All the rules for a 2 player game are used with the following exceptions:
During Setup, place 1 of the Black Cubes and 5 of the Credit Cubes off to the side to keep track of the Generations.
Object of the Game
The player has 12 Generations to complete the goal of exhausting all 3 types of Parameter Cubes.
To keep track of the Generations, for the 1 st-5th Generations, place 1 of the unused Credit Cubes on the Standard Project section of the map for each Generation.
When you get to the 6th Generation, instead use the Black Cube.
For the 7th-11th Generations, remove 1 of the unused Credit Cubes from the Standard Project section of the map for each Genera- tion. For the 12th and final Generation, remove the unused Black Cube.
Place Opponent Cities
After shuffling the Project Cards, flip and reveal one. Of the 2 Project costs shown, take the lower cost and, counting that number of spaces starting from the top leftmost hex, moving left to right, top to bottom (skipping spaces reserved for water), place 1 of the Black Cubes in that hex.
Then, taking the higher cost, count that number of spaces starting from the bottom rightmost hex, moving right to left, bottom to top (skipping spaces reserved for water), place the other Black Cube in that hex.
These are the dummy player's cities and will not move for the remainder of the game. Place the Project card that was used, face up, on the bottom of the Draw Deck.
You are the White player. You go first in every Generation and are strictly limited to 5 Credit Cubes.
During the Research Phase, you may look at all three Project cards and decide which Projects will face you.
During the Action Phase the dummy player automatically passes.
During the Income Phase, the dummy player collects no income.