ODG PNP

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4 3

the unseen twenso voh Restriction: No dice


3 Escalate Restriction: No dice.
with value 6.

4 4 1 6 6 8

4 11 7 4 3
Gain with value +1. Gain with value +1. Gain 6 OR spend to roll .
ARTISINAL ULTRATECH ARTISINAL ULTRATECH TRANSLATION ARRAY

3 3
the unseen hematib Unlock: Must fill top row voh Restriction: No dice
3 Escalate
before bottom row. with value 6.

2 2 7
3 4

5 8 6 6 3 4
Gain . Gain 6 OR spend to roll . Roll OR spend to gain 5 4.
RAPID DEPLOYMENT SOLAR COLLECTOR MATTER DUPLICATION

3 3 4
gern Restriction: All dice here hematib Unlock: Must fill top row twenso
must have different values. Restriction: No dice.
before bottom row.

5 2 4 4 4

8 3 3 13
Gain 6 OR spend to roll . Roll OR spend to gain 5 5. Launch a Probe.
MINING PLATFORM UNIVERSAL LANGUAGE ACCELERATED STUDY
6 5 3
solwert zabfab mine co. Unlock: Must fill top row gern Restriction: All dice here
X = number of here. must have different values.
before bottom row.

5 +X 10 3 3

14 - X 3 6 10
Roll . For each , roll another . Roll . For each , gain 4. Roll OR spend to gain 5 3 1.
LATTICE FACTORY DYNAMIC FACTORY WARM FUSION

5 5 4
chillonis Restriction: No dice zabfab mine co. Unlock: Must fill top row flutara Restriction: All dice here
with value 6. before bottom row. must have different values.

2 7 5 1

12 5 5 1 5
Roll . Reroll any or all dice of value Roll . Reroll up to [ ] dice. Launch a Probe.
[ ] or less.
AQUATIC FACTORY TIDAL REACTOR ACCELERATED STUDY

5 6 4
chillonis Restriction: No dice solwert flutara Restriction: All dice here
X = number of here. must have different values.
with value 6.

4 5 +X 4 2

9 10 + X 2 4
Roll . If you have , reroll any Roll . If you have , roll . Gain .
or all of your dice.
FLUID NETWORK RESONANT NETWORK RAPID DEPLOYMENT
7 5
ys kreem Restriction: No identical ocean one terra infirma
If studied, discard 3 cards. 3 Escalate
dice (color & value)

5 5 15 5 7
6 7
2
15 6
Roll . Increase [ ] of your dice by 1. Roll . If you have , gain 6. Roll . If you have , set up to
two dice to 6.
WATERGUM GREENHOUSE FORCE REACTOR ORGANIC REACTOR

7 6
ys kreem Restriction: No identical rystwen Restriction: All dice here terra infirma
3 Escalate
dice (color & value) must be the same value.

6 6 2 2 6 13
4
11 5 5
Roll . For each , gain 2. Roll . For each , you may return Roll . Increase [ ] of your dice by 1.
a die to roll .
LAVAWEED EXTRACTOR MATRIX REACTOR VERDANT NETWORK

7 6 5
nomnomud Restriction: No dice rystwen Restriction: All dice here ocean one
If studied, discard 3 cards.
with value 1, 2, 3. must be the same value.

2 2 4 4 20

17 4 4 5 5
Spend to roll , then reroll any or Roll . Increase a die by up to [ ]. Roll . For each , gain 2.
all of your dice.
PROBABILITY MODULON BIO FACTORY WIDE-BEAM NETWORK
7 7
yuvgot mail co. Restriction: All dice here solidarians nomnomud Restriction: No dice
3 Escalate
must have different values. with value 1, 2, 3.

10 2 4
5 5 6
6 3
10 13
Roll . For each , gain 6. Spend to increase three of your dice by any Spend to roll .
amount.
TESSELATING SPROCKETS IMPROVOTRON COLLECTOR KALEIDOSCOPIC GRID

8 8
star burger Restriction: No dice solidarians ss sunlight Unlock: Must fill top row
3 Escalate
with value 1, 2, 3. before bottom row.

