,

    ie: a +1 bonus for level 1. Weapons and Shields each give a bonus

    of 2 for level 1, a bonus of 3 for level 2, and so on.

    4b) Buying Research Cards

    Research cards can be purchased at a cost of 1 RU per card. A

    player may buy as many Research cards as they wish on their

    turn. When purchased, they are placed face-down in the unavail -

    able Research Cards position on their play mat. At the beginning

    of that players next turn, all Research Cards are moved to the

    available Research Cards position and remain in the facedown

    position until used. A player may look at their own face-down

    Research cards at any time.

    When a player has one or more Research cards in their available

    Research Cards position on their play mats they may be played.

    A player may only play 1 Research card during their turn. When

    playing Research cards, follow the instructions on the card to de-

    termine when it may be used, carry out the effect, and then discardthe card.

    13

    In this example, the

    blue player will receive

    a bonus of 3 for shields,

    4 for weapons and 2 for

    engines. No bonus willbe given for comms as

    they have not invested in

    this technology.

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    4c) Buying Battle Cards

    If desired, a player may spend 1 RU during the purchase phase of

    their turn in order to improve their Battle hand. They would then

    draw 3 Battle cards from the deck and immediately discard one of

    those three. The player would then have the option to choose to

    keep up to two of the remaining cards. For every card the player

    wants to keep, they would need to discard one card from their cur-

    rent hand. In this way, a players hand will always stay the same size

    and they may never keep more than 2 of the cards they bought.

    5. Exchange 1 Battle card if no battle happened

    this turn

    The player has the option to choose one card from their hand to

    discard if they have not participated in a battle during their turn. If

    they do so, they draw one card from the Battle deck.

    5.0 Solar Flares,

    End of Phase Scoring

    Solar Flares - Determining

    If the ended round is not at the end of a Phase (the current roundhex is not followed by a hex with a are icon), the Supernova coin is

    ipped by the rst player to determine if a random Solar Flare event

    occurs. If the result shows the side of the coin labeled Stable,

    nothing happens. If the result shows the are side, the players

    resolve a Solar Flare event. After ipping the coin, place the coin

    back on the same round hex that it was previously on. To make for

    a more true random result, ip a regular coin instead.

    Solar Flares - Resolving

    When you are resolving a Solar Flare event, all players secretly take

    as many RUs in hand as they wish to bid in order to control the

    Solar Flare. All players put their sts forward (holding any RUs they

    wish to bid) and when everyone is ready, these bids are displayed

    simultaneously. The highest bidder pays all RUs while the losingbidders pay half (rounded up) of the amount they bid for the Solar

    Flare. Players are not required to bid any RUs for the Solar Flare;

    they must still take part in the bidding process.

    If there is a tie - this is the case if no one bids or if there are multiple

    ties on a bid - every player tied for the highest bid must Battle to

    determine the winner. This Battle is slightly different than regular,

    as outlined below.

    When Battling for control of the Solar Flare, technology bonuses

    are not taken into account. All players taking part in the Battle are

    considered to be attackers; all players simultaneously choose a

    Battle card hand containing at least one card and a maximum of 4

    cards and place the cards face down in front of them. No players

    may choose High Impact cards when creating their Battle card

    hand unless they only have High Impact Battle cards. If this is the

    case you may play just one High Impact card. This High Impact

    card will have a value of 3 and does not get to resolve any of its

    typical effects. When everyone is ready, all cards are revealed. After

    this, if there is one person with the highest combat value, they win

    the Flare. If there are multiple people with the highest value, theseplayers continue to battle. Anyone that did not tie for the highest

    Battle value is eliminated from the remainder of the tiebreaker battle

    rounds. Each of these tie breaking Battles are considered a round

    and after every round of Battle each player still involved draws one

    card from the Battle card deck. After a winner is determined, all

    players that battled in at least one round replenishes their hand to

    a maximum of four cards and not their maximum hand limit.

    Important: No incrementing of Battle is allowed when de-

    termining the winner of Solar Flares.

