Beyond the Sun

Beyond the Sun

#112BGG7.9RATING
Updated Jun 4
2–4
PLAYERS
60–120
MINUTES
3
BEST WITH
3.1
HEAVY
Ask Mira about 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.
    AUTHOR: RGG_Ken (Ken Hill, publisher)SOURCE: boardgamegeek.comDATE: 2020-11-28
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: 2020-11-05
  • Action 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.
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2021-12-29
  • 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.
    AUTHOR: turtler7 (Joseph Summa, designer)SOURCE: boardgamegeek.comDATE: 2021-12-28
  • 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.
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2021-03-01
  • 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: 2020-12-28
  • Wormhole 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.
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2020-12-07
  • 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."
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2021-03-29
  • 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: 2020-11-08
  • Disciples 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.
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2020-12-22
  • 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.
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2021-03-13
  • 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)."
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2020-11-12
  • 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."
    AUTHOR: turtler7 (Joseph Summa, designer)SOURCE: boardgamegeek.comDATE: 2025-07-05
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.
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2021-07-19
  • 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.
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2021-01-01
  • 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.
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2021-04-27
  • 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.
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2020-11-08
  • 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.
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2022-10-21
  • 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.
    AUTHOR: turtler7 (Joseph Summa, designer)SOURCE: boardgamegeek.comDATE: 2023-09-23
  • 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: 2023-04-30
  • Control 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.
    AUTHOR: turtler7 (Joseph Summa, designer)SOURCE: boardgamegeek.comDATE: 2023-04-24
  • 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: 2021-07-08
  • Retaking 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.
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2021-07-08
  • 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.
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2021-03-10
  • 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.
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2023-01-24
  • 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.
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2024-10-30
  • 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.
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2021-02-07
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.
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2020-12-10
  • 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.
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2020-12-10
  • 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.
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2021-04-08
  • 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."
    AUTHOR: turtler7 (Joseph Summa, designer)SOURCE: boardgamegeek.comDATE: 2023-11-20
  • 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.
    AUTHOR: turtler7 (Joseph Summa, designer)SOURCE: boardgamegeek.comDATE: 2023-04-25
  • 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.
    AUTHOR: onetrueking (Dennis K. Chan, designer)SOURCE: boardgamegeek.comDATE: 2026-01-13

Last researched: 2026-04-29

CATEGORIES

Civilization·Science Fiction·Space Exploration

MECHANICS

Area Majority / InfluenceContractsEnd Game BonusesEventsIncomePoint to Point MovementTech Trees / Tech TracksWorker Placement

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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

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