Contents
The Expanse Game Rules
Welcome to The Expanse Game! In this guide, I’ll walk you through the rules of the game and how to play. So let’s dive in and get started!
The objective of The Expanse Game is to colonize Mars and establish a thriving civilization. To win, you need to build up your resources, expand your territory, and strategically navigate the challenges that come your way.
At the beginning of the game, each player is given a set number of resources, such as energy, water, and oxygen. These resources are crucial for maintaining your colony and enabling it to grow. You’ll need to manage them carefully throughout the game.
To expand your territory, you can either purchase land or invade your opponents’ territories. Land prices vary based on their strategic value, so you’ll need to assess each opportunity and make wise decisions.
As you navigate the game board, you’ll encounter various challenges and events. Some events can be beneficial, like discovering new resources or forming alliances with other players. However, others can be harmful, like natural disasters or conflicts with other colonies. You’ll need to adapt your strategies accordingly and stay nimble to survive and thrive.
Communication with other players is crucial in The Expanse Game. By forming alliances, you can pool resources and collectively tackle challenges. However, be wary of betrayal and remember that trust is a delicate commodity.
As you progress in the game, you’ll have the opportunity to research new technologies and advancements. These advancements can give you an edge over your opponents and help you further your colonization efforts. Make sure to prioritize your research wisely, as each advancement requires time and resources.
The game continues until a player successfully establishes a self-sustaining colony on Mars. It’s not an easy task, but with careful planning, strategic thinking, and a bit of luck, you can be the one to achieve this remarkable feat.
Now that you’re familiar with the rules of The Expanse Game, it’s time to gather your resources, rally your allies, and embark on this exciting journey to Mars. Remember, the fate of humanity lies in your hands. Good luck, and may the stars guide your path!
Hey there! Welcome to The Expanse, a thrilling game filled with politics, conquest, and intrigue that you can play with two to four players. Get ready to immerse yourself in the vastness of the solar system as you strategically spread your influence and dominate important Bases using characters and events from the Expanse Universe. But remember, it’s not just about power, you’ll need to be clever and utilize your special faction abilities to gain the upper hand.
So, let’s dive in! We’ll start by randomly selecting a player to go first, and then continue clockwise around the table. When it’s your turn, you have two options: either choose a card from the Action Track or use one of your saved Events.
The Action cards are incredibly versatile. You can use them to move and build fleets, place influence, or even trigger special Events that can give you an advantage. But here’s where it gets really exciting! If you decide to select a Scoring card from the Action Track, you and your fellow players can earn Control Points. How? Well, by having influence on important Bases in the vast Solar System. The more influence you have, the more points you’ll score!
When I choose the Scoring card, I also have the privilege of picking one Sector that will earn me special bonus points. The game keeps going until the sixth and last Scoring card is placed on the Action Track. Then, we have one last round of Scoring, and whoever has the highest number of Control Points becomes the champion!
What You Need
- 1 Game Board
- 4 Faction Mats
- 18 Fleet Tokens
- 6 Bonus Sector Tokens
- 4 Initiative Tokens
- 12 Faction Tech Cards
- 69 Influence Cubes
- 52 Action Cards
- 6 Score Cards
- 1 Rocinante Mat
- 3 Diplomat Cubes
- 2 Scrap Ship Tokens
- 2 Protomolecule Tokens
- 1 Rocinante Token
- 2 Battleship Tokens
The Map
The board has a map of the Solar System and it has different areas.
Base: There are 16 Bases on the map. These are areas where Influence can be placed, and players get points for having influence there during Scoring.
