by Carl Chudyk
GUIDE TO THE SECTOR
1
COMPONENTS:
- 108 Action Cards
- 1 Sector Core Card
- 1 Colorblind Aid
- 2 General References
- 78 Ships (13 per
color)
- 6 Command Centers
- 1 Space Prestige
Board
- 1 Impulse marker
- 1 Invisible Space
Fiend
2
WELCOME TO IMPULSE
OBJECTIVE: In Impulse, each player commands a fleet
of Transports and Cruisers, exploring an untouched
sector of the galaxy. Through mining, research, and
combat, plus taking advantage of the features native to
the sector, you seek to earn enough Space Prestige to
convince the native populations to join your interstellar
federation. Twenty prestige, to be exact. Aliens of this
region roughly translate prestige as “points.”
EXECUTE
SABOTAGE
Execute one size 22 card from your hand
OR Execute one of your techs.
Sabotage a Transport fleet with 32 bombs.
CARDS:
There are 108 Action Cards in Impulse. Each has an action type at its top and
an effect at the bottom. Every card has a color (Red, Blue, Green, or Yellow) and
a size (1, 2, 3), determined by the number of icons on the left. Each card has six
gates along its edges, which connect to other cards in the Sector Map.
The Sector Core card is not shuffled into the deck with the other
cards. It forms the center of the Sector Map. The Colorblind Aid
and two General References should also be removed before play.
3
CHOOSING A
RACE:
The six available races
in Impulse each have
a unique starting
Tech, the one on the
bottom right of their
Command Center.
These provide you
with a bit of direction
to start the game,
but will eventually
be covered up by the
Research action.
4
SETUP
Draw 5 cards plus the card on your Home location, and
choose one of the six to place face-up there. Then place
3 ships on your Home: 2 ships on the card standing up
(Transports), and1 ship on its side on the gate facing the
Sector Core (a Cruiser).
3456
Command a 11 ship fleet for two moves.
Each player chooses a race and takes its Command
Center card and all the ship tokens of one color.
Place 1 of your ships on the Space Prestige board’s 0.
Shuffle and deal out cards face-down to form the Sector
Map as shown on the next page, with the Sector Core
card at its center.
COMMAND
456
DRAW
SECTOR CORE
Draw one card from the deck.
Then draw 11r/y
G Y card from the deck.
Score 1 point.
26
2356
RESEARCH
456
3456
Research two size 1 cards from the deck.
SETUP EXAMPLE
A 3-player setup is shown above, after initial ship placement.
The colored numbers 2, 3, 4, 5, and 6 show where Home locations
are for a game with that number of players.
5
CARD SIZE:
The “Size” of a card is
determined by the
number of icons on
its left side. Size 2 and
size 3 cards have more
powerful action texts.
Since cards on the
Sector Map and the
Impulse get activated
by your opponents,
you should be careful
what you share!
6
CARDS/MAP
EXECUTE
ACTION TYPE: Shows what kind of action this card
contains. There are 10 different action types, each of
which are explained on pages 28 to 38.
SIZE ICONS: Shows a card’s size. A card can be size
1, 2, or 3. Action cards with larger sizes have more
powerful abilities.
EFFECT: The specific action for this card. Many
different effects exist within each type of action.
Every effect contains a number in a box. This value
can be boosted when the card is used (page 22).
Execute one size 22 card from your hand
OR Execute one of your techs.
COMMAND
Command 1 transport for one
GATES:
Adjacent cards form gates on the Sector Map. A
pair of connectors like these is considered one gate. A fleet of
Cruisers on a gate patrols both adjacent cards.
7
TEAM RULES +
SETUP:
In 4- or 6-player
games, you can play
in teams of 2 or 3
players.
Your Home locations
and seating should be
chosen so that you are
opposite from your
teammates in both
turn order and board
position.
8
VS
You are permitted to discuss openly what’s in your hand and what you
will play as long as all players can hear you. All other rules remain the
same in a team game. Some of the team rules refer to concepts explained
later in the rulebook.
You cannot fight battles against your teammates. You
can move through friendly Cruisers and cards they
patrol, but never end an action with your Cruisers and
an ally’s on the same gate.
Your points are all tracked individually. Your team
wins together if any player on the team reaches 20
points. Each team has its own Impulse, populated
only by the cards its members play.
9
Sometimes it is okay
to put a strong card
out, especially if it
needs a color that you
have in your hand.
