How to Play

Eclipse: Second Dawn for the Galaxy

2-6 players 60-200 min 8.4 Board Game Geek Rating

In Eclipse, players command competing interstellar civilizations, exploring star systems, researching technology, and constructing warships for galactic conquest. Multiple victory paths require strategic planning based on your species' unique traits while monitoring rival civilizations. This enhanced edition features updated graphics, new miniatures, custom components, and refined mechanics from the acclaimed original.

Published 2020

Eclipse: Second Dawn for the Galaxy

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Draw tech tiles
Draw tech tiles equal to 2 times the number of players, plus 8. Doubles count toward this limit, but rare (black) tiles don't
2
Prepare sector III hexes
Include only some sector III hexes based on player count: 2 players=5, 3 players=8, 4 players=14, 5 players=16, 6 players=18
3
Choose species
Select species in reverse player order
4
Set up influence discs
Leave 3 influence discs in your tray (5 for Eridani), and place the remainder on your influence track
5
Place starting hex components
On your starting hex, place:
6
Set up ambassador tiles
Only include ambassador tiles for games with 4-6 players
7
Eridani Empire
Start with very high money, -2 influence discs, 3 techs, 2 randomly drawn reputation tiles, and ships have +1 energy
8
Hydran Progress
Start with high science, Advanced Labs tech, and can perform 2 research actions per turn
9
Planta
Start with 4 colony ships and Starbase tech; perform 2 explore actions per turn; ships have -1 upgrade slot but +1 computers and +2 energy; starbases have +1 computers and +5 energy
10
Descendants of Draco
Start with Fusion Drive tech; draw 2 tiles when exploring and choose 1; friendly with ancients
11
Mechanema
Start with Positron Computer tech; all building costs are -1 (monoliths -2); have 3 build and 3 upgrade activations per turn
12
Orion Hegemony
Start with a cruiser, Neutron Bombs and Gauss Shield techs; ships have increased initiative/energy and pre-upgraded components; poor 4:1 trade ratio

On Your Turn

What you can do during your turn.

1
Explore action
Draw a sector tile and either place it or discard it face up; must explore next to a sector you control or have an unpinned ship; requires a wormhole-half heading in that direction unless you have wormhole generator tech
2
Move action
Move only one ship per movement activation; can only move through complete wormholes or warp portals; cannot move if pinned (each enemy ship/starbase pins one of your ships); the GCDS pins all ships
3
Influence action
Resets 2 colony ships; pick up an influence disc from a controlled sector or your track, then place it in:
4
Use colony ships
Place population cubes onto the board as a passive action any time during action phase or at beginning of upkeep phase
5
Take reactions
After passing, take upgrade, build, or move reactions in response to enemy aggression; extra activation abilities do not apply to reactions
6
Form diplomatic relations
Exchange ambassador tiles (+1VP) with adjacent players as a free action; each player sends a population cube of any type (no colony ships needed)
7
Resolve battles by sector
Fight battles in descending (highest-to-lowest) sector order; last player to arrive is the attacker; first player/NPC present is final defender
8
Fire missiles first
Ships with missiles fire once in initiative order (defenders break ties)
9
Execute combat rounds
Each ship group either fires or initiates retreat in initiative order
10
Process retreats
Retreating ships don't fire but remain vulnerable until activated next round when they complete retreat to an adjacent sector
11
Assign dice to targets
Each die rolled is assigned to a single enemy ship (no dice-splitting); ships are destroyed when hits equal hull value + 1
12
Apply NPC damage
Damage from NPCs applies to your ships largest to smallest, unless a single attack can immediately destroy a smaller ship
13
Draw reputation tiles
After all battles in a sector, draw reputation tiles in order of entry; retreating players do not draw for participation but may draw for ships destroyed before retreating
14
Attack enemy population
After all battles, winner fires non-missile weapons at enemy population (dice-splitting allowed); neutron bombs or targeting Planta destroys all population automatically
15
Claim sectors
If all enemy cubes are removed, their influence disc returns to their track; you may place your own influence disc there
16
Collect discovery tiles
Collect as you explore without needing to place an influence disc first
17
Use or save tiles
Use immediately for their effect or save for 2VP
18
Ancient Tech tile
Take the regular tech tile with the lowest printed cost that you don't already own
19
Ancient Warp Portal tile
Place in the sector where found; connects to all other warp portals and is worth +2VP if controlled

Winning

How to claim victory.

1
Deploy remaining colony ships
Use any colony ships left over to add population to newly acquired sectors
2
Calculate money income
Trade materials/science or remove presence from sectors to avoid bankruptcy; eliminated from game if bankruptcy cannot be avoided
3
Calculate materials/science income
Collect materials and science based on your production
4
Return influence discs
Return influence discs to the influence track
5
Clear graveyards
Move all population cubes from graveyards to their respective tracks
6
Refresh colony ships
Reset your colony ships for next round
7
Draw new tech tiles
Draw tech tiles equal to number of players plus 3
8
Advance round marker
Move the round marker forward
9
Score reputation tiles
Count VP from reputation tiles earned in combat (Eridani starts with 2 random tiles)
10
Score ambassador tiles
Gain +1VP for each ambassador tile held
11
Score controlled sectors
Planta gains +1 point for each controlled sector
12
Score warp portals
Gain +1VP for researching warp portal tech; +2VP for controlling an Ancient Warp Portal sector
13
Score surviving ancients
Descendants of Draco gain +1 point for all surviving ancients at end of game
14
Apply traitor penalty
Lose -2VP if holding the traitor tile at game end

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FULL rules

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