Beyond the Sun
ERRATA2
Player count determines number of achievements to end the gamedesignerpublisher
- RULING
- In a 2- or 3-player game, the game ends when any player claims their 3rd achievement, not their 4th. The rulebook text stating 4 achievements applies only to 4-player games.
AUTHOR: onetrueking (Dennis K. Chan, designer), RGG_Ken (Ken Hill, publisher)SOURCE: boardgamegeek.comDATE: 2020-11-07"2 SC → ship" icon represents two separate conversionspublisher
- RULING
- The icon "2 [SC] → [L3 ship]" on cards such as Neo-Industrial Revolution represents two separate conversions: each supply cube converts into one Level 3 ship, yielding two ships total.
DESIGNER CLARIFICATIONS12
Forced event cards (light border) remove Guild cover tilesdesignerpublisher
- RULING
- "The forced event cards that are in every game (light border) uncover them." Guild cover tiles are removed whenever one of these mandatory events resolves, even mid-game.
AUTHOR: zefquaavius (Nathan Morse, designer), RGG_Ken (Ken Hill, publisher)SOURCE: boardgamegeek.comDATE: 2020-11-05Action visible on a cover tile is a preview only, not usabledesigner
- RULING
- "It's just a 'preview' of what is below it, instead of just a text title." The action shown on a Guild cover tile cannot be taken while the cover is in place.
Achievement disc placeholders cannot be swapped for production discs laterdesigner
- CONTEXT
- A player ran out of production discs and used achievement discs as placeholders on the board.
- RULING
- Achievement discs used as production-disc substitutes cannot later be swapped out for actual production discs once placed. The substitution stands for the remainder of the game.
Discovered Level 4 tech can be researched by any player with 2 prerequisites, regardless of colordesigner
- CONTEXT
- Players debated whether a matching color was required to research a Level 4 technology that had already been revealed (flipped face-up) by another player.
- RULING
- Once a Level 4 technology has been discovered (revealed face-up), any player who has 2 prerequisite technologies of any color can research it. The color requirement applies only at the moment of initial discovery, not for subsequent research by other players.
Stealth Terraformers requires normal military payment; Jump 2 is movement onlydesignerpublisher
- CONTEXT
- Players were confused about whether the Jump 2 on Stealth Terraformers replaced or augmented the standard military cost for colonization.
- RULING
- Stealth Terraformers still requires the standard military payment to colonize. The "Jump 2" component is solely the movement mechanic to reach the target system before resolving colonization.
AUTHOR: onetrueking (Dennis K. Chan, designer), RGG_Ken (Ken Hill, publisher)SOURCE: boardgamegeek.comDATE: 2020-12-28Wormhole Tech immediate bonus is not restricted by the Sol/Deep Space exceptiondesigner
- CONTEXT
- Players questioned whether the parenthetical note ("must jump to neighboring location first") on Wormhole Technology applied to the immediate bonus ships and jumps.
- RULING
- "The Immediate bonus is not affected by the static ability below it — the sentence itself doesn't mention any restrictions." The immediate bonus ships and jumps are freely usable and not subject to the Sol/Deep Space neighbor restriction.
Wormhole Tech "neighboring first" restriction applies only when leaving Sol or Deep Spacedesigner
- CONTEXT
- Players asked whether the parenthetical restriction on Wormhole Technology prevented direct long-range jumps from any system.
- RULING
- "That parenthesis sentence is specifically for the part 'except for leaving Sol and Deep Space.' When you leave Sol you can't use the wormhole yet so you must jump to the neighbouring locations first, and same with Deep Space."
Quantum Data Exchange can copy any research-resulting action; cannot copy Intersystem Diplomacydesignerpublisher
- CONTEXT
- Players asked what actions Quantum Data Exchange could legally copy, including Intersystem Diplomacy and actions on other tech cards.
- RULING
- "Yes, Quantum Data Exchange can copy any action that results in a research." Intersystem Diplomacy cannot be copied because it does not result in a conventional research action.
AUTHOR: onetrueking (Dennis K. Chan, designer), RGG_Ken (Ken Hill, publisher)SOURCE: boardgamegeek.comDATE: 2020-11-08Disciples of Tabernacle: "gain control" means placing disc; 2 shipyards in one turn gives bonus oncedesigner
- CONTEXT
- Players were unsure what triggered the Disciples of Tabernacle faction ability and whether gaining two shipyards simultaneously doubled the benefit.
- RULING
- "'Gain control' means the act of placing your disc on the shipyard system. It can either be because there was no one there before, or you have exceeded the power of the current controller." Gaining control of 2 shipyard systems in a single turn still grants the faction benefit only once.
Disciples of Tabernacle: "starting next turn" means no retroactive bonus; ability is an ongoing triggerdesigner
- CONTEXT
- Players disagreed about whether the Disciples of Tabernacle ability was a one-time trigger or ongoing, and what "starting next turn" meant.
