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Jump Gate

The Jump Gate has just been invented, and it allows a ship to jump into orbit around a distant planet in an instant. This puts deep space on the map for those willing to make the trip. As a spaceship captain, you've assembled your crew, prepared your ship, and are ready to venture forth. It's time to gaze up upon worlds that no other person has ever seen.

Jump Gate is a light space exploration, hand management, and set collection game. Jump between planets, scan for resources, and collect sets that will score you the most points.

Turn Reference

Take two actions on your turn. You may take the same action twice.


- Fly ... to a neighboring planet.*
- Jump ... to another more distant planet.
- Scan ... your current planet if it has any face-down resources.
- Land & Claim ... your current planet if it has no face-down resources and is unclaimed.
- Harvest ... 1 resource you marked with a Scan, or 1 unmarked resource at a planet with all face-up resources.
- Research ... refill your hand up to 5 cards.  You may discard any number of cards before refilling.

* Note: in the Jump Gate card game, the planets are arranged in a circle. In this online implementation, in order to adapt correctly to different devices or browser widths, planets are instead displayed in a straight line from left to right, wrapping around to make as many rows as needed to display all the planets (similar to word wrap for text). Think of the single line of planets as if they were forming a circle, i.e. the first planet is adjacent to the last planet, so you can fly from one to the other without discarding a card. If planets are displayed in multiple rows, the planet at the end of a row is adjacent to the first planet of the following row, and the last planet of the last row is adjacent to the first planet of the first row.

How the Game Ends

The game ends when:

  • there are 7 or more Markers on the Black Hole (immediately).
  • there are no more Resources at any Planet (immediately).
  • After the last Planet is claimed, every player takes 1 final turn, and then the game ends.

Scoring Reference

If there are 7 or more markers on the Black Hole, the player(s) with the most markers on the Black Hole must discard their hidden resource cards before scoring. Otherwise, players reveal their hidden resource cards and add them to their collected resources for scoring.

Score all collected resources as explained on the resource cards.

Add 4 points for each planet claimed.

Player with the highest score wins.