Each base also has a RESOURCE symbol:
Orbitals: Imagine a map with nine special locations called Orbitals. These places are where fleets can go. Each Orbital can hold multiple Bases, and the ones in the Belt even have their own separate Orbitals. For example, Luna is in the Earth Orbital. Bands: Now, imagine dividing the map into four distinct zones called Bands. These Bands are separated by thick colored lines. The Earth and Mars Orbitals are in the same Band, while all the Belt Bases are in another Band. Jupiter and Saturn each have their own Band. These Bands play an important role in controlling movement. Sectors: Let’s further divide the map into three Sectors: Inner Planets, Belt, and Outer Planets. During the Scoring phase, one Sector will be chosen as the Bonus Sector, and it will be worth more points. It adds an extra layer of excitement!
And here’s a fun fact: If you have the most influence over a Base with one of your critical resources, you earn a bonus point. So, keep an eye out for those valuable bases!
Let’s Get Started
Here’s an example of how you can set up a game for four players:
- First off, we all pick a faction. Grab your faction’s stuff:
- 1 Faction reference mat
- 18 influence cubes (UN has 15 normal and 3 Diplomat)
- 5 fleets (Mars: 3 normal and 2 Battleships; OPA: 5 normal fleets, scrap ships come later)
- Next, we set up our forces using the chart on our faction reference mats.
Note: In a 3-player game, you can choose from UN, MCR, and OPA. No ProtoGen. In a 2-player game, you can only pick UN and MCR. - Now it’s time to decide who goes first. We’ll start with a randomly chosen player and continue clockwise from there.
If there are three or four players, we need to place the Faction Initiative markers on the Initiative Track in reverse order. This means that the last player will be at the top, and the player going first will be placed at the bottom. However, if there are only two players, we don’t use the Initiative Track at all. Instead, we place these tokens face down on the bases Luna, Vesta, Io, and The Rings to indicate that they are out of play.
The player who goes last will receive the Rocinante mat and will place the Rocinante token in their Home orbital, which is where they will build their fleets.
Each player will also need to put one influence cube on the CP track, specifically on the 10 space.
Hey there! Let’s get ready to play the game. First, we need to prepare the Action deck. I’ll walk you through it step by step.
We need to remove the six SCORE cards for now, so let’s set them aside. They won’t be part of the deck when we play. If there are four players, we’ll be using all 52 Action cards. If there are only two players, we’ll just use the cards with the 2P symbol. And if there are three players, we’ll use the cards with the 3P symbol. The rest of the cards can be put back into the box.
Now that we have the right cards, let’s move on to the next steps based on the number of players:
- Four Players: We’ll start by dealing five cards into one pile. Then, we’ll create three more piles with thirteen cards each, along with two SCORE cards in each pile. The remaining cards can be put back into the box. After that, we’ll shuffle each pile and stack them. The fifteen-card piles should be placed at the bottom, and the five-card pile goes on top.
- Three Players: The setup is almost the same as for four players. However, instead of dealing thirteen cards into each of the larger piles, we’ll deal ten cards into each pile.
That’s it! We’re all set to start playing. Have fun and enjoy the game!
When you’re playing with two players, here’s how you set up the game:
- Two Players: Each player gets ten cards, which are divided into three piles. Unlike in games with more players, there is no five-card pile when there are only two players. Each pile also gets two SCORE cards, which are mixed in, and then the three piles are stacked on top of each other.
And here’s a special setup just for two players:
In the two-player game, we don’t use four of the Bases: Luna, Vesta, Io, and The Rings. Instead, we place a face-down Initiative token on each of these bases to remind us that no Influence can be placed there.
Alright, let’s get started! First, I’ll deal five cards face up from the Action deck and place them in the Action Track, one in each space.
Now, we’re all set to begin!
Your Turn Options
The Starting Player will take the first turn, and then we’ll proceed clockwise around the table until we’ve finished the game. The player taking their turn is called the Active Player.
On your turn, you have two choices:
- You can select a card from the track.
- Or, if you have an Event card that you’ve kept from a previous turn, you can play it.
After you’ve made your choice, we’ll slide any remaining cards up to fill any gaps in the Action Track. We’ll also add new cards to the end until we have five cards in total. So, don’t worry, there will always be five cards in the Action Track at the end of each turn.
