Fractal Beyond the Void- how to play

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Hii players Bonjour from Paris my name is Asaf Hirsch and  welcome to my channel EZBoardGames. Today I'm going to show to play Fractal Beyond the Void.  Special thanks to Bernardo Rippe that sponsored this   video. As always if you learned something new or  if you saw something that you like please consider  

subscribing to the channel and help me grow this  amazing community. Like and comment on the video,   let me know what did you think about Fractal Beyond  the Void. After that I just want to add that there   is another video that I did with a playthrough  of two cycles, of course with explanations of   everything that's going on so feel free to check  that out. Ready to see how it goes? Let's go to   setup. All right guys so the first thing that  we'll need to do is to set up the map. Now if   you'll turn to page 23 you'll be able to choose  which map you would like to play and it depends   on two things: the first one is how many players  are going to play. So this is going to be a setup   for two players we're going to use one of these  two maps and the second thing that is dependent   on is how much conflict you would like to have  in this game. So with the extended layout it's  

going to have less emphasiz on conflict and on the  compact map you will have much more emphasize on   conflict. I'm going to choose the extended map so  you will not have to look at my stupid face during   the entire video. In order to lay out the map we'll  need to look for the hexagons that are marked as   fixed components like the Utopian Sector or the  different Starting Sectors. also we'll have here   the non-habitable sectors, the productive sectors,  and the living storms. we're going to lay these   sectors exactly like it's shown on the map itself.  the second part of laying the map is to put all   the variable components, so we have two mystery  sectors, two a biodiverse sectors and four Arid   sectors. so all of the rest of these components  that I just listed we're going to put face down  

we're going to shuff them and then we're going to  put them in a random way in every place that we   can see this white sector on the map. then we'll go  to setting up the player components so each player   is going to choose a color here I'm going to show  you the setup only for the yellow player but it's   going to be the same for the other players, and  we're also going to take all the components in   that specific color. that means the different units  the different tactic cards the Colony tokens the   science tokens and the Empire board itself. as you  can see I've already placed the 12 Colony tokens   in the respective place so you're going to leave  only the leftmost space open. each player will put   their influence marker on number one and their  credit marker on zero. then each player will take  

their action tokens and will put them in their  respective place, so this is the recruit token   the advance colonized research token their action  card token and their government token. then we'll   need to separate between the tactic cards that  are the Elite ones and we can identify them   by this word that says Elite right over here. those  for now you can put face down next to your board.   and right next to them we're going to put the  normal tactic cards that we have so we can put   it for now right over here. the first player token,  now pay attention that it's on this side and not  

on the other side that is called The Watcher, we're  going to give to the last player that have seen a   Space Opera movie or of course you can do it in  a random way. so let's say that this is going to be   with the yellow player right over here. now it's  time to choose the different factions, so we're   going to take all the available faction mats and  pay attention that some faction mats are going to   go only with the expansion, we're going to shuffle  them and we will reveal a number of them equal to   the number of players plus two. since this is going  to be a two player game we're going to reveal four  

factions. so we can just put them just like this  and now the first first player the one that has   the first player token is going to choose one of  them, and is going to take it. going clockwise the   other players will follow the same. the yellow  player has chosen Txingur The True Hive faction  

and before we're going to place it over here  we're going to look on the other side and here   I can show you that we have a few things: first of  all according to how many dots we have over here   this is going to indicate the complexity of this  faction. so over here we can see that this is kind   of a basic faction which which is kind of good  for your first few games. now over here on the   right side we can see that we have a starting  colony of military so we're going to take one   military colony from the Empire board and we're  going to place it on the starting hex of that player.   the yellow play's starting hex is this one right  over here so we can put this Colony just like this.  

also we can see that we have the starting units  over here we have two infantry and two light   ships. so we're going to take these units from the  yellow players General Supply and we're going to   place them right over here. just for the sake of  the setup the blue player has chosen Exodian The   Wondering Alliance and his starting colony is  going to be the Imperial one. so we're going to  

put it right over here and his starting units  are exactly the same, so two infantry and two   light ships. this faction is also a non complex one.  now each player is going to take their government   cards over here we have two and he's going to  choose one of these government cards. in this   case the yellow player has chosen the Collective  Overmind government card also we can see that we   have a specific Mastery card just like it says over  here Accelerated Evolution. so we're going to take  