12 3
6 5 5
4 4
17 3 3
Add to a location. If 4+, add Spend to add to each Location. Roll . For each , roll a
instead. , , or .
UBIQUITOUS FRANCHISING EXPEDITIONARY FORCE VERSAWEAR IMPLANT

8 7 8
star burger Restriction: No dice yuvgot mail co. Restriction: All dice here ss sunlight Unlock: Must fill top row
with value 1, 2, 3. must have different values. before bottom row.

16 6 4

13 15 2 2
Return two dice to gain with Roll . If you have , reroll any
Spend to roll .
their values. or all of your dice.
MATTER REFRABRICATOR ADJUSTABLE HULL EXTRACTQUADUCT
INVERSION STORAGE

RAINBOW PROJECTOR

ESCALATION BEAM
dice.

dice.

9
Escalate
6.
.

18
18
6
Restriction: No

Restriction: No

6
, each with value
3

.
6

dice by
6

to gain

Increase up to
uplifters
hexfinity

hexfinity

Spend
Gain
8

8
REVERTED CONVERTER

neeble-woobers Neeble-woobers
6

blockade adversary colonies


Escalate

The Neeble-Woober Colonization Fleet


22
22

will amass its own colonies, tucking cards


to use one of your techs.

5 5 5 under the left edge of the Adversary


card. The icons on these colonies allow
3

them to roll dice during each Escalate.


discover (end of phase)

2+ 6 6 8 If the Adversary has 3+ , discard it all.


Then, the top card of the deck is revealed
and added to the Adversary as a Colony.
uplifters

results (end of phase)


Spend

3+ 20 6 6 If there are no Influence on the


Adversary, Escalate.
defeat
At the end of the Cleanup Phase, the
4+ 30 9 9 players are Overwhelmed if the N-W have
more than twice as many colonies as any
one player’s Federation Level.

neeble-woobers neeble-woobers neeble-woobers

miracle world rival starbases ultratech storage

Reduce the Starbase to its previous Class. Place 6 from the supply on the Adversary.
If it is Class 1, discard 5 cards. Return them to the supply during the Results Phase.
The Adversary gains this card
as a bonus Colony. Then, the Adversary gains this card as a Then, the Adversary gains this card as a
bonus Colony. bonus Colony.
neeble-woobers
neeble-woobers
neeble-woobers

adversary event
adversary event
adversary event

neeble-woobers
Neeble-woobers
send envoys escalate
The Neeble-Woobers collect one die for
each icon on their Adversary Card and
6 5 16 colonies.
Before rolling, you may discard any
number of
dice by spending 2 per die,
2+ 6 6 20 dice by spending per die,
dice by spending from a location
per die,
3+ 6 6 24 by placing it on any player’s empty
Tech.
Then roll them all. For each and each
die of value or higher, discard a card
x
4+ 25 30 from the deck.
neeble-woobers neeble-woobers the hungry nebula

resource scarcity defectors research teams

5 5 7

The players must collectively exile


Exile any six dice from the supply.
one Colony and one Tech. 2+ 6 6 9
Then, the Adversary gains this card as a Then, the Adversary gains this card as a
bonus Colony. bonus Colony.

3+ 6 6 7 7

4+ 6 6 9 9

the hungry nebula the hungry nebula


hungry nebula
swell effects diminished resources wide-ranging spread

Each of the Hungry Nebula’s Adversary


Events has a Swell effect. Instead of being
placed under the deck during setup, tuck
them all here, showing their Swell Effects.
At the end of the Results Phase, the
Hungry Nebula Swells x times. For
each Swell, the players must choose one Tuck this card under the Adversary Reference Tuck this card under the Adversary Reference
Swell Effect. Each chosen effect must be card during Setup, showing the Swell Effect. card during Setup, showing the Swell Effect.
able to be fully executed. Effects can be
repeated during a turn. If no effect can
be chosen, discard 3 cards from the deck
instead for each such Swell.
reshuffle
When the deck is reshuffled, instead of
revealing an Adversary Event, exile one SWELL SWELL
of the cards tucked here. If none are Exile two dice from the supply. Spend 2 from locations in play.
present, the players are Overwhelmed.

the hungry nebula the hungry nebula the hungry nebula

distorted space impossible physics logistical challenges

Tuck this card under the Adversary Reference Tuck this card under the Adversary Reference Tuck this card under the Adversary Reference
card during Setup, showing the Swell Effect. card during Setup, showing the Swell Effect. card during Setup, showing the Swell Effect.