Your opponents
might not have any!
10
Essentially, the Impulse is a conveyor belt of actions that
everyone shares. New cards are always added to the
bottom, and trimmed cards are removed from the top.
Use the Impulse marker to show which card is currently
being used.
Trade 11 YB card from your hand.
TRADE
Mine 11 YR card from your hand.
MINE
Sabotage a transport fleet with 2 bombs.
The Impulse determines what actions you are able to
perform on your turn. It is a line of cards common to all
players that is placed next to the Space Prestige Board
and the deck. On your turn, you will add a card to the
Impulse and then perform all of the actions in order. At
the end of your turn, the oldest card will be removed
from the Impulse.
SABOTAGE
THE IMPULSE
Research two size 1 cards from the deck.
Remember that even
though the cards you
place on the Impulse
might be used by
other players, you
can probably use
them best!
Use cards in order from top to bottom -->
RESEARCH
SHARING:
Research, the oldest card on the Impulse, will be
trimmed next.
11
ACTIONS ARE
OPTIONAL:
TURN STRUCTURE
You can always ignore
part or all of any action
card you use.
Each turn consists of several steps, done in order:
If you want to use an
action but can only do
part of it, do as much
as you can.
2. Use one of your two Techs.
Adding a card to the
Impulse is not optional.
If your hand is empty
to start your turn, skip
that step.
12
SECTOR CORE
1. Add a card to the Impulse from your hand.
3. Use each Impulse card, in order from left to right.
4. Use your Plan. You may choose to delay if it has
fewer than 4 cards. Discard your entire Plan if used.
Score 1 point.
When scoring points for the
Sector Core, the size of each
fleet is irrelevant, score points
only for the number of gates
you have Cruisers on.
At the end of your turn, play
passes clockwise to the next
player.
5. Score 1 point for each of your fleets that patrols
the Sector Core.
6. Draw 2 cards, and trim the Impulse to 3 cards.
Shuffle the discards into the deck if it is empty.
In this example, BLUE would score 1 point.
13
AGGRESSION IS
YOUR FRIEND:
Combat is a great way
to score points, and a
good way to catch up
when behind.
The attacker gets an
advantage when
fighting (seeing number
of reinforcements first),
so use it!
14
SCORING
There are several ways to score points in Impulse.
1. COMBAT
Each ship you destroy gains you 1 point, whether
destroyed in battle or with a Sabotage action.
Winning a battle is worth 1 additional point.
2. SECTOR CORE
Each turn, you will gain 1 point for every Cruiser
fleet you have that patrols the Sector Core. You can
also activate the Sector Core with your Transports,
and you can choose which color of mineral to use to
boost it each time you activate it.
3. ACTIONS
The Trade and Refine actions both allow you to sell your cards for points.
Trade uses cards in your hand, and Refine uses mineral cards that you’ve
gathered with the Mine action.
SPACE PRESTIGE BOARD
+1 per icon on a Traded card, +1 or more for Refining a card.
+1 per battle won, +1 per ship destroyed (Battle, Sabotage, or Move).
+1 per Sector Core gate controlled at end of turn.
+1 or more for activating Sector Core with transports.
0
1
2
3
9
8
7
6
5
4
10
11
12
13
14
15
20
19
18
17
16
A mixture of poin
sources is key to victory,
but occasionally a sharp
focus on one can prove
successful.
Points are tracked on the
Space Prestige Board.
15
COUP DE
GRACE:
GAME END
By going all out on a
turn, you can score a
lot of points to close
out a game, especially
if you’re willing to risk
combat.
The game ends immediately when any player scores
20 points, even if it is not that player’s turn. There is
no way for players to simultaneously score points, so
a tiebreaker is unnecessary. If there is still a tie, you
cheated!
Coasting to 20 is a safe
strategy, but be wary
of someone jumping
past you to claim the
prize!
In a team game, remember that only one player on
the team needs to reach 20 points for the entire
team to be victorious.
16
EMPTY DECK
Any time the deck is empty, the discard pile should
be shuffled to create a new one.
ELIMINATION
If a player has no ships on the board, they are eliminated from play. If all
players but one are eliminated, the game ends. An eliminated player’s
Command Center cards and hands are all discarded.
HAND LIMIT
You can never have more than 10 cards in your hand. Any time you would
draw a card into your hand and you already have 10, do nothing instead.