this card that you can see right over here and pay  attention that you're going to put it on its basic   side face up I'm saying it because on the other  side we're going to have the elite side. so now we   can attach this faction mat into the Empire board  and let's put the different cards right over here   now if for example the starting colony of the  yellow player would have been an imperial one   for example we would have taken one more influence  point indicated by the marker because, he now has   this bonus revealed. but this is something that  we're going to talk about a little bit later. next we're going to put on the table all the shared  components so we're going to have four different   boards: over here the first one is going to be  the Civil technology then we're going to have   the military technology after that we're going to  have the cycle board and we're going to have the   action board. for the Civil technology we're going  to have a civil technology deck that we will need   to divide into three different decks: the first  one are the technologies that are indicated with   numbers one and two, the second deck are numbers  3 to five, and the third deck are the cards that   are marked with the number seven. so now depends  on how many players are playing this game we're   going to set up the different sign slot right over  here. since this is going to be a two- player game  

we're going to use only three slots so let's start  with the cards that are marked with number seven-   we're going to shuffle them and we're going to  put one card face down in each slot. then we're   going to take the deck with the numbers 3 to 5,  again going to give it a good shuffle and in each   slot we're going to put again one of these cards  facing down. and the last thing is that we're going   to to take the deck with a numbers one and two  give it a good shuffle and now we're going to   put one card in each slot but facing up. in order  to build the military technology board we're going   to do exactly the same as we did with the Civil  technology but with a different deck of cards of   course that will be the military technology deck.  for the cycle board we're going to take a cycle   marker and we're going to put it on number one  then we're going to choose a random first age   objective card and we're going to put it face  up and we're going to take a random second age   objective card and we're going to place it  face down just below it. then we'll take all  

the action cards we're going to give them again  a good shuffle and we're going to place this deck   right over here and we're going to open four  cards facing up. the last thing that we'll do   with the action board is to take all the artifact  cards that we can see right over here again give   them a good shuffle, as always the best shuffle on  YouTube, and we're going to place them right over   here. this place is going to be reserved for the  discard action cards that we're going to have   during the game. then we'll take all the other  tokens like the blockade the medals and so on   and we're going to put them next to the board in  a place that is available for all the players. the  

last thing that we'll need to do and actually  I should have done it a little bit earlier is   to put the different components face down on the  different sectors. so for example we're going   to shuffle all the obstacle cards that we can see  right over here, and in every sector that we will   see this symbol we're going to take one of these  obstacles and we're going to place them face down.   the same thing we're going to do with the anomaly  cards. after that we're going to take all the   living Galaxy tokens we're going to shuffle them  and we're going to place face down randomly on   each hexagon that we can see with this symbol, that  means the non-habitable sectors. And the last  

thing is to take a random Singularity card and to  place it face down right over here on the utopian sector. In Fractal Beyond the Void we're going to  have a few phases in each cycle. the first phase   is the income phase where players are going to  take the income according to three parameters   that we'll see soon enough. then we're going to  continue to the action phase so the different   players will take in their turn two actions either  one of the four basic actions which are recruit   Advance colonize or research and those actions you  will be able to take up to one time per turn or   you will take one of your Advanced actions either  the government action that you will be able to   do once per cycle or to play an action card. the  moment that a player has played his second action   card either face up or face down and we'll talk  about it a little bit later he will be considered   as passed. we're going to finish the action phase  the moment that all the players have passed after   the action phase we're going to continue to the  conflict phase where we're going to resolve combat   in contexted hexagons, that means in a hexagon that  will contain more than one faction. and then we're   going to continue to the end of the cycle where we  will follow a certain procedure that we'll see a   little bit later. between the second and the third  cycle we're going to have transition and that  

means that we're going to score victory points  according to the objective card of the first   age. then we're going to flip face up the objective  card of the second age and we're going to combine   it with the card of the first age and we're going  to continue to the third and fourth Cycles. at the   end of the fourth cycle we're going to have again  a transition, again we're going to score victory   points and at that point the player that has the  most victory points has won the game. in case we  

have a tie we're going to break this tie according  to who has the most battle medals then if still we   have a tie who has the most remaining influence  then the most remaining credits and then the   most remaining units and colonies on the board. if  again after all of these four conditions we still   have a tie players are going to live in harmony  together in this galaxy and we're going to have a tie. the income phase is divided into three  parameters: first of all each player is going   to gain the the number of credits that is marked  on the leftmost revealed space in their productive   row, so in this case the yellow player will have  three credits that we can indicate with the credit   marker right over here. the second part is the  trigger exploitation areas you control, if you   meet the requirement, so if for example the yellow  player is now controlling this sector that has   this living Galaxy that is called Precursor Key  we can see that we have a certain condition. the  

