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Default Modules

Important Notes:


  • 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.


  • Boiler Room

    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



  • Hydroponics

    Gain 2 food.



  • Refinery

    Gain 3 coins.


  • Claw Shop

    • 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.

  • Genetics Vat

    • Buy 1 tentacle component for 2 coins
    • Buy 2 tentacle components for 5 coins OR
    • Gain 2 food per tentacle attached to this worker.

  • Academy

    • 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.

  • Seed Repository

    • 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.

  • Laboratory

    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.



  • Constructor

    Build one of the available face-up module tiles, and then optionally move this worker to and activate that module.




Buildable Modules


  • Advanced Laboratory

    Advance on the research track (detaching a component is not required).



  • Aquarium

    Gain 1 tentacle component. Place it in your component pool on your player mat.


  • Autosurgeon

    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.


  • Biofuel Refinery

    Lose any number of components attached to this worker (return them to the supply). Score 7 points per component lost this way



  • Break Room

    Gain 1 food. Gain additional food according to the current round.



  • Cargo Bay

    Gain 2 coins AND 2 food (a tentacle worker gets its bonus for both effects).


  • Catering Service

    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.



  • Commissary

    Score 1 point, gain 1 coin, and gain 1 food.



  • Covert Cloning

    Gain 1 component from the supply for each worker in the Worker Lounge.



  • Cryogenics

    Trade 1 unattached component from your component pool for 6 coins.



  • Dispatch Station

    Recall one of your workers. Workers here cannot be recalled home or displaced to the Worker Lounge.


  • Dispensary

    Gain 1 coin or 1 food (in any combination) for each worker you have already placed this round.



  • Farmer's Market

    Trade 1 food for 5 coins, OR trade 1 coin for 5 food.


  • Freelancer Dormitories

    Choose an adjacent module and copy its effects. Apply the effect to this worker and/or this module, if applicable.


  • Gardens

    Gain 1 leaf component. Place it in your component pool on your player board.



  • Generic Genetics

    Pay 1 coin to take any 1 component from the supply.



  • Giant Statue

    Workers may not be placed here.



  • Grant Office

    Gain 2 coins. Gain 1 extra coin for every 2 levels of research you have achieved.



  • Hunting Park

    Gain 3 food. Gain 1 extra food per claw attached to this worker.



  • Inspection Station

    Score 1 point per module adjacent to the Command Hub (slot A & B).



  • Integrated Constructor

    Gain 2 coins. Build a module tile. Do not move your worker to it.



  • Life Support

    Score 2 points per attached component on adjacent modules.



  • Medical Bay

    Trade 1 unattached component from your component pool for any 2 components from the general supply.



  • Mercenary Outpost

    Gain 4 coins. Gain 1 extra coin per claw attached to this worker.



  • Monolith

    Workers may not be placed here.



  • Newsroom

    Score 2 points for each worker you have already placed this round.



  • Periphery Command

    Command modules occupied by opponents' workers (like the Command Hub).



  • Petty Cash

    Gain 1 coin. Gain additional coins according to the current round.



  • Predatorium

    Gain 1 claw component. Place it in your component pool on your player mat.


  • Quantum Constructor

    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.


  • Science Fair

    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.



  • Scientific Display

    Score 1 point per level of research you have achieved.



  • Shady Restaurants

    Trade any unattached component from your component pool for 6 food.



  • Shopping Center

    Gain 2 coins per worker on adjacent modules.



  • Symposium

    Gain 1 food. Gain 1 additional food for every 2 levels of research you have achieved.



  • Tanning Salon

    Gain current Reactor rewards based on this worker's attached components. Do not refill the Reactor.



  • Think Tank

    Gain 1 brain component. Place it in your component pool on your player mat.



  • Underground Lab

    Detach any number of components from this worker. Advance one step on the research track for each detached component.



  • Union Hall

    Score a perk as if it was the end of the game and discard that perk. Take a new one.



  • Vineyard

    Gain 1 food for each adjacent module.




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