    The winner of the Solar Flare may burn up (discard to their owners

    reserves) control tile stacks on 2, 3, or 4 hexes, depending on if

    the Flare occurred in Phase 1, 2 or 3 respectively. The player who

    wins the Solar Flare/Supernova may burn off tiles owned by more

    than one player, if desired. This player may even choose to burn

    off their own tiles.

    Important: This player may NOT burn tiles from a hex on

    which an opponent owns a planet - see the Global Rule: Aplayers ownership of a planet can not be affected by cards,

    Solar Flares, or the Supernova.

    The coin was ipped to theare side which indicates a

    are will now take place.

    14

    =

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    This removal must start from one of the hexes adjacent to the Cen-

    ter Board Piece. The remaining tiles to be removed must be:

    :: Adjacent to the Center Board Piece

    OR

    :: Adjacent to a previously burned tile space

    End Of The Phase Scoring

    Points are awarded as follows for end of phase scoring:

    :: Every moon you occupy is worth 3 victory points

    :: Every planet you occupy is worth 5 victory points

    The points attained from both of the end of phase scoring rounds

    are kept behind your screen and then are added to the points you

    get from the end of game scoring.

    6.0 Supernova!

    At the end of round 9 (labeled 3/2), move the Supernova coin to

    the next hex in a clockwise rotation. This hex contains a Flare icon

    and the number 5 - it signies the end of the game. The Supernova

    coin is not ipped. There will be a mandatory Solar Flare Event.

    This is mandatory Solar Flare event is called The Supernova. Re-

    solve the event. Resolve end of Game scoring, tabulate scores,

    break ties if necessary and then the game ends.

    Resolve the Supernova as you would a normal Solar Flare. The Su-

    pernova burns off 5 hexes of control tile stacks. After the selected

    tiles are removed by the winning bidder, the game is over and nalscoring begins.

    Important: Solar Flares may not burn an empty hex unless

    all hexes adjacent to the Supernova/Center Board Piece are

    empty, in which case that empty hex is counted towards to-

    tal number of hexes you may burn for this event

    The player who wins the Solar Flare chooses the player that be-

    comes the new starting player. The First Player marker is placed infront of this player to indicate this. The round sequence for every

    subsequent round now begins with them, unless this is changed

    by another Solar Flare event. A player may choose themselves as

    the starting player.

    End Of The Phase

    At the end of round 4 (labeled 1/4) and round 7 (labeled 2/3), move

    the Supernova coin to the next hex in a clockwise rotation which

    contains a Flare icon and a number on it. This signies the end of a

    phase. The Supernova coin is not ipped. A mandatory Solar Flare

    Event occurs. Resolve the event. Resolve end of Phase scoring.

    15

    1

    correct correct

    correct incorrect

    2 3

    1

    2

    3

    3

    2

    1

    1

    2

    3

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    Final Scoring

    Points are awarded as follows for end game scoring:

    :: Every hex you occupy is worth 1 victory

    point

    :: Every moon you occupy is worth 3

    victory points

    :: Every planet you occupy is worth 5

    victory points

    :: If you have not played your Special Power

    card, it is worth 4 victory points

    :: Each resource unit (RU = $) you have is

    worth 1 victory point

    The score here is added to their current points from both of the

    previous Phase scoring.

    The player with the most points wins the game and declares their

    race as the most advanced of the new intergalactic settlers!

    Breaking Ties

    If players have the same number of points at the end of the game

    the tie is broken in the following order:

    1. The winner is the player who has NOT used their spe-

    cial power

    2. If all of the tied players have or have not used theirpower, the winner is the player with most non-covered

    visible tiles on the board since they have the greatest

    empire.

    7.0 Special Power Cards, Card

    Clarications

    Special Power Cards

    Special Power cards are extraordinary one-time capabilities. The

    player may use their Special Power card or keep it for extra points

    at the end of the game. Special Power card usage is as follows:

    :: Special Power cards can be played at any time.

    :: If a players Special Power card is unused at the end of the game,

    it counts as 4 points toward their nal score.

    :: Special Power cards are discarded when used.