condition is that if you have one light ship in  this case of course you will receive one influence.   in the last part we're going to trigger any dring  income phase effect and an exhaust all exhausted   components which is something that we have with  a different components like an artifact card for example. in the action phase each player will take  two actions, so let's start talking about all the   the different actions that we can do. starting  with a recruit basic action. first of all when  

we're doing one of these basic actions we need to  do two things: the first one is to pay the price   for this action, so right now we can see that  it's going to cost us one credit. we're going   to take the credit marker from three to two and  we'll need to slide this token up. it's just a   reminder that this is the action that we took now.  in each recruit action we will be able to recruit  

only one specific type of unit- either infantry,  light ship, a Mech or a warship, and it depends   on how many of these spaces in the military row we  have revealed. since right now we have two of these   spaces that are revealed will be able to recruit  either two infantry as indicated over here, or two   light ships, right? we have one over here plus  one over here or we'll be able to recruit one   Mech. when we're recruiting units we need to take  them from the supply and we're going to put them   on a hexagon that contains one of our colonies, it  doesn't matter which one. if in some cases we have   two colonies or more we'll be able to split these  units between any colonies that we want. so if the   yellow player has decided to recruit two infantry  we can put one over here and the other one over   here. now this is something that this specific  faction will not be able to do because when we're  

looking over here at the Swarm special ability-  you can't recruit infantry but anytime you advance   after finishing your movement add one infantry  to a sector with your units. so this obviously   was just an example. another thing concerning  recruitment is when we have a sector with of   course our Colony, let's say that we're playing  the yellow player, and in this sector we have   four enemy units- we will not be able to recruit  in this sector. it will be considered as blockaded.   and we have this token that we can put on this  hexagon just to remind us. the next action that   we have is called Advance. so again we need to pay  one credit, right? and we're going to slide it up  

to remind us that we did it, and that is basically  how we're going to move with the different units   on the map. now the amount of units that we can  move depended on the leftmost revealed space in   the Imperial row. so right now the yellow player  will be able to move up to two different units,   and it's important to say different units because  the moment a unit has finished its movement it   will not be able to move anymore in this specific  turn. the distance that each unit will be able to   move depends on the leftmost revealed space in  the scientific row. so right over here we can see   that each unit will be able to move up to one  hexagon. the more spaces are going to be revealed   the longer each unit will be able to move. at  the beginning of the game the only unit that  

will be able to move from one hexagon to another  is a space unit. so this means the light ship and   the war ship. in our specific case if the yellow  player is now doing the advance we'll be able to   take for example this ship and move over here and  because we can move another unit we can also take   this light ship and move over here. the ground units  will be able to move with one of the space units,   so a light ship will be able to transport up to  two units with it up to two ground units, so if we   want to move we can move with these two units and  this light ship over here. and the war ship will be  

able to transport up to three ground units. a few  other things concerning the advance action is when   we're moving a unit into a place that has an event  and that means either an obstacle, anomaly, a   living Galaxy or the singularity card- before  we're going to continue to another movement we   need to stop and reveal that specific component.  that means that we're going to put it face up   and then there are some specific conditions that  will allow us to remove this anomaly or obstacle.   in this specific case with the obstacle that  is called Undisciplined Troops we'll be able   to move this obstacle if we're going to do one  one of the following: either on this specific   hexagon we're going to have a Mech, okay? either  now because removed with the light ship or later   if we're going to have it in a different turn, then  we're going to not only remove this obstacle but   we're going to receive one influence as we can see  right over here. the second option to remove this   obstacle is to pay one influence and then we'll  be able to take this obstacle from this hexagon   and just place it right next to our board. another  thing that can affect the movement is the living   storms that we can see right over here. a living  storm is something that is going to block our  

movement from one sector to two other sectors, so  for example, if I'm going to have over here (don't   worry about this living Galaxy) let's say that we  have this warship right over here. unless we have   a different effect that we can have from different  cards this warship will not be able to move over   here or over here because we're going to have this  living storm that is blocking its passage. the last   thing that is going to affect our movement is  something that is called Pin Down. so let's say  