For example, if you have nine cards at the end of your turn when it is time
to draw two, then draw one card and stop. The only time the hand limit
is ignored is when exploring a new card on the Sector Map with 10 cards
already in your hand. At the end of the explore, you will be back down to
10.
17
18
If possible, your Command Center should be near your
Home location, for ease of play. The only difference
between the different Command Centers is their race
names and their unique Tech.
+1 PER
RESEARCH
RESEARCH
EXECUTE
TRIANGULUMNISTS
DRAW
TURN PHASES
1. Add a card to the Impulse.
2. Use one of your techs.
3. Use Impulse cards, in order.
4. Use or delay your Plan.
5. Score Sector Core points.
6. Draw two, trim Impulse.
BATTLE RULES
1. Defender places reinforcements face down, then attacker.
1 card
Research
11 RY card
one size 2
from the
deck
2. Reveal
them.
To count, each must match (size+color) a card
Research two size 1 cards from
theExecute
deck.
from yourOR
hand.
Execute one of your techs.
in your Plan, Impulse, or Techs. Return bluffs to your hand.
3. Draw one card per cruiser in fight, add to reinforcements.
4. Most total icons wins, all losing ships destroyed. Score 1 Prestige
for winning a battle, +1 per ship destroyed.
CANNOT DELAY IF 4+
You’ll look silly if your
war is lost before you
fire a single shot.
Your Command Center is both your reference card and
where all your accumulated action cards of various types will
live during the game. Cards on your Command Center are
not part of your hand, and therefore do not count against
your hand limit. There is no limit to the number of cards that
can be Minerals or in your Plan. Techs are limited to the two
slots available.
PLAN
It might be tempting to
spend all your efforts
building up a massive
pile of minerals and a
large plan, don’t forget
that your opponents
only need 20 points to
win!
COMMAND CENTER
MINERALS
COMMAND
CENTER TIP:
RESEARCH
BASIC
TECH
BASIC TECH
Discard a card in order to either:
Command one fleet for one move
OR Build one ship at home.
Build a cruiser at home on an edge
that touches an unexplored card.
MINE
Draw one card from the deck.
Then draw 11r/y
G Y card from the deck.
EXECUTE
Mine two size 1 cards from your hand.
Execute one size 21 card from your hand
OR Execute one of your techs.
Research two size 1 cards from the deck.
19
REPLACING
TECHS:
Having a good Tech
to use every turn (or
a good pair to choose
from) is important.
Your starting Techs are
great at the beginning
of the game, but don’t
hesitate to replace
them with better
options when you
have the chance.
20
TECHS
Your Command Center has two slots for Techs. The
Research action will allow you to upgrade them.
Before executing the Impulse on your turn, you may
use one of your two Techs. You begin with 2 Basic
Techs, one that is common to all races and one that
is specific to yours.
MINERALS
The Mine action will allow you to turn cards into
mineral cards, tucked under the left side of your
Command Center. Each icon on a mineral card
becomes a gem, which will help boost actions of
that color. Gems can be turned into many points
via the Refine action.
PLAN
The right side of your Command Center is your Plan, which is populated
by the Plan action. Your Plan is like your own personal Impulse, which
can be stored up and used on a turn when you’re ready. After using
cards from the Impulse on your turn, you may use your Plan. If you do,
perform each card in it in order, and then discard the entire Plan. As
with Impulse cards, you can skip individual actions, but they are still
discarded at the end. If your Plan has four or more cards in it, you must
use it at the end of your turn. The contents of your Plan are public.
21
BOOSTING:
Boosting your actions
is one of the most
important mechanics
to master in Impulse.
Moving Transports in
groups of two early in
the game will allow
you to do stronger
things, and gaining
some minerals is a
priority!
22
ACTIONS
Each turn you will perform the action cards on the
Impulse, and possibly additional actions from your
Command Center, your hand, or the Sector Map.
There are 10 different action types, all explained on
the following pages. Each action card’s text contains
a boxed number that can be boosted.
Actions are always optional, and a number on an
action card is always “up to”. A card allowing you to
“Mine two size [3] cards” could also be used to mine
size 1 or 2 cards.
BOOSTING
You can power up any action by boosting the boxed number on a card in
one of two ways. First, if you have Mineral cards in your Command Center
matching the color of the action card, the number is boosted by 1 for every
2 gems you have of that color. These are not spent; you keep them.
