In the event of any contradictions, the specific module, perk or player board rules always prevail over the general rules.
The start player marker may only change hands once per round. The start player can try to prevent losing it, by choosing an action that would give the start player marker to an opponent.
But, as the marker doesn't 'change hands', this doesn't prevent opponents from obtaining the start player marker in another way, if possible.
Any time an action would get you a component and the supply is empty, score 2 points instead.
Command Hub Slot A
Perform the "Command modules" action and take the start player marker.
Command Hub Slot B
Unavailable until round 3. Command modules occupied by opponent's workers.
Gain coins, food and/or points according to the components attached to this worker. Gain the current visible Reactor rewards.
Do NOT discard the remaining module tiles.
Fill the empty spaces in the Reactor with modules from the supply. If the module supply runs out, shuffle any
Gain 2 food.
Gain 3 coins.
- Buy 1 claw component for 2 coins OR
- Buy 2 claw components for 5 coins OR
- Gain 2 food per claw attached to this worker.
- Buy 1 tentacle component for 2 coins
- Buy 2 tentacle components for 5 coins OR
- Gain 2 food per tentacle attached to this worker.
- Buy 1 brain component for 2 coins OR
- Buy 2 brain components for 5 coins OR
- Gain 2 coins per brain attached to this worker.
- Buy 1 leaf component for 2 coins OR
- Buy 2 leaf components for 5 coins OR
- Gain 2 coins per leaf attached to this worker.
Detach one component from this worker to advance one tier on your research track and gain the benefit.
Standard (A-side) research benefits:
- Tier 1: your research marker starts here.
- Tier 2: gain 1 perk.
- Tier 3: add 1 additional worker to your worker pool.
- Tier 4: gain 1 perk.
- Tier 5: add 1 additional worker to your worker pool.
- Tier 6: gain 1 perk.
- Tier 7: take 2 components of your choice from the supply.
- Tier 8: score 8 points.
Any further advances on the track will grant the tier 8 benefit again.
Build one of the available face-up module tiles, and then optionally move this worker to and activate that module.
Advance on the research track (detaching a component is not required).
Gain 1 tentacle component. Place it in your component pool on your player mat.
Pay 2 coins to attach any 1 component from the supply to this worker. A double tentacle worker may gain an additional component, but may not attach it.
Lose any number of components attached to this worker (return them to the supply). Score 7 points per component lost this way
Gain 1 food. Gain additional food according to the current round.
Gain 2 coins AND 2 food (a tentacle worker gets its bonus for both effects).
Copy the effect of an occupied module on the board. Pay food equal to the point value of that module (modules without a point value can NOT be copied). Apply the copied effect to this worker and/or this module, if applicable.
Score 1 point, gain 1 coin, and gain 1 food.
Gain 1 component from the supply for each worker in the Worker Lounge.
Trade 1 unattached component from your component pool for 6 coins.
Recall one of your workers. Workers here cannot be recalled home or displaced to the Worker Lounge.
Gain 1 coin or 1 food (in any combination) for each worker you have already placed this round.
Trade 1 food for 5 coins, OR trade 1 coin for 5 food.
Choose an adjacent module and copy its effects. Apply the effect to this worker and/or this module, if applicable.
Gain 1 leaf component. Place it in your component pool on your player board.
Pay 1 coin to take any 1 component from the supply.
Workers may not be placed here.
Gain 2 coins. Gain 1 extra coin for every 2 levels of research you have achieved.
Gain 3 food. Gain 1 extra food per claw attached to this worker.
Score 1 point per module adjacent to the Command Hub (slot A & B).
Gain 2 coins. Build a module tile. Do not move your worker to it.
Score 2 points per attached component on adjacent modules.
Trade 1 unattached component from your component pool for any 2 components from the general supply.
Gain 4 coins. Gain 1 extra coin per claw attached to this worker.
Workers may not be placed here.
Score 2 points for each worker you have already placed this round.
Command modules occupied by opponents' workers (like the Command Hub).
Gain 1 coin. Gain additional coins according to the current round.
Gain 1 claw component. Place it in your component pool on your player mat.
module's cost. Your worker does not move to or activate
Pay 2 coins to build a module at random from the module supply. Do not pay the module.
Attach any number of components from your personal supply to this worker, up to maximum worker size. Gain 3 points per component added this way.
Score 1 point per level of research you have achieved.
Trade any unattached component from your component pool for 6 food.
Gain 2 coins per worker on adjacent modules.
Gain 1 food. Gain 1 additional food for every 2 levels of research you have achieved.
Gain current Reactor rewards based on this worker's attached components. Do not refill the Reactor.
Gain 1 brain component. Place it in your component pool on your player mat.
Detach any number of components from this worker. Advance one step on the research track for each detached component.
Score a perk as if it was the end of the game and discard that perk. Take a new one.
Gain 1 food for each adjacent module.