for example that the blue player has performed a  movement and he's going to take two space units,   a light ship and a warship, and he's going to move  right over here. now the yellow player needs to see   how many ships of the enemy (doesn't matter if it's  one player or another) we have in this hexagon.    so because we have here two spaceships the blue  player is going to pin down two spaceships of the   yellow player and vice versa. so the blue player  has entered here but now neither of the players   will be able to take neither of their space  units and move outside of the sector. again of   course unless we have a an effect from a different  technology or from different action card and so on.   if we would have had here another blue ship, now  the blue player can choose which one of his three   space units will not be pinned down, right? because  we have only two space units of the yellow player   and he will be able to move the third one. it's  up to the blue player, so he can decide to move  

the warship or to move one of the light ships and  so on. when performing this movement of course the   ground units are not going to be pinned down so  in this case again the blue player will be able   to take one of his space units and transport  with it as many ground units as it allowed him   to a different sector. the third basic action is  to colonize. so we're going to pay one credit and   we're going to slide it up and this will allow us  to put one of the colonies in one of the sectors   that allows it. why do I say when it allows it?  because here for example we can see that we   have a non-habitable sector, but in other sectors  like we can see over here for example we have two   symbols that indicate which colony we'll be able  to put over here. of course if we have a situation  

like this and we still have this obstacle on this  hexagon, we will not be able to colonize it. we have   to first of all remove this obstacle or anomaly  and so on. you will be able to colonize only if   you have a unit with the colonized ability. at the  beginning of the game it's going to be only the  

infantry that will be able to colonize, so right  now we can see that the yellow player will be able   to put either an imperial Colony or a scientific  colony. in this case he chooses to put an imperial   Colony. he's going to take it from his Imperial  board and he's going to place it right over here.   now pay attention that when we took this colony  from the Imperial board we actually revealed   this bonus that we're going to take immediately. in  different Colony rows it's going to be different  

bonuses. in our specific case the yellow player  will gain one influence that we can indicate just   like this. the next action is the research action,  so again paying one credit slide it up and that   will allow us to put a certain amount of science  tokens on one of the Technologies, either the   Civil ones or the military ones. now the amount of  science tokens that we'll be able to put depends   on the leftmost free space in the scientific   colony Row. in this case the yellow player will  

be able to put only one scientific token. when the  yellow player is going to do it he's going to take   one science token from his Supply and he's going  to choose one of the Technologies to put it on.   now on each card we're going to have a different  requirement of a science token, so if he's going   to choose a technology that requires only one  scientific token, he will be able to immediately   acquire it, this token is going to go back to  his Supply, and that means that he researched   this technology and can now use. it pay attention  that after you have taken a face up technology   you will NOT immediately flip the face down card  facing up, that is something that we will do at the   end of each cycle. if in another case he chooses to  put it on a technology that requires more than one   scientific token, then this will be considered  something that is in progress and only at the   next time that he will do the the research action  and going to add more scientific tokens only then   when he meets the requirement he will be able  to acquire this technology and put it in his   possession. now it is absolutely possible that  you have started researching a technology and   then another player that maybe was able to put  more scientific tokens in his turn just took the   technology that you started to research. so the blue player,  for example in this case, will take this technology  

and the science token is going to stay on the same  slot of Technology just on the next card. now even   if at some point the yellow player will be able  to put enough science tokens over here you can   see that we have the requirement of five, so let's  say that somehow the yellow player has managed to   put here five, he will NOT take this technology.  first of all we need to wait until it will be   face up and only after the next time that he's  going to do a research basic action he will be   able to take this technology. but if we're going to  have here the last technology card that is number  

seven and the blue player managed to research  the technology before the yellow player then   the yellow player is going to take all the science  tokens that he had in this slot and he's going   to put it back in his Supply. now just in case  it was not clear, if you can put more than one   science token you don't have to put on the same  slot- you can put it on different Technologies.   different effects from different cards like the  action cards for example will allow you to put   science tokens on the different technology in this  case even if you've put enough science tokens on   a technology that you meet the requirement you  will not take that specific technology into your   possession you will only be able to acquire it  the next time that you will do the research basic   action. for the special actions let's start with  a government action that you will be able to do   only once per cycle, and then we're going to look  at the government card that we have chosen at the   beginning of the game. in this case we're going to  resolve whatever we have over here and it depends   how many times we'll be able to trigger it. in  our case for each three influence we're going   to remove one of our infantry in order to gain two  influence or instead of that will be able to add   one infantry to a sector with our units. in our  case the yellow player has now three influence  