- RULING
- "It means that if you took control of a shipyard on a turn and your power is also triggered on that very turn, you can't 'retroactively' get the bonus." The ability is ongoing and triggers each time you gain control of a shipyard, beginning the following turn.
Action effects are mandatory except Jumps and those explicitly marked "optional"designer
- CONTEXT
- Players asked whether all effects listed on action spaces and cards must be executed, or if some could be skipped.
- RULING
- "Effects on actions and cards are mandatory, except when marked 'optional', or in some specific cases such as Jumps or when components run out (listed on Page 21 of Rulebook)."
A technology is researched upon population cube placement, before any event or discovery resolvesdesigner
- CONTEXT
- A player researching a tech that triggered an event wanted to know whether the tech counted as researched (for prerequisites and type totals) before the event fully resolved.
- RULING
- "A technology is marked as being researched via the population cube of your color there. That determines how many techs of a type you have, what prerequisite slots you qualify for, and end game scoring. Just because the nature of the technology is not yet resolved does not mean that you do not have the technology count."
Q&A14
Parallel Universe Generator doubles combined achievement VP total, capped at 7designer
- QUESTION
- Does Parallel Universe Generator double each achievement's VP individually or the combined total?
- ANSWER
- The tech doubles the combined VP total of all your achievements together, not each achievement individually. The maximum is capped at 7 VP as stated on the card.
Ross 154: you cannot move into your own already-occupied spacedesigner
- QUESTION
- Can a player move into a space in the Ross 154 system that they already occupy?
- ANSWER
- No. The Ross 154 restriction prevents you from staying in a space you already occupy; you must move to a different space.
Ross 154: using an opponent's occupied space requires having researched that tech yourselfdesigner
- QUESTION
- Can you move into a space in the Ross 154 system that an opponent currently occupies?
- ANSWER
- Only if you have personally researched the technology associated with that space. An opponent's presence does not grant you access; the research must be your own.
When copying Mass Cloning via QDE, choice C is required but A and B are also permitteddesigner
- QUESTION
- When Quantum Data Exchange copies Mass Cloning, must the player take only option C, or can they also choose A or B?
- ANSWER
- Option C must be chosen, but options A and B may also be taken in addition to C.
QDE cannot copy a Guild research action if the Guild space is still covereddesigner
- QUESTION
- Can Quantum Data Exchange copy the research action on a Guild space that still has its cover tile in place?
- ANSWER
- No. "The Guild action space was literally covered, so there was no action available there." QDE can only copy actions that are currently accessible.
Colonization: only minimum required military ships are returned; opponents' strength is irrelevantdesigner
- QUESTION
- When colonizing a system with multiple opponents present, must the colonizing player return enough ships to exceed all opponents' combined strength, or only meet the minimum threshold?
- ANSWER
- "He only needs to return 4 or more." Only the minimum military power required by the colonization rules must be returned; opponents' individual or combined ship counts do not affect how many ships you return.
Mind/Machine Assimilation scores total cube count (not pairs), capped at 9 VPcommunity high-engagement
- QUESTION
- Does Mind/Machine Assimilation score 1 VP per pair of (population + ship) cubes, or 1 VP per individual cube?
- ANSWER
- 1 VP per individual cube — the total combined count of all your population cubes plus all your ship cubes, not scored in pairs. Maximum 9 VP.
AUTHOR: Pu2000 (Matthew Palma) — answered by convergent communitySOURCE: boardgamegeek.com(5 replies)DATE: 2023-04-30Control bonus repeats each time you retake a previously lost systemdesigner
- QUESTION
- If you previously had control of a system but lost it to an opponent, do you receive the control bonus again when you retake it?
- ANSWER
- Yes. "Each time you are putting out an outpost disc by having taken (or in the case of a previously held system, retaken) control," the control bonus triggers.
Cannot change a placed outpost disc; freely choose disc type when first colonizing a multi-option systemdesigner
- QUESTION
- Is there any way to change the type of outpost disc already placed on a controlled system?
- ANSWER
- No. Once placed, an outpost disc type cannot be changed. However, when colonizing a multi-option system for the first time, you freely choose which disc type to place.
AUTHOR: turtler7 (Joseph Summa, designer), onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2021-07-08Retaking a system after losing it allows re-choosing the outpost disc typedesigner
- QUESTION
- If opponents destroy your outpost and you later retake the system, can you re-choose the disc type?
- ANSWER
- Yes. "You brought more ships to re-take the system, and now you are building from the ground up again, so you can re-choose the type of building to build." The original disc is gone; the new placement is a fresh choice.
Wrong-color tiles when refilling tech tableau go to bottom of deck, no full reshuffledesigner
- QUESTION
- When refilling the tech tableau after a research, what happens to drawn tiles that don't match the required color?