Second, if the action is a card on the Sector Map, you can activate it with a
Command action by moving Transports onto it. At the end of the action,
you count each Transport you just moved onto the card (previously present
Transports are ignored!) as 1 matching gem.
So if you moved onto a red card with 3 of your Transports, and you also
have 1 red gem in your Minerals, you would boost its boxed number by 2.
23
CHANCE:
When drawing from
the deck, you might
want to know what the
chances are of drawing
a certain type of card.
Half the deck is size
1 cards, about a third
is size 2, and about a
sixth is size 3.
There are 27 cards of
each color in the deck.
FROM THE DECK
Many cards instruct you to do something “from the
deck”. For example: “Mine two size [2] cards from
the deck.” This means you have two chances to
draw a card of the appropriate type from the deck.
Reveal cards from the deck one at a time, checking
each to see if it satisfies the condition. If it does,
perform the action on it. Otherwise, discard it. Such
cards are revealed to everyone as they are drawn.
Remember that size requirements are always inclusive
of lower values. In this example, if you revealed a size
3 Execute and a size 1 Command, you would place the
Command card in your Minerals and discard the Execute.
24
R G B Y
These symbols on certain action cards indicate
a card of the appropriate color. As with the size
requirement, if a non-matching card is drawn, it
would be discarded.
FROM YOUR HAND
Other action cards will use cards in your
hand. Remember that all actions are
optional, and you are never required to
spend cards from your hand in this way.
Cards on your Command Center do not
count as part of your hand.
COLOR REFERENCE
Blue
Red
Yellow
Green
25
DEFINITIONS:
Ship - Any ship token
on the Sector Map.
Cruiser - Any ship on a
gate.
Transport - Any ship on
the center of a card.
Fleet - A group of one
or more Transports
on the same card, or
Cruisers on the same
gate.
26
SHIPS
The Command action will allow you to move your
ships on the Sector Map. You have a total of 12 ship
tokens that you can have in play, mixed between
Transports and Cruisers depending on where they
are located. Ships never switch type while in play.
Examples for a single move are shown on the right.
Transports move from one card through a gate to an
adjacent card. Cruisers move from one gate, through
a card to another gate on that card. Cruisers cannot
be on a lone connector that touches the edge of the
Sector Map.
EXECUTE
Example of
Transport move
(card to card)
1 card from the deck
Execute one size 2
OR Execute one of your techs.
RESEARCH
Research two size 1 cards from the deck.
EXECUTE
1 card from the deck
Execute one size 2
OR Execute one of your techs.
RESEARCH
Example of
Cruiser move
(gate to gate)
Research two size 1 cards from the deck.
27
SECTOR CORE:
Transports can activate
the Sector Core to
score points. You can
choose what color it
counts as each time
you move there, and
match mineral cards
accordingly.
Remember that if any
opponent patrols the
Sector Core, you can’t
move Transports there.
28
ACTION TYPES
COMMAND
Command actions allow you to move your ships on
the Sector Map.
Moving Transports allows you to use actions from
cards on the Sector Map. After the Command action,
use the card they ended their movement on before
continuing with the next action on the Impulse. You
cannot activate the card they started their movement
on. Transports that just moved each count as a bonus
mineral for the purpose of boosting that action card.
Moving Cruisers allows you to attack enemy ships and to patrol cards.
A Cruiser fleet that moves through a card containing enemy Transports
destroys them all, scoring 1 point apiece. However, if that movement results in a battle with enemy Cruisers, the Transports are only destroyed
if you win the battle. A Cruiser fleet that moves onto a gate containing
enemy Cruisers starts a battle. (See page 34)
You occupy any card where you have a Transport.
You patrol a card if you have a Cruiser on any gate touching it. Enemy
Transports may not move onto a card you patrol. Enemy Cruisers cannot
move through cards you patrol except to start a battle. If multiple players
patrol the same card, the player moving ships can choose who to fight.
29
SPACE URBAN
PLANNING:
You have control over
how the Sector Map
develops around you,
as long as you get
there first!
You have to weigh the
benefits of moving
out quickly before you
have many options
in your hand versus
the ability to choose
carefully if you wait to
draw cards.