so he will be able to trigger this only one time.  if he would have had six influence he would have   been able to trigger this two times and so on. the  second special action is to play an action card   so here we can see that we have four facing up  action cards so we can choose one of them and we   have two possibilities: either we're going to play  it face up and we're going to resolve the effect   that we have on the card itself, for example let's  take a look at this card that is called Paranoia.   it says that we can spend one influence to banish  a military colony from your Empire board, so just   for one moment let's talk about what does it mean  to banish something. to banish something means to  

completely remove it from the game- you can put it  back in the Box. in our example the yellow player   will be able to take one of his military colonies,  right? this is what is indicated on this action   card. he's going to take this colony and he's  going to remove it completely from the game. if   by doing that he revealed a specific bonus like  we can see over here he will execute this bonus.   after executing the card we can put it next to our  Empire board to remind us that we already played   one of these cards. the second option is to play  this card face down, so let's put it right   now next to our board, and that will allow us to  do two things: first of all we will earn from this   one influence. the second thing that we'll be able  to do is something that is called Insight. when we   perform Insight we need to choose one of the three  following: 1) either we're going to draw three cards   from any deck and we're going to return the cards  however we want to the top or to the bottom of the   deck. so for example I can take three cards from  the action card deck or from the artifact  

deck and then I will be able to choose which  cards I want to put at the top of the deck and   which cards I want to put at the bottom of the  deck. so we can manipulate a little bit the cards   according to our strategy. 2) the second option is to  look at all the face down Technologies in one of   the slots either of the military technology or the  Civil Technologies 3) and the third option is to look   at one of the face down components that we have  on the board. it can be an obstacle, Singularity   card, the living Galaxy and so on. so basically this  Insight gives us some sort of a glimpse into the  

future and we'll be able to adjust our strategy  according to that. after we have played an action   card either face up or face down we're going to  immediately replenish a new card right over here,   and that means that this action has finished. now  after you have played your second action card, so   let's say that the yellow player has played two  of these action cards face down, that means that   the yellow player is immediately passing and he  finished doing his actions for this cycle. the   first player that pass is going to take the first  player token but on the other side that is called   The Watcher. in general when you finished your  turn you can slide down the two action tokens  

that you used in your turn. now at some point  you're not going to have credits anymore but   you might take more actions. in this case you're  going to do something that is called depleting   an action token. when you're going to deplete an  action token, so let's say that we're going to   execute the recruit basic action, we're going to  flip it to the other side pay attention to keep   it on number two at the top and that means that  after we're going to execute this action we will   not be able to perform this action again in  this cycle, even if later you're going to have   more credits. different effects will allow you  to rotate this action marker from two to three  

for example or to one or to zero and so on and  we will talk about it a little bit later at the   end of the cycle. the government action you can  immediately flip facing to the other side the   moment that you have performed it because in any  case this is something that you'll be able to do   only once per cycle. so after all players have  passed we're going to continue to the conflict phase. in the conflict phase we're going to have a  certain procedure and the first thing that we're   going to do is that the Watcher, again this is  the first player that passed, is going to recruit   either one infantry or one light ship for free,  OR he can perform a single movement order. the   second thing is that we're going to place battle  medals on each contested sector. a sector will be  

considered as contested if at this point of the  game we have more than one faction in it. so as   part of the conflict phase we're going to put one  of these combat medals right over here. then we're   going to resolve battles in every sector with  battle medals. so in order to resolve a battle  

first of all each player is going to take the  tactic cards that are valid for this specific   combat. a tactic card will be considered valid  if you can take one of the actions that you have   on it. so for example for the yellow player the  heavy Fire card is not going to be valid for   this hexagon because he does not have even one  Mech on it. after that both of the players are   going to choose one of their conflict cards and  they're going to put it face down on the table and   simultaneously going to flip it face up. so let's  say that the blue player has chosen the heavy Fire   card and the yellow player has chosen the ground  assault card. now in order to resolve it we need  

to understand who has the lower initiative. that  card will be played first. since the blue player   has the initiative of two and the yellow player  has the initiative of three it's going to be the   blue players card that is going to be resolved  first. so here we can see that we have two options   but only the first option will be valid because  the blue player has one Mech and doesn't have a   Mech and two infantry. if the blue player would  have had over here two infantry as well he would   not be able to choose the first option because you  always have to choose the option that includes the   highest number of units. sometimes you're going to  have some military technologies that are going to   improve your tactic cards. so let's say that the  blue player has this technology that is called Pulse   