- ANSWER
- "Yes, Option A is correct" — tiles that don't match the required color are shuffled and placed on the bottom of the deck. The entire deck is not reshuffled.
Narrow Beam Lasers requires completing the ship build before any jump; occupation without building is forbiddendesigner
- QUESTION
- Can a player use the Narrow Beam Lasers action space and skip the mandatory ship-build to only jump?
- ANSWER
- "Nope, any effects that are not jump or marked 'optional' are mandatory, per page 21 of the rules." A player cannot occupy the Narrow Beam Lasers space without completing the build. Jumping afterward is optional and may be taken 0 times.
Wolf 359 "rightmost column" means rightmost cube in supply, not specifically E-columndesigner
- QUESTION
- If a player's E-column supply is empty, can they use a cube from their D-column for Wolf 359's colonization bonus?
- ANSWER
- "It is the rightmost *cube*, wherever it is, doesn't have to be E column." Use the rightmost cube present anywhere in your supply track.
Mind/Machine Assimilation counts only Faction Mat cubes (person side up); tech-slot cubes excludeddesigner
- QUESTION
- Do population cubes placed on technology slots count toward Mind/Machine Assimilation's end-game VP scoring?
- ANSWER
- No. "Whenever 'population cubes' is referenced as a game end scoring condition, it just means what you have on your Faction Mat (and have the 'person' side up)." Tech-slot cubes are excluded.
EDGE CASES6
Control check fires only when highest-power faction changes; tie with controller keeps disc in placedesigner
- SITUATION
- A player moves ships into a system and ties with the current controller in military power.
- RULING
- A control check only fires when a different faction becomes the sole highest-power holder. A player who ties with the controlling player does not trigger a control change; the controller retains their disc.
Controlling player's move creating a tie between others: disc returns, no one gains controldesigner
- SITUATION
- The currently controlling player removes ships from a system, causing two other players to now be tied for highest military power — neither is the sole highest.
- RULING
- The controller's disc is returned (they no longer hold sole highest power), but because the remaining players are tied, neither gains control. No disc is placed and the system becomes uncontrolled.
Stealth Terraformers resolution sequence: jump first, then control check, then colonizedesigner
- SITUATION
- A player using Stealth Terraformers needs to know the exact order of operations between the jump and colonization.
- RULING
- Execute the Jump 2 movement first to reach the target system; then resolve any control check at the destination; then proceed with the colonization step.
Research Tariffs extra ore applies only to action pawn placement, not free research effectsdesigner
- SITUATION
- A player researched a tech via a free-research bonus (e.g., EZ Aquarii colonization) while a Research Tariffs event was in play, and questioned whether the extra ore cost applied.
- RULING
- "The cost effect for Research Tariffs applies to action space costs only. When you are getting the research through any method other than placing your pawn, you would not need to pay."
Control is retained after ships leave a system until an opponent establishes higher powerdesigner
- SITUATION
- A player with an outpost disc in a system moves all their ships away, leaving no military presence.
- RULING
- The outpost disc remains. Control is retained until another player moves enough ships into the system to establish sole highest military power and trigger a control check.
Deliberately abandoning and retaking a shipyard re-triggers the Disciples of Tabernacle abilitydesigner
- SITUATION
- A Disciples of Tabernacle player considers intentionally vacating a controlled shipyard and then reclaiming it to trigger the faction ability again.
- RULING
- "Yes, you can certainly do that, but it depends on your opponents' moves too." Deliberately losing and reclaiming a shipyard is a valid tactic and legitimately re-triggers the Disciples of Tabernacle faction ability.
Last researched: 2026-04-29
CATEGORIES
MECHANICS
HOW MIRA KNOWS

Not an AI guessing rules. A curated archive.
Every answer Mira gives is grounded in an official rulebook — not in what a language model thinks the rules probably say. Our team reads, structures, and curates each game's rulebook before Mira can answer a single question about it.

An opponent's settlement blocks your road network — your road cannot be built through or past an occupied intersection.
◆ Catan — Roads & Building, p. 7
At the end of each round, the player with the most of the goal trait scores points equal to their amount; the player with the second most scores fewer.
◆ Wingspan — End of Round, p. 11
Null cards deal 0 damage regardless of base value or any bonuses applied.
◆ Gloomhaven — Attack Modifier Deck, p. 23
SOURCE
Official Rulebook PDF
PROCESS
Curated by our team
ANSWER
Mira answers with confidence
360
games in the archive
~7,000
pages of official rulebooks
EN · ES · FR
languages
Recently added: Zombie Kittens · Zombicide: Black Plague · Yokohama
Ready to never pause a game again?
Start for free — no credit card, no rulebook required.


%2Fpic5617866.jpg&w=3840&q=75)