Players | Card Side | Objective Setup |
---|---|---|
3-6 players | Neighbor | 1 card between each player |
2 players | Neighbor | 3 cards between both players |
solo | Private | 4 cards, choose 3 to play with |
The game is played over a number of rounds until either a player cannot legally place a tile from their depot or when 1 depot is completely emptied. Either case will trigger game end.
There is no energy resource track. Instead, when a tile containing an energy resource is placed, you advance another resource based on the following 2 options:
The game ends in 1 of 2 ways. If playing with the event module, there is a 3rd way.
Before scoring, all players:
Score points for every complete row and column on your planet.
Score points based on the neighbor objective cards if your planet wins when compared with your neighbor's planet.
In case of a tie:
Symbol | Term | Description |
---|---|---|
Benefit | Any non-medal icon on your research track. | |
Medal | The number on the medal is the number of end game points. | |
Synergy | Advance any resource track once. | |
Advance | Move a resource tracker 1 position up on the resource track. Claim any benefit under the tracker. | |
Regress | Move a resource tracker 1 position down on the resource track. DO NOT claim any benefit under the tracker. | |
Tile | Cardboard polyomino with 2 terrains/resources. | |
Resource | 1 of 2 icons on a tile. | |
Terrain | 6 types of terrain, 1 corresponding to each resource. | |
Milestone | Benefit on a resource track that triggers a specific mechanic to that track. | |
Square | 1x1 area corresponding to the planet grid, a section of a tile, or the size of a biomass patch. | |
Terrain Area | A contiguous group of terrain consisting of 1 or more tiles of the same resource type touching orthogonally. Area size is the number of squares in the group. | |
Rover Movement | Rover movement can be split between multiple rovers. Rovers can move on both tiles and the planet grid. Rovers may backtrack. | |
Collect | Take a component from your planet and place it on your player board. | |
Destroy | Remove a destroyed component from the game. | |
Do Not, May Not, or Cannot | This symbol describes additional game play restrictions. The additional restrictions must be followed, if possible, but should be ignored if they become solely responsible for triggering the end of the game. | |
Complexity | A higher complexity is given for asymmetric planets and player boards that create more rule restrictions or advanced planning. | |
Solo Mode Only | A component that should only be used during solo mode. | |
Immediate | Execute any effects right away. | |
End of Game | Execute any effects at the end of the game. Include medals in your scoring if you met all necessary conditions. | |
Example of Multiple Benefits | Game 3 rover movement and a synergy boost. | |
Lifepod on Your Planet |
Phrase | Definition |
---|---|
At round start | Immediately execute this at the start of each round if the conditional requirement is met. |
Carrying | A rover that physically has a meteorite on top fo the rover in the process of meteorite delivery or destruction. |
Deliver / Delivering | A rover carrying a meteorite reaches its destination and the player moves the meteorite from the rover to the corp. board. |
Gain a biomass patch | Take a biomass patch from the supply and immediately place it. You may store it if you've unlocked the corresponding tech. |
Gain movement | Add movement to your total rover movement this round. |
Ignore tile adjacency placement restrictions | Remove the restriction for othogonally adjacent tile placement. Rules for placement on the planet grid squares and inside planet perimeter must still be followed. Any other placement restrictions put in place by asymmetric planets, corps., or events must be followed. |
Position lifepod | Place a lifepod that was gained or collected into either the scoring area or another designated area of your corporation board. |
Store biomass patch | Keep the biomass patch by your corp. board until a future point as noted by the corporation. |
Teleport a rover | Pick up a rover from 1 square and place it on another square. The rover does not move on the planet between the starting and ending square. |
+X rover movement | Add X to the number underneath the rover tracker each time you gain rover movement. |
Advantage: 7 x Civ milestones
Weaknesses: 1 x Rover, Regression
Advantage: Surplus biomass patches
Weaknesses: Tile placement restrictions
Advantage: Advancement engine
Weaknesses: Lifepod scoring, 1 x Rover, Lifepods cover benefits
Advantage: 4 x Rovers
Weaknesses: Pick up and deliver requirements
Advantage: Flexibility, 6 x Techs
Weaknesses: Lifepod scoring, 1 x Rover
Advantage: Tracker manipulation, Medals on the water track
Weaknesses: Long winding water track
Advantage: Flexibility, Tracker manipulation
Weaknesses: Resource dependency
Advantage: Power level, Versatility
Weaknesses: 1 tech available at a time
Credit: | Jay Deiman |
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Version: | 1.1 |