SWELL SWELL SWELL


Spend . Spend a card from the Starbase. Exile or .
the hungry nebula
the hungry nebula
the hungry nebula

adversary event
adversary event
adversary event

hungry nebula
escalate
The Adversary gains .
discover
If there are four cards in the Discovery
Zone at the start of the phase, the
Adversary gains .
results (end of phase)
Swell x times (See back of card). If
there are 4+ on the Adversary, Swell
the hungry nebula
the hungry nebula

an additional time, then discard 4

adversary event
adversary event

from here.
defeat
After executing the Swells for the turn, the
players are Overwhelmed if the number
of exiled Adversary Events is higher than
any one player’s Federation Level.
the hungry nebula
energy nets
6 6 16
2+ 6 6 25

neeble-woobers
neeble-woobers

adversary event
adversary event
3+ 25 25
4+ 30 30
neeble-woober colony fleet
3

+ WIN
adversary discover action results

the hungry nebula


3

+ 4+ + X WIN
adversary discover action results
neeble-woober colony fleet
2

+ WIN
adversary discover action results

the hungry nebula


4

+ 4+ + X WIN
adversary discover action results
elemens 1p timtillawinks 1p
COLONIES COLONIES
LIMIT: x2 homeworld: gemengi LIMIT: x2 homeworld: cullicut
fuel water
End the Results phase with no cards
Have 15 dice in your pool.
in the Discovery Zone.
Resolve the Starbase, and discard any dice used. Roll or use a Tech from an Encounter
in the Discovery Zone.
ADAPTIVE RESEARCH SALVAGE RIGHTS
TECHS TECHS
timtillawinks 2p elemens 2p
COLONIES COLONIES
LIMIT: +1 homeworld: cullicut LIMIT: +1 homeworld: gemengi

water fuel

water fuel

End the Results phase with no cards


Have 12 dice in your pool.
in the Discovery Zone.
fuel crystals

Roll or use a Tech from an Encounter Resolve the Starbase, and discard any dice used.
in the Discovery Zone.
SALVAGE RIGHTS ADAPTIVE RESEARCH

TECHS TECHS
felisi 1p plumplim 1p
COLONIES COLONIES
LIMIT: x2 homeworld: araveen LIMIT: x2 homeworld: brumigum
crystals plants
Have 12 Have 16
Resolve up to two Location rows, then discard any Move any number of Influence from one Location
dice and discs used. to another.
NOBLE EFFICIENCY FLORAL INGENUITY
TECHS TECHS
plumplim 2p felisi 2p
COLONIES COLONIES
LIMIT: +1 homeworld: brumigum LIMIT: +1 homeworld: araveen

plants crystals

plants crystals

Have 16 Have 12
water plants

Move any number of Influence from one Location Resolve up to two Location rows, then discard any
to another. dice and discs used.
FLORAL INGENUITY NOBLE EFFICIENCY

TECHS TECHS
explorers 1p scientists 1p
society
1 society
1
MILESTONES MILESTONES
2 2
Have 6 of one resource. Have 4 activated Techs.
FEDERATION LEVEL

FEDERATION LEVEL
3 3
Have 4 each of two resources. Have 5 activated Techs.
Have 2 each of four resources.
4 Have 6 activated Techs.
4
Count Resource icons in the Discovery Zone You can use a as a ,
as if they were attached to your Homeworld. 5 or two as a . 5
PROBE ARMADA MOBILE LABORATORIES
Return up to two dice. Gain that many 3. Spend to launch a probe.
3 Return up to three dice. Gain that many 4. 3 Spend to launch a probe or study a location.
5 Return up to four dice. Gain that many 6. 5 Spend to launch a probe and/or study a location.
scientists 2p explorers 2p
society
1 society
1
MILESTONES MILESTONES
2 2
Have 3 activated Techs. Have 6 of one resource.

