Eclipse: New Dawn for the Galaxy

Eclipse: New Dawn for the Galaxy

Explore sectors, balance influence against income, research technologies and customize fleets over nine rounds of galactic competition.

Eclipse: New Dawn for the Galaxy supports 2–6 players; community best: 4, 6 players; playing time: 60–180 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

In Eclipse: New Dawn for the Galaxy, each player develops a human or alien civilization. Exploration builds the map, and controlling a sector lets you transport population there to increase money, science or materials production.

Influence discs pay for both actions and territorial control. Taking more actions and holding more sectors generally increases upkeep; population income must support that expansion, or resources must be traded and sectors abandoned.

Each ship class follows its blueprint, so an upgrade changes all your ships of that class at once. Combat, technology, territory and discoveries all contribute points, while diplomacy is used only with four to six players.

Core rules & scoring

  1. The original base game supports 2–6 players and lasts nine rounds, each with action, combat, upkeep and cleanup phases. For Terrans, prepare technologies and outer sectors for the player count, then place the starting sector, population, an Interceptor and a control disc; alien species modify their starting resources and abilities.

  2. During actions, proceed clockwise, choosing Explore, Influence, Research, Upgrade, Build or Move and spending a disc from the influence track. Actions may repeat. The first player to pass takes next round’s start marker. Passed players may still spend discs on weaker move, build or upgrade reactions on their turns; the phase ends immediately when everyone has passed.

  3. Explore an empty space beside a sector containing your disc or an unpinned ship, drawing from the corresponding sector stack. Place it with a legal wormhole connection or discard it. A legal new sector without hostile ships may receive another disc for control; Ancients or the central defense normally must be destroyed first. On receiving a discovery, immediately choose its benefit or keep it for two points.

  4. Flip an available colony ship to place a matching population cube from its track in an empty square of a controlled sector. Advanced squares require technology, gray squares allow any resource and Orbitals allow money or science. Influence moves up to two control discs and refreshes two colony ships; withdrawing control also withdraws the sector’s population.

  5. Research spends science on one available technology, with same-category discounts but a minimum cost and no duplicates. A Terran Upgrade places up to two parts, maintaining sufficient energy and drives on mobile ships. A Terran Build creates up to two ships or structures in controlled sectors for materials; some types require technology.

  6. A Terran Move grants three ship movements, possibly moving the same ship repeatedly, each up to its drive range through explored wormholes. Normally both edges need wormholes. Each enemy ship pins one of yours, leaving excess ships free; the central defense pins every ship. Wormhole Generator permits connections with a wormhole on only one side.

  7. Resolve battles in descending sector-number order. Multiple parties fight pairwise in reverse arrival order, with the controller fighting last. Missiles fire once in initiative order, followed by repeated cannon attacks or retreat; the defender wins initiative ties. Natural sixes hit and ones miss; otherwise roll plus computers minus target shields must reach six. Draw at most five reputation tiles per sector and keep one; conquest still requires clearing enemy population.

  8. Upkeep first allows remaining colony ships, then adjusts stored money by money production minus influence cost, followed by science and materials production. A shortfall requires trading resources or withdrawing sector discs and population and recalculating; failure collapses the civilization. Cleanup returns action discs and graveyard population, refreshes colony ships and replenishes technologies.

  9. After round nine, score reputation, one point per ambassador, printed values of controlled sectors, two per saved discovery, three per Monolith on your sectors and species bonuses. Each technology track with 4/5/6/7 technologies scores 1/2/3/5 points. The Traitor card costs two points. Ties compare the total money, science and materials in storage.

Rules & gameplay questions

Is this the eight-round Second Dawn game?

No. This entry covers the 2011 first edition using its nine-round v2 rulebook. Second Dawn is a different edition; its eight rounds, components and expansion abilities are outside this entry.

Can I act after passing?

On a later turn you may spend an influence disc on a reaction: move one ship once, build one item or take one upgrade part. Reactions do not restore normal actions. Once everyone has passed, no further reaction is allowed.

Can I abandon unwanted sectors freely during upkeep?

No. Upkeep withdrawal is permitted only when stored money plus current income cannot cover upkeep. Population returns immediately and may reduce income as well. Voluntary withdrawal during normal play uses Influence.

Do upgrades affect only newly built ships?

No. Changing a class blueprint immediately changes all your existing ships of that class. Parts must meet technology, energy and drive restrictions; upgrading itself does not cost materials.

Can two or three players exchange ambassadors?

No. Original diplomacy is for four to six players. Legal relations require a full wormhole link between controlled sectors and an exchange of ambassadors and population. The aggressor who breaks relations takes the Traitor card, cannot form new relations while holding it and loses two points if still holding it at game end.

Rules & introduction sources
Edition
2011 first-edition Eclipse: New Dawn for the Galaxy, Lautapelit.fi English v2 rulebook; 2–6 players and nine rounds. Uses standard Terran actions while flagging base alien differences, including the booklet FAQ. Excludes Rise of the Ancients, other expansions and Second Dawn. The official original file download is currently restricted; the read publisher-authored mirror retains the 2011 copyright and v2 label, but binary identity with the official file was not verified.
Introduction source
BoardGameGeek

WANGO editorial

Eclipse: New Dawn for the Galaxy · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#107
Complexity Weight3.71 / 5
Best player count (community)4, 6
Player range2–6
Playing time (minutes)60–180
Core mechanismsDice Rolling · Grid Movement · Hexagon Grid · Hot Potato · Map Addition · Modular Board · Player Elimination · Tile Placement · Variable Phase Order · Variable Player Powers
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2011
Suggested age14+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Eclipse: New Dawn for the Galaxy, and can I play online?

Eclipse: New Dawn for the Galaxy supports 2–6 players; community best: 4, 6 players; playing time: 60–180 minutes. A WANGO browser trial has not been confirmed.

How complex is Eclipse: New Dawn for the Galaxy, and which mechanisms does it use?

Weight: 3.71 / 5. Mechanisms: Dice Rolling · Grid Movement · Hexagon Grid · Hot Potato · Map Addition · Modular Board · Player Elimination · Tile Placement · Variable Phase Order · Variable Player Powers. Chinese publication: Unconfirmed.

Where can I learn Eclipse: New Dawn for the Galaxy?

No rule guide, strategy article or WANGO trial has been confirmed for this record.