Action Card Anatomy:
Let me tell you about the different parts of an action card. This will help you understand how it works and why it’s important.
Action Title:
The action title is the first thing you’ll see on an action card. It’s a short and catchy phrase that tells you what the action is all about. This title is designed to grab your attention and make you curious about the action.
Action Description:
Below the action title, you’ll find the action description. This is where you’ll get more details about what the action involves. It may provide step-by-step instructions on how to perform the action or explain the benefits of taking the action. The action description is meant to give you a clear picture of what to expect.
Action Image or Video:
Some action cards may include an image or video that shows you how to perform the action. This visual element can be helpful for visual learners who prefer to see how something is done. It can also make the action more engaging and easier to understand.
Action Buttons:
Action cards often include buttons that allow you to take action directly from the card. These buttons can be labeled with phrases like “Learn More,” “Try It Now,” or “Take Action.” When you click on these buttons, you’ll be directed to a webpage or a specific action-related task.
Action Feedback:
After you’ve taken an action, you may receive feedback on your progress. This feedback can come in the form of a message, a progress bar, or a checkmark indicating that you’ve completed the action successfully. Feedback is important because it lets you know if you’re on the right track and motivates you to keep going.
Action Options:
In some cases, an action card may present you with different options to choose from. These options could be alternative actions or variations of the main action. The purpose of offering options is to give you flexibility and cater to your individual preferences.
Remember, understanding the different parts of an action card is crucial for making the most of its potential. By following the instructions, taking action, and utilizing the feedback you receive, you can maximize your accomplishments and reach your goals more efficiently. So, let’s get started!
I will pick any of the five Action cards from the Track, but I’ll have to spend Control Points if it’s not the first card. The cost of each card is displayed on the Action Track, and I spend the points by moving my cube down on the CP Track. If I don’t have enough CP, I can’t take the card. If I choose a SCORE card, I’ll go to a Scoring turn. The rest of the cards in the deck are Action cards, and if I pick one of them, I have two options: Use The Event or Use The Action Points. I can only choose the Use The Event option if my Faction Icon is on the card.
When I’m the Active Player, I have two options:
- I can do the Event right away.
- I can pay 1 CP and keep the Event for later. I just need to put the card in front of me, face up. I can collect as many events as I want.
If I Want to Use Action Points
If I decide to use the Action Points (AP), I can spend them on different Actions. But remember, I can’t save my Action Points for the next turn. After I use my Action Points, another player can choose to use the Event.
I can’t use the Event myself if it’s my turn. Only the factions shown on the card can do the Event. And the faction with the highest position on the Initiative Track gets the first chance to do it.
If they say no, move on to the next one, and so on. If a group decides to use the Event, their Initiative token drops to the bottom of the list, and the others move up. Then, the card gets thrown away.
Remember: If the Active Player chooses to use the Event instead of Action Points (Option A. Use The Event), they don’t move their Initiative Token.
Note: In a game with just two players, the Initiative Track isn’t used. If one player uses the Action Points, the other can use the Event if they qualify.
If a player selects the Event, they have the same choices:
- Do the Event right away.
- Pay 1 CP and keep the Event to use later or during a Scoring turn.
Action Cards are always discarded after use, unless the player decides to keep the Event.
When I have to make a decision, I can either choose the Action Points or the Event. If I choose the Action Points, I slide the cards in the Action Track down to fill any gaps and add a new card to the end of the row so that there are always five cards in the track. This happens after my turn.
I can also choose to play a Saved Event.
Instead of taking an Action Card from the Track, I have the option to play an Event that I saved from a previous turn. All I need to do is perform the Event. If I decide to play a Saved Event, no cards will be removed from the Action Track, and a new card will not be added. Once I use the Event, it is discarded.
Now, let’s talk about the Actions.
When I use a card for Action Points, I can spend them in three different ways:
- Move – I can move a group of fleets on the map
- Influence – I can place an influence cube
- Build – You can place a fleet on the map.
