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.
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Command Hub Slot A
Perform the "Command modules" action and take the start player marker.
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Command Hub Slot B
Unavailable until round 3. Command modules occupied by opponent's workers.
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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
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Hydroponics
Gain 2 food.
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Refinery
Gain 3 coins.
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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.
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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.
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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.
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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.
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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.
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Constructor
Build one of the available face-up module tiles, and then optionally move this worker to and activate that module.
Buildable Modules
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Advanced Laboratory
Advance on the research track (detaching a component is not required).
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Aquarium
Gain 1 tentacle component. Place it in your component pool on your player mat.
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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.
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Biofuel Refinery
Lose any number of components attached to this worker (return them to the supply). Score 7 points per component lost this way
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Break Room
Gain 1 food. Gain additional food according to the current round.
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Cargo Bay
Gain 2 coins AND 2 food (a tentacle worker gets its bonus for both effects).
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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.
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Commissary
Score 1 point, gain 1 coin, and gain 1 food.
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Covert Cloning
Gain 1 component from the supply for each worker in the Worker Lounge.
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Cryogenics
Trade 1 unattached component from your component pool for 6 coins.
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Dispatch Station
Recall one of your workers. Workers here cannot be recalled home or displaced to the Worker Lounge.
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Dispensary
Gain 1 coin or 1 food (in any combination) for each worker you have already placed this round.
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Farmer's Market
Trade 1 food for 5 coins, OR trade 1 coin for 5 food.
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Freelancer Dormitories
Choose an adjacent module and copy its effects. Apply the effect to this worker and/or this module, if applicable.
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Gardens
Gain 1 leaf component. Place it in your component pool on your player board.
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Generic Genetics
Pay 1 coin to take any 1 component from the supply.
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Giant Statue
Workers may not be placed here.
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Grant Office
Gain 2 coins. Gain 1 extra coin for every 2 levels of research you have achieved.
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Hunting Park
Gain 3 food. Gain 1 extra food per claw attached to this worker.
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Inspection Station
Score 1 point per module adjacent to the Command Hub (slot A & B).
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Integrated Constructor
Gain 2 coins. Build a module tile. Do not move your worker to it.
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Life Support
Score 2 points per attached component on adjacent modules.
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Medical Bay
Trade 1 unattached component from your component pool for any 2 components from the general supply.
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Mercenary Outpost
Gain 4 coins. Gain 1 extra coin per claw attached to this worker.
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Monolith
Workers may not be placed here.
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Newsroom
Score 2 points for each worker you have already placed this round.
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Periphery Command
Command modules occupied by opponents' workers (like the Command Hub).
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Petty Cash
Gain 1 coin. Gain additional coins according to the current round.
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Predatorium
Gain 1 claw component. Place it in your component pool on your player mat.
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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.
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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.
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Scientific Display
Score 1 point per level of research you have achieved.
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Shady Restaurants
Trade any unattached component from your component pool for 6 food.
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Shopping Center
Gain 2 coins per worker on adjacent modules.
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Symposium
Gain 1 food. Gain 1 additional food for every 2 levels of research you have achieved.
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Tanning Salon
Gain current Reactor rewards based on this worker's attached components. Do not refill the Reactor.
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Think Tank
Gain 1 brain component. Place it in your component pool on your player mat.
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Underground Lab
Detach any number of components from this worker. Advance one step on the research track for each detached component.
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Union Hall
Score a perk as if it was the end of the game and discard that perk. Take a new one.
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Vineyard
Gain 1 food for each adjacent module.
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