Ending a Chapter
Table of Contents
The chapter ends when everyone runs out of action cards or when everyone with cards passes the initiative.
When the chapter ends, resolve the following steps.
Step 1: Score Ambitions
Score each ambition that has any number of ambition markers in its ambition box on the map:
- Tycoon. Have the most total Fuel and Material icons from resources and Guild cards.
- Tyrant. Have the most Captives on your player board (gained from taxing and securing).
- Warlord. Have the most Trophies on your player board (gained in battle).
- Keeper. Have the most Relic icons from resources and Guild cards.
- Empath. Have the most Psionic icons from resources and Guild cards.
The player who gets first place for the ambition gains the higher Power shown on all its ambition markers.
The player who gets second place for it gains the lower Power shown on all its ambition markers.
Show the Power you gained by advancing your Power marker on the Power track on the bottom edge of the map.
Ties: On a tie for first place, all tied players get second place. On a tie for second place, the tied players do not place and gain no Power.
Qualifying: You cannot gain Power from an ambition if you have none of the thing it is counting. (For example, if Warlord is declared and nobody has Trophies, nobody gains Power.)
Bonus City Power: Each time you get first place in an ambition (not tied), gain 2 extra Power if the “+2 to won ambitions” city slot on your player board is uncovered, or gain 5 extra if both the “+2 to won ambitions” and “+3 to won ambitions” city slots on your player board are uncovered.
You can only gain bonus Power once per ambition, regardless of how many ambition markers it has.
Two-Player Scoring
During setup with 2 players, 6 resources matching the planets with out-of-play markers are placed on the ambition boxes.
For scoring, count these resources as if a third player had them. Weapons on the Warlord box count as Trophies. Otherwise, these resources are out of play.
Step 2: Clean Up & Flip Ambition
If Warlord was scored, return all Trophies. If Tyrant was scored, return all Captives.
Return all ambition markers to the Available Markers spaces on the map.
Flip over the ambition marker with the lowest Power that hasn't been flipped yet to its side with more Power.
Starports and ships return to their players' supplies.
Cities return to the rightmost empty city slot on their original player boards.
Step 3: End Game or Advance Chapter
The game ends if any player has at least 27 Power (4 players), 30 Power (3 players), or 33 Power (2 players), or if the chapter marker is currently on Chapter 5.
If the game ends, the player with the most Power is the winner. On a tie, the tied player earliest in turn order is the winner.
If the game does not end, advance the chapter marker to the next space.
Step 4: Draw Cards
Shuffle all of the action cards. Each player draws a hand of 6 action cards.
Discard all action cards not in players' hands into the action discard pile on the map face down, and shuffle the action discard pile [errata].
The player with initiative starts the next chapter!
Two-Player Mulligans
In games with 2 players, after drawing, the player without initiative may discard their hand of 6 action cards to draw a new hand of 6 action cards. They must accept this new hand.