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1. Take the planetary map of Zeraphim. 

2. Read the House Mission  Tabs. 

PLANETARY CONDITIONS 

Zeraphim is a fragile world. Building over cracked regions affects the planet's stability meter. Building Greenery and Labs stabilises the planet. Building Water and Bases collapses the planet. When building Cities you must roll a die. If the result is even, the city collapses the planet. If the result is odd, the city stabilises the planet.

Zeraphim.gif

The Final Stability of a planet is calculated at the end of the last turn. To determine it, subtract the lowest marked value from the highest. In the example above, you subtract -8 (lowest) from 3 (highest), resulting in a Final Stability of -5.

Each House has a different target Final Stability level to score points. Additionally, all 3 Houses receive scoring bonuses based on the planet’s Final Stability. For example, House Elyria aims to stabilise the planet. They must achieve a Final Stability above 8 to score points and receive a +2 bonus for every Final Stability point above 10. If the Final Stability is 13, they gain a total scoring bonus of +6 (+2 for 11, +2 for 12, and +2 for 13).

Zeraphim Elyria.png

3. After you finish the planet, locate Isonis on the Galactic Map and color the pawn or star with the top-scoring House’s color.4. Check which House earned the most points and watch the corresponding epilogue below.

4. Check which House earned the most points and watch the corresponding epilogue below.

Novaris want to explore the planet, but keep it whole. They need the Final Stability to be between -10 and 10, and get a scoring bonus if the Final Stability as precisely 0. 

Zeraphim Novaris.png

Drakhar want to collapse Zeraphim. They need the Final Stability to be below -8 to score points and get +2 bonus for every point of Final Stability under -10. 

Zeraphim Drakhar.png
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