Artillery, not only he would resolve this effect that  we can see on the right also we would have add the   right effect from the military technology that we  have. we have four different kinds of damage: 1) the   first one is called massive damage and it says  to remove a unit of your choice, that means the   player who is attacking with this card ignoring  the resist keyword. so we're going to talk soon   about resist, but that allows the blue player  to remove one of the yellow players pieces and   it's up to him to decide which one. so to remove  means that this specific piece will go back to   the supply of that player. 2)the second damage that  we have is direct damage- deal one damage to a unit  

of your choice. so again it will allow the blue  player to inflict one damage to one of the units   and that means that that unit will be removed also  unless it has something that is called resist. 3) the   next type of damage is the indirect damage and  in this case it's going to be the player that   the damage was dealt to and it's up to him to  decide which unit will take the damage. 4) the last  

type of damage that we have is Retreat damage- the  player taking the damage uses one of their units   to suffer one Retreat. when you Retreat you need  to take one of your units to an adjacent sector   with no battle medal (so you cannot enter a a unit  that retreated to another contested hexagon), also   that does not have eny units or colonies and it  has to be to the nearest to any of your units   or colonies. so for example if the yellow player  needs to retreat one of his units he's going to   take one of them and he can Retreat right over  here, because we see that it contains one of his   colonies. if there is more than one sector that the  unit can move to the player dealing the damage not   the retreating player will choose where that unit  is going to retreat to. if we absolutely have no   sector that is valid, that unit is going to die  and will be removed. now some of the units as we  

can see over here, like the mech and the warship,  have something that is called Resist 1. resist   one basically means that that unit can take one  point of damage- either a retreat damage or the   direct / indirect damage. so if for example we  would have had here only this warship, now just   for the example ignore the specific cards that we  we have played, if the blue play is going to deal   one damage to this warship, what we're going to do  is just tilt it just like this so it is indicated   that it has taken one damage but it is still in  combat. and the next time that the blue player is   going to deal one damage to this warship only  then the yellow player is going to remove it   back to his Supply. and this is why when we have  the massive damage it tells us to ignore the   resist keyword so it's very powerful we can take  a warship with one massive damage. so back again  

to our specific case let's say that this is how  it was the blue player will be able to do first   of all one indirect damage and also one massive  damage so one massive damage we said that we can   remove any one of these units and for the indirect  damage it doesn't really matter that it's indirect   because there is only one more unit of the yellow  player so he will remove. it now since there are no   more more units for the yellow player he will not  be able to play his card, but if there are still   units that are over here in his hexagon, and with  the tactic card that he has chosen he can still   do one of the effects, then it will be the turn  of the yellow player to perform whatever he has   on this card. if at the end of this combat round  still there are units from both of the factions   that we have over here we're going to continue  to a second round and both of the players are   going to again choose another tactic card, going  to play it and so on. after we have resolved all   the different combats in all the different  contested hexagon we're going to move to the   next thing that we have and that is to resolve the  Siege .so again, just for the example, let's say that   the yellow player has a colony right over here.  now in order to Siege we need to have the basic   condition and that is to have two units or more  in that specific sector. so obviously the blue player 

has here four units so he can Siege this Colony,  but if he would have had only one infantry over   here that wouldn't have been possible. when you're  sieging you have two possibilities: 1) the first one is   to Raze, and that means that we're going to  completely remove that player's Colony. it's   going to go back into his Empire board and then  we're going to receive one military Victory point.  

for that, any kind of unit will be able to perform  this Raze. the second option is to Invade. in order   to invade we need to have at least one unit with  that ability. in our specific case it's only going   to be the Infantry. when we're invading we're going  to remove this specific colony of that player back   to his Empire board and we're going to replace it  with the exactly same type of that colony from our   Empire board. so the the blue player will be able to put  here a scientific colony. and also even in this   case of invade still the blue player is going to score  one military Victory point. then each winner in   that specific sector is going to take this battle  medal. if this combat would have been over and the  