30
EXPLORING
If you move your ships onto or through a facedown card, you explore it. To explore a card, take it
into your hand, then place a card from your hand
(possibly the one you picked up) face-up where it
was. You can temporarily exceed the hand limit
while exploring. If you explore multiple cards during
one movement, explore them one at a time. Note
that you must declare your entire movement before
exploring any cards.
When moving a Transport fleet to explore, the card
they end their movement on will be activated
immediately.
During any movement, your ships stick together. When you move a 3
Cruiser fleet, you cannot send two in one direction and the last in another.
When starting a movement, however, you are not obligated to take the
entire fleet at a location. For example, if you have 4 Cruisers on a gate and
you use an action allowing you to move 1 fleet, you could take just three
and leave the last to defend the gate.
Several Command cards contain text like “Command two fleets for [2] moves
apiece. Each must move to the same card.” If moving Transports, all move
together and activate the card once. If moving Cruisers, each fleet could move
to a different gate attached to that card, possibly starting multiple battles. You
could also move one Transport fleet and one Cruiser fleet. You cannot move
the same fleet twice with these cards.
31
DEFENDING
TERRITORY:
Powerful cards can
wind up on the Sector
Map, and you don’t
want your opponents
to use them!
Blockading them with
a patrolling Cruiser
fleet is a great way
to shut down an
opponent’s engine.
Destroying their ships
also works.
32
ILLEGAL MOVES
LEGAL MOVES
EXECUTE
TRADE
EXECUTE
TRADE
1 card from the deck
Execute one size 2
OR Execute one of your techs.
Trade 1 size three card from your hand.
1 card from the deck
Execute one size 2
OR Execute one of your techs.
Trade 1 size three card from your hand.
RESEARCH
REFINE
RESEARCH
REFINE
Research 11 RY card
from your hand.
Refine one 1G mineral card for 11 point
per gem.
Research 11 RY card
from your hand.
Refine one 1G mineral card for 11 point
per gem.
Both of these moves are illegal. Since Yellow patrols
the Trade card, Red cannot move a Transport there.
Similarly, the Cruiser cannot move through the Refine
card except to start a battle.
These moves are both legal. If Red moved a Transport to the Research
card, they would be able to use the card’s action text. The Cruiser would
start a battle against Yellow.
33
REINFORCING:
Using reinforcements
effectively is critical to
victory. Getting size 2
and 3 cards into your
Plan or Techs can help
you in combat.
Always keep in mind
your cards in hand as
potential reinforcements when deciding
what to put on the
Impulse or the Sector
Map!
34
BATTLES
A battle occurs when two Cruiser fleets wind up on
the same gate. Combat is resolved by both players
drawing a card from the deck for each Cruiser, and
adding up the icons on all cards drawn. Each side can
also add reinforcement cards from their hand.
All are revealed, and any “bluff” cards (ones that do not match) are returned
to that player’s hand. Then each player adds 1 card per Cruiser to their
reinforcements. The player with more total icons (defender in a tie) is the
winner. The entire losing fleet is destroyed, and the winner scores 1 point
for winning, plus 1 additional point per ship destroyed. All the cards used
in the battle are then discarded.
A battle ends a fleet’s movement. If a Command card allows you to move
multiple fleets, they can all converge for one battle.
A card in hand can be a reinforcement if it matches
both the size and color a card on the Impulse, your
Plan, or either of your Techs (not Minerals).
The defending player places any number of cards
face-down in front of them, followed by the attacker.
35
SABOTAGE:
Since the deck is 50%
size 1 cards, you can
roughly count on
one out of every two
bombs connecting.
Since you are not
particularly lucky, you
should instead count
on roughly one out
of every four bombs
connecting.
36
RESEARCH
Research allows you to upgrade the Techs on your
player board, giving you an action each turn that you
do not have to share with opponents. Your Techs go
on your Command Center, overlaying one of the two
Basic Techs printed on it. Discard Techs when replaced.
Once covered up, Basic Techs are gone!
EXECUTE
Execute will let you perform an Action Card’s text once
and then discard it without placing it on the Impulse
to be shared with others. Alternately, you can activate
one of your Techs.
BUILD
Build actions construct new ships. The Build card will specify where you
can build your ships and whether they are Cruisers or Transports. Some
will allow you to build either type. You are limited to 12 ships, and if you
run out you cannot build additional ships until some are destroyed. You
cannot voluntarily destroy your own ships. Ships can be built on enemy
patrolled cards, but you cannot build a Cruiser on a gate containing
another player’s Cruisers.