Each of these actions requires one Action Point, and you can do them in any order and as many times as you want. Some factions may also have special things they can spend Action Points on.
Move
With a move action, you can move a group of fleets from one Orbital to another. The board is divided into four bands: Inner Planets (Earth and Mars), Belt, Jupiter, and Saturn.
During a move action, you can move a group of one or more fleets that are together in the same Orbital to an Orbital within the same band or an adjacent band.
Example: There are three fleets from the UN in the Earth Orbital. I decide to take a MOVE Action and move two fleets to the Mars Orbital, which is in the same band. Then, I use another Action Point to move the last fleet from the Earth Orbital to the Ceres Orbital.
On my next turn, I choose to take a MOVE Action with the fleet in Ceres. I can move it to an Orbital in the Inner Planets (Earth or Mars), any Orbital in the Belt, or the Jupiter Orbital.
You can take a MOVE action on the same fleets multiple times to move them more than one band in a turn if you want to.
Influence
We place Influence on Bases to earn Control Points.
For 1 Action Point, you can place an influence cube on a Base where you have at least one fleet in the Orbital.
Hey there! Let me break down a cool piece of information for you. Check this out: on certain planets like Earth, Mars, Jupiter, and Saturn, each Orbital has more than one base. So, let’s say you have a fleet in the Jupiter Orbital, right? Well, you can actually place influence on Ganymede, Io, or Europa.
Now, let’s say you’re all out of Influence cubes and you want to place one. No worries, buddy! You can simply take one from anywhere on the map and move it to where you want it to be. This rule applies even if you’re placing Influence through Events. How cool is that?
Building Fleets
At the start of the game, all the fleets are already on the map. But hold on, there are events and special abilities that can remove them from the game. Don’t worry though, because you can easily get them back on the board. All you have to do is take a BUILD action. With just 1 Action Point, you can place one of your removed fleets onto your home Orbital. It’s pretty easy and straightforward.
So, to sum it all up, depending on which planet you’re playing on, you can have multiple bases on a single Orbital. And if ever you need more Influence cubes, you can just take them from anywhere on the map and move them. When it comes to building fleets, if they get removed, you can bring them back onto the board with a simple BUILD action. Easy peasy, right?
- UN: Earth
- MCR: Mars
- OPA: Tycho
- PG: Thoth
Hey there! Let’s talk about something interesting. Did you know that the items in the game are organized into different categories? It’s fascinating to see how these categories help us understand the game better. For example, there are weapons, armor, and other gear that we can use to arm ourselves and become stronger. Then there are consumables that we can use to replenish our health or acquire special abilities. It’s important to know what each item does so we can make the most out of them.
Now, about those factions. They play a crucial role in the game as well. Each faction has its own unique characteristics and skills. By aligning yourself with a faction, you gain access to their resources and abilities. It’s like joining a team with special powers! And don’t forget about the Faction mats! These serve as a visual representation of the factions, showing their symbols and important information. They’re really handy when it comes to strategizing and understanding the game.
But here’s the thing: it can be overwhelming at first to grasp all this information. There’s so much to consider! That’s why it’s important to take your time and explore the game at your own pace. Don’t worry if it feels a little confusing at first – we’ve all been there! Just keep playing, and before you know it, you’ll become a pro.
So, remember to pay attention to the different categories of items and how they can benefit you. And don’t forget to consider joining a faction and utilizing Faction mats to your advantage. With these tips in mind, you’ll be well on your way to mastering the game. Good luck!
Events
Only choose Events for your faction.
(Exception: The Kenzo Gabriel Event)
When you perform an Event, do everything it says, unless it says ‘may’ or ‘up to’.
Scoring
When you take a SCORE card, you and other players earn Control Points. Here’s how:
- Choose the Bonus Sector secretly.
- You can play one Kept Event or a Rocinante Event.
