Eclipse: Rise of the Ancients

2012 · Fighting

Eclipse: Rise of the Ancients

An expansion adds new factions, technologies and modular options that change the base-game experience. Players can recruit one of four additional alien species, explore Rare Technologies and Developments, form Alliances, and contend with Ancient Homeworlds and Warp Portals that introduce powerful non-negotiable enemies across the map. Components support up to nine players and the modules are fully optional, so groups can mix and match features to adjust complexity and interaction during exploration, research, diplomacy and combat.

Players
2–9 best 4
Playing time
120 min
Age
14+
Complexity
3.7 / 5
8.4 on Ludoyafrom $24.93Expansion for Base-gameScience FictionModular BoardTile PlacementArea Majority / Influence

Where to buy it

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On Ludoya's tables

Full stats in Ludoya
12
Plays logged
14
Players
33
In collections
1
On wishlists

8.4/10

from 12 Ludoya reviews

  • Tom8.0

    I like the extra variety of the races and technologies. I also like it that there is an answer to plasma missiles now. I do not really care for the more players option.

    Played it 3 times

  • Robert Bowlds9.0

    More choices is a great thing!

    No plays logged

  • Daniel8.0

    4,6

    No plays logged

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

When we draw Technologies, what happens if we pull a Rare Technology?

Set it beside the Supply and ignore it when counting the regular Technologies to draw. You can buy a Rare Technology with a Research action instead of a regular Technology, but not as an Ancient Technology Discovery (p. 4).

Can I move between Warp Portals even if there’s no normal Wormhole connection?

Yes. All hexes with Warp Portals are considered adjacent and connected by a full Wormhole, so you can move, Influence, and form Diplomatic Relations through them (p. 8).

Can my ally’s ships pin my ships, or can we attack each other?

Allies cannot attack or pin each other, and may move into and through each other’s hexes. Their ships are combined when checking whether opponents pin them (p. 10).

Can I place an Influence Disc on an Ancient Homeworld while its Cruiser is still there?

No. You must destroy the Ancient Cruiser before placing your Influence Disc. Destroying it also lets you draw two Reputation Tiles, and it is worth 1 Victory Point at game end (p. 6).

How do Ancient Ships move out of a Hive, and who do they fight?

At the end of the Cleanup Phase, roll once for each Hive; if the indicated side has an explored hex, move one Ancient Ship there. Hive Ancients can move through a half-Wormhole and are always defenders in combat (p. 7).

Can I use a Jump Drive more than once in a Move action?

Yes—once per Ship activation. If you activate that Ship more than once during the same Move action, it can use the Jump Drive during each activation; it may also be the Ship’s only Drive (p. 8).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.