SABOTAGE
Sabotage allows you to destroy enemy ships without fighting them headon. You can only Sabotage ships on cards that you patrol with Cruisers or
occupy with Transports. For each bomb targeting a fleet, reveal 1 card from
the deck. For each size 2+ card revealed, destroy 1 ship in that fleet, and
score a point. Do not score points for overkill. For example: 4 hits on a
2-ship fleet scores 2 points, not 4.
37
PLAN TIMING:
Having a good Plan
on your Command
Center is good
for many reasons
(especially combat
reinforcements!), so
waiting to use it isn’t
a bad idea.
A big Plan / full
hand can also be a
deterrent to being
attacked.
38
PLAN
The Plan action adds cards to the end of your Command
Center’s Plan. Plan cards are ordered, much like the
Impulse. After using all the cards on the Impulse, you
have the option to use or delay your Plan. If you use
it, you use each card in your Plan, and then discard it.
You cannot delay your Plan if it has at least 4 cards. If
you are using your Plan and are required to add more
cards to it, they go into a new Plan that can be used on
your next turn.
DRAW
Draw allows you to take cards into your hand directly
from the deck. Remember that you have a limit of 10
cards in hand, and once reached no additional cards
may be drawn.
TRADE
Trade allows you to discard cards from your hand or the deck to score
points. A traded card is worth points equal to its size.
MINE
Mine allows you to add cards to the Minerals section of your Command
Center. These will allow you to boost your future actions of matching color.
Tuck them under your Command Center so only the gems are showing.
REFINE
Refine allows you to convert Mineral cards from your Command Center into
many points. Refining a card sends it to the discard pile, which means it will
no longer boost actions. Note that the boost is calculated before discarding
the card -- you don’t lose the bonus mid-action if the gems match the color
of the Refine card.
39
BGG ROCKS:
As some of you are no
doubt aware, we beta
test and proofread
our rulebooks with
BoardGameGeek.
It is immensely useful,
and thanks again to
everyone who helped!
We encourage you
to support the site if
you don’t already, and
come to BGGCon,
because it is awesome.
40
CREDITS
For rules or other questions, check the BoardGameGeek forums for
Impulse, visit our website at AsmadiGames.com, or contact us through
email at AsmadiGames@gmail.com
Impulse © 2014 Asmadi Games
Designed by Carl Chudyk
Developed by Chris Cieslik
Art and Design by Alanna Cervenak, Cara Judd
Playtesting: Shuai Li Fang, Aerjen Tamminga, Evan
Dunn, Daniel Hutchins, Andy Latto, Anthony Rubbo,
Christopher Yoder, Rafał Kruczek, Ari Iwan, Timothy
Iwan, Dave Kudzma, Jonathan Harrison, everyone from
the Beta program, folks from the Boston Festival of
Indie Games, anyone who joined us in the Department
of Fun at Gen Con, and my local game nights!
FOLLOW US AT
www.facebook.com/AsmadiGames
www.twitter.com/AsmadiGames
41
IF IN DOUBT:
In general, if you can’t
do an entire thing in
Impulse, do as much
as you can and ignore
the rest.
FAQ
Q: What if there is no discard pile and the deck is empty?
A: In this rare scenario, all players discard two cards from their
hand to form a new deck.
Q: Can I move Transports onto a card with enemy Transports?
A: Yes, as long as no enemy Cruisers patrol that card.
Q: Can I patrol an enemy Home with a Cruiser?
A: Yes. This has no effect other than making their life difficult.
Q: I created an infinite loop!
A: Yes, you can move Transports back and forth between two
Command cards. You should probably stop eventually.
42
Q: What does “The last card on the impulse” mean on my Basic Tech?
A: These refer to the bottom card, the one most recently played.
Q: My Build card allows me to build more ships than I have available.
What do I do?
A: Remember that any part of an action is optional! So you can always choose which
ships to build out of the options available.
Q: My opponent just scored 12 points on a Refine action!
Is that supposed to happen?
A: Yep! Impulse is not meant to be a long drawn out game -- if you don’t move in on
an opponent amassing Mineral cards for a big sale, don’t expect to win by claiming 1
or 2 points a turn at the Sector Core.
Q: If I add matching gems during a Mine action, do I boost the rest of it?
A: No. The level of a boost is calculated before the action begins.
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One giant leap.
©Asmadi Games, 2014