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BASIC SIDE
UPGRADED
SIDE
SPY
The Spy allows you to get private contracts and
activate your opponents’ divers.
Basic Side
When activated, the Spy allows you to either draw
Contract cards, or activate a diver belonging to the
opponent directly on your left or right.
To draw Contract cards, spend 1 Credit and draw 4
cards. Then, add 1 of the 4 cards to your hand and
return the other 3 facedown to the bottom of the deck.
To activate a diver belonging to an opponent (directly
on your left or right), spend 1 Credit and use the effect
of the diver located on the same level as your Spy on
your opponent’s player board. Resolve the effect of
that diver as if it were on your player board. Therefore,
you cannot copy your opponent’s Spy to activate a
diver belonging to an opponent who is not directly on
your left or right.
Note: When activated with the Spy, your opponent’s diver
does not resurface, only the Spy does. If the activated diver
is a Trader, Spy, Engineer, or Explorer, you must still spend
Credits when required to.
Designer’s Variant: If you play with this advanced variant,
when you want to activate your opponent’s diver, give 1
Credit to your opponent instead of spending 1 Credit. The
activated diver resurfaces when your Spy does unless your
opponent chooses to spend 1 Battery token.
Upgraded Side
You no longer spend 1 Credit to use the Spy’s effect.
BASIC SIDE
UPGRADED
SIDE
ENGINEER
The Engineer allows you to improve your two
Technicians.
Basic Side
When activated, spend 1 Credit to improve your
Mechanic or your Hacker:
Improving the Mechanic: Move your Mechanic tile
down one space. The icon next to the Mechanic
tile shows the maximum movement value when
activating a diver’s propeller. At the start of the
game, your divers’ maximum movement value is 1.
Improving the Hacker: Move your Hacker tile one
space to the left. The farther your Hacker tile moves
to the left, the faster your Key tokens are returned to
your player board at the end of your turn.
Note:
You can improve each of your Technicians only up to three
times.
If moving the Hacker tile would cause it to overlap a Key
token, push the Key tokens to the left to make space for the
Hacker tile and proceed with the rest of your turn. At the
end of your turn, return all your Key tokens, as explained
during Step 3.
Upgraded Side
You no longer spend 1 Credit to use the Engineer’s
effect.
UPGRADED SIDE
EXPLORER
This exploring robot allows you to gain Reward tokens
from the Colony Display.
Basic Side
When activated, spend 2 Credits to take one of the two
Reward tokens from the matching level of the Colony
Display. Use its immediate effect (shown on the front
side), then ip it and place it on your player board
on the corresponding space on the same level as
the Explorer. From now on, each time you complete a
contract at that level, you may use the Reward token’s
permanent effect.
Note:
If you must place a Reward token on a space where there
is already a Reward token, discard the Reward token from
that space and place your new Reward token on the space.
When you take a Reward token from the Colony Display,
immediately draw another token from the bag to replace it
so there are always two Reward tokens on each level of the
Colony Display. If the bag is empty and you must draw a
token, return all discarded Reward tokens to the bag.
Upgraded Side
Spend only 1 Credit to use the Explorer’s effect.
BASIC SIDE
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