    CardClarications

    Special Power card - Resource Hijacking: This card can be

    played at any time. Once in play, it is not discarded until the begin -

    ning of the Hijacking Players next turn. When this card is used,

    every player that would normally receive 2 RU as income from a

    moon must pay the Hijacking Player 1 RU. If a players moon pays

    1 RU tax to an opponent, the Hijacking player would receive both

    RU. A player never has to give their base income of 1 RU to a Hi-

    jacking player. This Special Power can be extended to affect someplayers twice if the First Player - and subsequently the turn order

    - changes before it is discarded.

    Special Power card - Technological Wizardry: The rule A player

    may only buy one level of each technology per turn is still en-

    forced when this card is used. It can be used before you begin

    your rst turn on the rst round to allow you to place 5 tiles on your

    rst turn.

    Colonization card - Eorthal: You may not fortify planets with these

    fortications, only regular tiles or moons. Planets may only ever be

    fortied at a cost of 2 tiles per fortication. You may not break the

    rule that allows you to fortify a tile more than once per turn. This

    fortication has to be done during step 3a on your turn.

    Research card - Plasma Shield: Only 1 of your tile stacks may be

    burned from the current are. A single tile is considered a stack.

    This card may not be used to prevent tiles being burned from the

    Supernova, only Solar Flares.

    Research card - Retreat!: This card could be used during battle

    to make an opponent discard the cards they attacked with. They

    would then have to choose a new battle hand to use to countertheir opponents hand immediately after drawing a new hand.

    16

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    Research card - Surface Eruption: This card should be revealed

    if you have won control of a solar are in order to add 1 hex to the

    distance that is normally burned.

    Research card - Industrial Espionage: Choose up to two oppo-

    nents; each opponent must discard one Research card randomly.

    If one opponent is chosen, they must discard 2 Research cards

    randomly.

    8.0 Variants

    Shorter Game

    Play the game as normal, except play to only 6 rounds. Remove

    one large board piece and one small board piece before beginning.

    Skip the last round in each phase - place a penny or a randomgame component on this hex to remind players that it is ignored.

    Unstable Sun

    If you are nding that there are not enough Solar Flares, ip the

    coin at the end of the round the same number of times as the num-

    ber of the current Phase. For example, ip it twice during phase 2,

    three times in phase 3.

    Powerful Planets

    Planets have an inherent +1 to defense when attacked. Add this to

    the defenders Battle card total when determining the victor.

    Attack!!!!

    The attacker wins all ties in Battle.

    Incremental tension

    When Battling, both players turn over their initial cards played be-

    fore they increment their attacks. Cards used to increment the at-

    tack is played face-down. Players must play at least 2 cards before

    incrementing their attack.

    Slightly Less Desperate

    When using the Desperation Card to replenish your Battle Cards,

    adjust the amount you re-draw in one of the following ways:

    :: Replenish to your Max Battle Cards -1 card

    OR

    :: Replenish to your Max Battle Cards, less the current # of Battle

    Cards in your hand. Example: Joe has 2 Cards left in his hand.

    He has Comms level 3. His Max Battle Cards is 7 - 2 (in hand),

    so he can replenish up to 5 cards. He uses his Desperation Card

    at this time to draw 3 Battle Cards.

    Thanks to

    :: Our wives for being understanding and letting us follow our

    inner geek.

    :: Kevin, Rik, and Torben at Valley Games for providing a place

    and their time to develop and test the game in a fantastic environ-

    ment.

    :: All of the Calgary and Okotoks playtesters.

    :: Everyone who participated in the Supernova tour, especially

    Nate for many long-winded email conversations.

    :: The Boardgamegeek.com site and community. Without you,

    this game wouldnt exist.

    :: Mike Doyle for creating such amazing art.

    :: Our families for their enthusiasm and support.

    :: Our Moms and Dads for family game nights way back when.

    :: Everyone who played the game and thought about it afterwards,

    offering advice, suggestions, tweaks, and encouragement.

    Special thanks to the following for their help in mak-

    ing the v2 Rules possible:

    :: Dave Peters

    :: Mark Johnson

    :: Steve Bonario

    17

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    Rules Version 2.2