- Score each base.
- Get new Faction Abilities.
- Build one fleet.
- Determine Rocinante control.
Choose Bonus Sector
I’m about to explain a fun game called “Sector Bonus.” Here’s how it works: when we play, one player gets the score card first, and they secretly choose which of the three Sectors they want to be the Bonus sector. By selecting the Bonus sector, they can earn extra points. Each Sector has two markers, so the Bonus Sector can only be chosen twice.
Hey there! Let’s talk about bonus points and how they work in the game. The chart shows the bonus points as 1st, 2nd, and 3rd place. The player with the most influence gets 1st place, the player with the second most influence gets 2nd place, and the player with the third most influence gets 3rd place.
During the first Scoring turn, Bonus Sector bases score 2/1/0. On the second and third Scoring turns, they score 3/1/0. And on the fourth and fifth Scoring turns, they score 4/2/1.
Now, let’s talk about events:
After the player who chose the Scoring card has secretly picked the Bonus sector, each player gets to play one Kept Event, a Rocinante Event, or pass. We start with the player to the left of the Scoring card player and go around until we reach the player who chose the Score card. If a player plays a Kept Event card, it gets discarded.
Important: Only the player controlling the Rocinante can use a Rocinante Event.
Scoring Bases
Once everyone has played an Event, we reveal the Bonus token and score the bases.
You earn points based on how much influence you have on each base.
If you have the most fleet strength in the Orbital, you get an extra influence. This is called Orbital Control.
Remember, full-strength Battleships are considered strength 2, and Scrap Ships count as strength 1/2.
Important: The first thing you need to know is that in order to get the +1 bonus from Orbital Control, you must have at least one influence on a base. This bonus applies to all bases in that particular orbital. Keep in mind that if a base is in the Bonus Sector, points can be earned by the top three players. In the event of a tie for first place, all the players involved in the tie will receive second place points. Similarly, if there’s a tie for second place, all the players involved will receive third place points. However, if there’s a tie for third place, no points will be awarded to the tied players. It’s also worth noting that a player can never score points for a base where they have no influence at all. On the other hand, if a base is not in the Bonus Sector, it will score 1/0/0 (displayed as “Normal” on the scoring chart). So, it’s only the player who holds the first place on a base all by themselves who will score the point.
Resources
So here’s the deal: every faction has two super important resources on their Faction Mat. If they have the most influence on a Base that has one of those resources, they get an extra Control Point when it’s time to score. But wait, there’s a catch. You only get the bonus if you’re in the first place and not tied with anyone else. Also, it doesn’t matter if the base is in the Bonus Sector or not, the bonus applies either way.
Special Rule for Two-Player Games:
Now, pay attention, because things change a bit in a two-player game. In this case, you don’t get that extra point for controlling a Critical Resource. Bummer, I know.
Once all the bases have been scored, we take the selected BONUS marker and place it on the Bonus track, on the left side of the bonus. This means we can’t choose that bonus marker again. So make sure you choose wisely!
Time to Build Your Fleet!
If you have any fleets off the board, now’s your chance to place one on your home base. But remember, you can’t place any Scrap Ships this way. They’ll have to sit this one out.
Faction Special Tech Cards
Once we finish the initial three Scoring Rounds, every Faction gets a cool new Tech Card. You’ll get your first card, cleverly called “I”, after we complete the first Scoring Round. The second card, fittingly named “II”, follows after the second Scoring Round, and so on. Just so you don’t forget, you can find the number of the card next to the first three Bonus Scoring Spaces.
Abilities stack up. So, even when you receive the ‘II’ ability, you can still use the ‘I’ ability and the one listed on the Faction Mat.
Once scoring is done, the Rocinante card goes to the player with the fewest Control Points. In case of a tie, the player who is lowest on the Initiative track gets the card.