3 3
Have 4 activated Techs. Have 4 each of two resources.

FEDERATION LEVEL
FEDERATION LEVEL

Have 5 activated Techs.


4 Have 2 each of four resources.
4

You can use a as a , Count Resource icons in the Discovery Zone


or two as a . 5 as if they were attached to your Homeworld. 5
MOBILE LABORATORIES PROBE ARMADA

Spend to launch a probe. Return up to two dice. Gain that many 3.

3 Spend to launch a probe or study a location. 3 Return up to three dice. Gain that many 4.

5 Spend to launch a probe and/or study a location. 5 Return up to four dice. Gain that many 6.
botanists 1p pioneers 1p
society
1 society
1
MILESTONES MILESTONES
7 in your pool or
2 Have 3x 3x
2
0 in the supply. 3x 3x in your pool.
FEDERATION LEVEL

FEDERATION LEVEL
7 in your pool or 3 Have 4x 4x 3
0 in the supply. 4x 3x in your pool.
7 in your pool or 4 Have 5x 5x 4
0 in the supply. 5x 3x in your pool.
Dice stored here are not removed
during Cleanup. Gain them to 5 You have no colony limit. 5
your pool after you Gather Dice.
CUBIC FARMING SUPER COLONIES
Store a die from your pool here, increased by 1. Discard a from one of your techs.
Store up to two dice from your pool here,
2 increased by 1. 2 Discard up to two from your techs.
Store up to three dice from your pool here,
3 increased by 1. 4 Discard any number of from your techs.
pioneers 2p botanists 2p
society
1 society
1
MILESTONES MILESTONES

Have 2x 2x
2 5 in your pool or
2
2x 2x in your pool. 0 in the supply.

Have 3x 3x 3 5 in your pool or 3


3x 2x in your pool. 0 in the supply.

FEDERATION LEVEL
FEDERATION LEVEL

Have 4x 4x 4 5 in your pool or 4


4x 2x in your pool. 0 in the supply.

Dice stored here are not removed


You have no colony limit. 5 during Cleanup. Gain them to 5
your pool after you Gather Dice.

SUPER COLONIES CUBIC FARMING

Discard a from any player’s tech. Store a die from any pool here.

Store up to two dice from any pools here,


2 Discard up to two from any player’s techs. 2 increased by 1.

Store up to three dice from any pools here,


4 Discard up to four from any player’s techs. 3 increased by 1.
FLEET starbase SCIENCE
class 1 upgrade: 6

ANY ANY
research lab
(ANY NUMBER OF DICE)

= =
probe study
(TOP CARD OF DECK) (LOCATION IN PLAY)

= = = 3 ANY
1 ANY /
LIMIT: 1 PER TURN DISCOUNT: 1 PER

1
+
3

FLEET starbase SCIENCE


class 3 upgrade: 10

ANY
research lab

= = (ANY NUMBER OF DICE)

= = = probe
(TOP CARD OF DECK)
study
(LOCATION IN PLAY)

2 1 ANY /
= = =
ANY

LIMIT: 2 PER TURN DISCOUNT: 1+1 PER

1
+
3
FLEET starbase SCIENCE
class 2 upgrade: 8

ANY
research lab
(ANY NUMBER OF DICE)

= =
probe study
(TOP CARD OF DECK) (LOCATION IN PLAY)

= = = 3 ANY
1 ANY /
LIMIT: 2 PER TURN DISCOUNT: 1 PER

1
+
3

FLEET starbase SCIENCE


class 4

ANY
research lab

= = (ANY NUMBER OF DICE)

= = probe
(TOP CARD OF DECK)
study
(LOCATION IN PLAY)

2 1 ANY /
= = =
ANY

LIMIT: 3 PER TURN DISCOUNT: 1+1 PER

1
+
3

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