Matching colors
A card always accompanies an action tile. A matching card may resolve its effect; a mismatched card is discarded without its effect. Resolve the complete card effect before or after the complete slot.
Rule reference: pp.7–9
2-player playthrough · New Discoveries
Definitions from the authored tutorial, with stable links for sharing a particular term. The selected edition and scenario determine how each rule applies.
Open the interactive tutorial →27 terms
A card always accompanies an action tile. A matching card may resolve its effect; a mismatched card is discarded without its effect. Resolve the complete card effect before or after the complete slot.
Rule reference: pp.7–9
A shared space occupied by one action tile for the round. In two-player play use the 1–2-player side. The always-available fallback gives two credits and two cards.
Rule reference: pp.7,20
A claimed card marked A may be used only through an appropriate effect, normally once per era. The assistant counts toward the maximum four. Before claiming a fifth, discard an old one; an unused old action may be used immediately.
Rule reference: pp.8,12,16
Take an available Special into your hand using the appropriate slot. Acquisition is free; pay the printed credits when playing it with a matching color. Museum can instead claim one directly for free.
Rule reference: pp.9,14; expansion pp.6–7
Before your turn keep only three cards. Draw one at the end of each turn. Cards are private; selecting a tutorial perspective reveals only that player’s hand.
Rule reference: pp.7,14,16
The game has three eras. Productions follow rounds 4,7,10. At the first two era changes, replace the old draw/discard piles and draw three cards per player; old cards held in hand may be retained.
Rule reference: pp.15–17
New Discoveries replaces round 1 with resource-tile and assistant choices. Select resource tiles in reverse player order. Do not also take the base starting resources.
Rule reference: pp.4–5
In Museum play, reveal a discovery after construction at its marked site, resolve its immediate tile benefit, then place it in the group corresponding to your discovery count. Rewards after group I are exclusive.
Rule reference: pp.6–7
Museum boards have five covered sites. Building there reveals the fixed hidden tile. Its benefit resolves before the Museum placement. A hidden front is not known in advance.
Rule reference: pp.6–7
A city belongs to your network when tunnels connect it to the starting city. Buildings produce only beside connected cities; a tunnel must be adjacent to at least one connected city to produce.
Rule reference: pp.10–11,15
Place a city at an empty printed city site adjacent to an existing city along a printed tunnel position. Ordinary construction costs two steelplast, one kelp and one credit. A connecting tunnel need not already exist.
Rule reference: pp.10–11
Usual cost: one steelplast, one kelp, one biomatter and two credits. A connected symbiotic city produces two points. A card’s specified replacement cost can differ.
Rule reference: pp.10–11,15
Costs one kelp. A connected farm produces one kelp; upgraded adds one point. Two upgraded farms at one city add one more kelp and point beyond their individual output.
Rule reference: pp.10,15
Costs one credit. Connected production is one credit, with one biomatter added when upgraded. Two upgraded plants at one city add one extra credit, not another biomatter.
Rule reference: pp.10,15
Costs one steelplast. Connected production is one science, plus one steelplast if upgraded. Two upgraded laboratories at the same city add one extra steelplast.
Rule reference: pp.10,15
Usual cost is one steelplast and one credit. Extend the connected tunnel network along printed sites; empty city sites may be crossed. Normal productive tunnels yield one credit; upgraded ones add a point.
Rule reference: pp.11,15
Usually pay one science to stack a second matching building token or flip a tunnel. Cities cannot be upgraded this way. A structure cannot be upgraded a second time. Card-specific costs override usual ones.
Rule reference: pp.12,15
In construction, biomatter may replace steelplast or kelp. It does not replace unrelated card payments. Feed with kelp first, then biomatter; at final scoring each remaining biomatter sells for two credits.
Rule reference: pp.11,17
Advance through printed bonuses; the higher marker acts first next round. At a tie the newest marker is on top. Unmoved players keep their relative order. Reset after determining the order.
Rule reference: pp.12,15
After rounds 4,7,10, resolve connected cities, buildings, productive tunnels, metropolises and production cards. Count individual output and upgraded-pair bonuses separately.
Rule reference: pp.15–16
After production feed each connected city with one kelp, then biomatter for any shortfall. Lose three points for each still unfed city, stopping at zero. Final feeding precedes resource-scoring cards.
Rule reference: p.17
Each city has three ordinary building sites and a fourth expansion site. The fourth requires a permitting card or assistant, such as Manager. Normal costs still apply unless specified otherwise.
Rule reference: p.10; assistant face
Connecting a blue tile grants its immediate benefits and any production effect during remaining productions. It is not a city and needs no food.
Rule reference: pp.14,20
This board connection requires both printed tunnels. Brown tiles score only at game end; exact formulas depend on the actual assigned tile.
Rule reference: pp.14,17,20
Museum B can award a green tile. Place it beside the starting city, immediately connected without a tunnel, then apply its printed effect.
Rule reference: pp.6–8
At final scoring, connected cities score by distinct building types: none 2, one 3, two 4, three 6. Extra copies and upgrades do not increase this type count.
Rule reference: p.17; relevant card faces
After final production and feeding, score brown metropolises, scoring cards, connected cities, then leftovers. Sell biomatter for two credits each; any combined four credits/kelp/steelplast/science score one point. Final player order breaks ties.
Rule reference: p.17
The source tutorial checked publisher rules and component references on 11 September 2026. This authored route uses two players, Quick Start and Museum B; other player counts, the ordinary round-one opening and alternative expansion modes are outside its scope.
Reading guide reviewed 2026-09-15; based on tutorial v1.0.3. This date records an editorial review of the existing tutorial, not a new rules edition. Strategic suggestions are conditional interpretations, separate from official rules.