Discovering the Rocinante:
So, picture this: I’m on the hunt for an extraordinary spaceship. I want something remarkable, something that sets my heart racing. And that’s when I come across the Rocinante. This spaceship is truly one of a kind, and I can’t wait to share with you what makes it special.
A Unique Exterior:
Let me start by telling you about the exterior design. The Rocinante boasts a sleek and futuristic look. Its metallic body gleams in the sunlight, and its sharp edges and streamlined shape give it a sense of speed and power. But don’t be fooled by its sharp appearance; the Rocinante is all about balance. It combines strength with grace, making it a remarkable sight to behold.
Unmatched Versatility:
Now, let’s talk about versatility. The Rocinante is a spaceship that can handle anything you throw at it. Whether you want to explore distant galaxies, engage in intense space battles, or embark on interstellar missions, the Rocinante has got you covered. It is equipped with advanced technology and state-of-the-art weaponry, providing you with the perfect balance between offense and defense. You’ll always feel prepared and secure in the Rocinante, no matter what challenges lie ahead.
Comfort at its Best:
But it doesn’t end there! The Rocinante is not just a powerhouse; it also offers unparalleled comfort. Its interior is meticulously designed with ergonomic seats and spacious living quarters. You can relax and unwind after a long day of adventuring, knowing that you have a cozy and inviting space to call your own. The Rocinante truly understands the value of taking care of its passengers.
Conclusion:
In conclusion, the Rocinante is a spaceship that is in a league of its own. Its stunning exterior design, unmatched versatility, and commitment to comfort make it a standout choice for any space explorer. If you’re looking for a spaceship that combines power, style, and comfort, then the Rocinante is the perfect choice for you. Get ready to embark on extraordinary interstellar adventures with this remarkable spacecraft!
Hey there! So, here’s the deal. The Rocinante ship in this game is always controlled by one player at a time. At the beginning, it’s controlled by the player who goes last. Then, after each scoring round, the control switches to the player with the fewest Control Points.
Here’s the cool part: when the Rocinante changes hands, it doesn’t move on the map. It stays right where it is in its current Orbital. The player who takes control of the Rocinante gets the Rocinante mat. This mat is not only to show who’s in control, but it also comes with some special abilities.
Controlling the Rocinante gives you two advantages:
- The Rocinante is an exception to the rule; it counts as a fleet for all purposes and cannot be removed under any circumstances. No effect that removes a fleet can be used against the Rocinante.
- During a Scoring round, instead of playing a Kept Event, you have the option to choose one of the four special abilities listed on the mat:
- James Holden – You can place 1 influence anywhere on the board
- Naomi Nagata – You can move the Rocinante 1 band and remove 1 opposing fleet in its destination
- Alex Kamal – You can move the Rocinante to any location on the board
- Amos Burton – For each friendly fleet in the Rocinante Orbital, including the Rocinante itself, you can remove 1 opposing fleet
End of the Game
Once the sixth score card is drawn in the game, everything shifts to the Final Scoring turn. It’s not a player’s choice to select the sixth score card, the game simply ends when it’s drawn at the end of a turn.
If there are any score cards on the Action Track, they are discarded and not scored. This means that there might be less than five Bonus Sectors chosen.
When the game comes to an end, the players proceed with the Final Scoring using the regular Score procedure, but without selecting a Bonus Sector. The player to the left of the one holding the Rocinante card has the responsibility of deciding whether they want to use a Kept Event first.
So, it’s the player holding the Rocinante who gets the last opportunity to play a Kept Event or utilize a Rocinante ability before scoring takes place.
When every player has a chance to play an Event, the bases will be scored. First place gets 5 points, second place gets 3 points, and third place gets 1 point, regardless of what Sector they are in. You can still earn the Critical Resource bonus as usual.
The player with the most Control Points will be the winner. That’s the goal of the game.
If there is a tie, the player who is higher on the Initiative Track will be the winner.
In a two-player game, if there is a tie and both players have the same number of Control Points, the player who has the Rocinante at the end of the game will be the winner.