result was only this that means that we don't  have any more units in this sector but still   the yellow player has his Colony it would be the  yellow player that would take the battle medal. at the end of the cycle we're going to have  again a certain procedure and the first thing   will be a Prestige check. so a player is going to  gain one influence for each opponent with fewer   battle medals than that player that means that  if we just saw that the blue player has won this   combat he has one Medal and because this is a  two player game there is only one opponent that   he has more of this battle medals than him, then  the blue player is going to receive one influence.   if we would have had a three player game and only  the blue player has one medal then he would have   received two influence, right? because he has more  battle medals than two different opponents. then   we're going to go to the utopian reward and  that means that if we have here someone that   is controlling this sector he's going to  resolve whatever we have over here on the   singularity card. different Singularity cards are  having different effects. then we'll continue to   the clean-up and we will need to flip face up  all the different technology cards that were   until now face down. then we're going to discard  all the action cards that the different players  

have played in their turn, and also we're going  to take all the four action cards that we have   on the display, we're going to put them in a pile  right over here and we're going to put again four   different action cards. then we will need to remove  invalid blockade and faction tokens but we can see   right now that nobody is blocking anyone so  it does not matter. then we're going to go to   the depletion upkeep and we will need to spend  influence to flip our depleted action markers   to their normal side. so pay attention that this  is something that you HAVE to do it's not up to   you if you want to do it or not. so let's just  say that we had here three different action   tokens that were depleted just like this. so we  will need to pay influence according to the   number that we have- right now at the top of each  token right now we can see that for the recruit   and the colonize will need to pay 4, right? 2+2. so from Seven we would go back to three.  

so we can flip those to the normal side. and  over here I want to show you that with this   card of this specific faction of Txingur removing  the depletion from your Advance action which is   this one right over here, is going to cost one  less influence. since here we can see that it's   going to cost us two, we will need to pay only one  influence to move it. if at some point we have a   situation that we have a depleted token and only  one influence, then this token would have remained   depleted, that means that we would not be able to  use it in the next cycle. so you need to pay   attention to it. but you are going to keep that  one influence that you have right over here. the next step is that the player who is The Watcher  (that means the first player that passed in the   last cycle), is going to choose one of the other  players to give the first player token to. that  

means that he's going to choose who's going to  start the next cycle. since this is a two-player   game he's going to give it to the blue player.  the last thing that we're going to do is to   advance the this token right over here to indicate  that we're now going to continue to the second cycle. before starting the third cycle we're  going to have a transition phase and that  

means that we're going to take the objective card  of the first age and we're going to score victory   points according to the different objectives  that we can see on it. so this objective card   that is called Rebirth of the Empire is going  to score for us one imperial Victory point if   we have battle medal in our possession, and that  means that the blue player in our case is going to   have one imperial Victory point and we're going  to indicate it by changing the value of the die   in the corresponding place. so I know this is  the yellow players Empire board but just for   the example here we can see that we have this  category that is said Imperial, so we're going   to take this die, change it to the value of one and  we're going to place it right over here. then we're  

going to have one productive Victory point if we  control a sector with a living Galaxy so in our   case let's say that the yellow player is right now  controlling this sector with this living Galaxy.   that means that the yellow player is now going  to score one productive Victory point so again   we're going to go over here right because this  is the place of the productive victory points,   we're going to change the value of the die for one  and we're going to place it over here. so I'm not   going to pass over all of the different icons I  invite you to look at page 20 and 21 to understand   what are the different icons. but I do want to  talk about something that is called objective   specialization. if you fulfill the condition of an  objective twice you gain one more Victory point.   after we have finished scoring for the first age  objective card we're going to flip face up the   objective card of the second age and we're going  to resolve first of all the text that we can see   on the left side. then we're going to take the  card of the first age and we're going to cover   these text that we've just read and those will  be the objectives that we can score for in the   next scoring phase. so that means that the next  time the objective is not just to have one battle  

medal but it is to have also two influence. so if  we stand in this criteria we're going to score   two victory points and to my understanding if  we're going to fulfill this condition a second   time we're going to have one more Victory point.  so again, for another example, if in the first age   it was enough for us to control only one sector  with a living Galaxy and have one Victory point   in the next one we'll have to control two sectors  with living galaxies but that will score for us   two victory points. after scoring points for the  second age objective cards the player that has  

the highest amount of victory points is the  winner of the game and again we're going to   have four tie-breakers that you can see on  page 21, we already talked about them at the   beginning of the video. guys thank you so much  for watching take care and I'll see you next time!

2023-12-30

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