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Action Card #1 - Research

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Research is broken into two parts (Research & Manufacture Technologies) which are resolved in order.

1. Research

Gain 1 for every 4 technology cards you have in play. Then, draw 3 technology cards from the technology deck and add 2 to your hand as unresearched technology cards. The other card is discarded face up next to the technology deck. If you should draw a technology card but the technology deck is empty, shuffle the technology discard pile and create a new technology deck from which to draw.

2. Manufacture Technologies

Play any number of unresearched technology cards from your hand by paying the costs indicated in the center of those cards. Resources paid to manufacture technology cards are returned to the supply.

There are 3 types of technology cards which are each put into play in a slightly different way:

Civilization technology cards are played face up near your player board. If a civilization technology says to exhaust when you use it, flip it over until you play your Refresh card. If it does not say to exhaust when you use it, its effect is always on once you have it in play. There is no limit to the number of technology cards you may have in your hand or play area.

No player may have two civilization technologies with the same name.

1. Name

2. Cost

3. Type

4. Effect

Ship ability technology cards are played on your player board to the left of the ship type they are modifying. These cards activate every time you roll a when attacking with a ship of the associated type. Each ship type may only have one ship ability. Playing a ship ability on a ship type that already has one causes the previously played technology card to be discarded.

Ship mod technology cards are played beneath the ship depicted on your player board and slid under the board so that only the effect icon remains visible.

Ship mods give a permanent upgrade to all ships of the associated type. These mods can give ships additional movement , additional shields , or additional attacks .

• Small ships may hold 1 ship mod.

• Medium ships may hold 2 ship mods.

• Large ships may hold 3 ship mods.

The player owning this board has a ship mod attached to their small ships that affects all (and only) their small ships. They also have a ship ability that activates when one of their medium ships rolls a in combat. Their medium ships have two mods.