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Eclipse: Second Dawn for the Galaxy
Reveal a sector at the edge of your territory and choose how its wormholes connect to the regions already in play. A discovery can offer planets for income or a useful route that will need defending.
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Twilight Imperium: Prophecy of Kings
Use this expansion with the fourth edition. Exploration decks let your fleets and ground forces uncover finds on planets or in frontier space, including relic fragments and effects that change what an established system can do.
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Space Empires: 4X
Send scouts into systems with unknown contents and decide which planets to colonize. New terrain and hazards can change your routes, and what you find helps determine where to commit a larger fleet.
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Xia: Legends of a Drift System
Discover new tiles with routes, trading posts and hazards. The board grows with your ship, which lets a promising path turn into a profitable trade loop, mission route or place to disappear from view.
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Star Wars: Outer Rim
Plot a route between planets while contacts and encounter cards reveal jobs, deliveries and risks. New opportunities show up where you travel, so changing course can make sense for the pilot you are developing.
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Nemesis
Open new rooms to learn which parts of the ship can actually help you. You might need a route to the engines, an escape pod, or a place to patch yourself up. The noise a crew member makes on one route can change whether the next room is worth the risk.
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Star Trek: Ascendancy
Explore into a new system and connect it with a space lane. Developing contacts, cultural sites and useful resources gives each faction a reason to look beyond its first cluster of worlds.
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Beyond the Sun
Develop movement and colonization technologies, then move ships through the separate exploration display to claim planets. A better route can have an economic payoff even when someone else gets to the next technology first.
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Star Trek: Fleet Captains
Move ships to flip unexplored sectors and resolve what appears. A ship’s science and maneuverability can make the same encounter useful to a different part of your fleet.
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Fallout: The Board Game
Explore as the scenario sends you to new areas of a tile-based wasteland. Revealed locations can offer a settlement, encounter, or next step in a quest. Pick it if you want a short route between objectives to keep turning up reasons to take a detour.
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SpaceCorp: 2025–2300AD
Explore and develop locations across eras that grow from nearby space to the stars. Getting somewhere first can give you a discovery or build opportunity, but a distant route may need advances to become practical.
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Star Trek: Frontiers
Reveal space tiles and negotiate or fight as new routes open. Pick cards that let your crew reach a planet or handle a new encounter, since it pays to explore with an answer prepared.
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Empires of the Void II
Travel to worlds and see whether their inhabitants give you a reason to negotiate, recruit allies, or intervene. Choose it if you want discovery to build relationships and open up different actions, rather than making each planet another space to take by force.
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Leaving Earth
Send missions to celestial bodies and uncover conditions that affect landing or returning. Working out the route and testing equipment before you commit can save the mission when a location is uncertain.
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CATAN: Starfarers Duel
Explore space using the adventure cards that define each route. Which system you visit can help you deliver cargo, make an ally or earn gains that change the next journey.
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Merchant of Venus
The 2012 box includes the Classic and Standard versions. Discover who lives on a planet before planning what to sell there, and turn the map into a useful route between buyers and suppliers.
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CATAN: Starfarers
Explore systems, discover viable colony locations and meet alien civilizations. The progress of your mothership and the route you uncover can give your faction a valuable partner or source of supplies.
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On Mars
Move a rover across the surface to reach discoveries and bring what you find into the colony economy. Choose this if you want an exploration route to matter because it serves a larger infrastructure plan. You also have to decide when to return to orbit for a different set of actions.
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Ad Astra
Explore new worlds and claim the resources you find. A useful colony depends on how it complements your economy, and the timing of production cards can make your newest planet useful straight away.
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Unsettled
Discover unfamiliar surroundings and use what you learn to help the crew stay alive. Different planet scenarios change which ground to investigate and what you can do with a useful find.
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Mission: Red Planet
Send astronauts to Mars and occupy regions whose resources affect scoring. Once a discovery alters what a zone is worth, the best landing spot can differ from the one you picked for an earlier ship.
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