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Overview

The game continues until the tiles run out or a player can't place a tile


Turn

The start player may rotate the space station as much as they desire until one of the depots is facing them and likewise a depot is facing each of the other players

Each player now drafts 1 tile from the depot which faces them

All players place their tile according to placement rules (and add a meteorite token if the corresponding symbol is present)

All players advance the corresponding resource trackers based on the tile selected

Pass the start player marker and start a new round


Tile Placement

The first tile of the game must be placed so an edge touches a border

Additional tiles must be orthogonally adjacent to pre-existing tiles

Tiles cannot overlap other tiles and neither can they fully cover/replace each other

Tiles cannot hangover the edge of the grid

Tiles have to sit so they are aligned with the printed grid

Lifepods and Rovers CAN have tiles placed on them, but the object is then removed permanently


Resource Tracks

The resource tracks have two shared icons which are claimed

Victory points - activated at the end of the game, and the player gets the highest one they have passed

Synergy Boosts - These are activated immediately and allow the player to move again on the same or different resource track


Civ Track

Take all the Civ Cards of the depicted level, look through them, and pick one to keep

If the card states IMMEDIATE, you get these bonuses straight away, otherwise you'll get them later

If the card states END GAME, it is kept secret and revealed at end game

If more than one player reaches the same milestone in the same round, they should select them in clockwise order from the current start player

If playing with modules, there is a chance that when you reach a milestone there are no cards to claim


Water Track

If a square of the tile with water resource is placed on planetary ice, the track advances, otherwise no advancement is made


Rover Track

If a player passes a rover milestone, they may place a rover onto the tile which triggered it, possibly even covering up a meteorite if desired

If a movement space is reached, the player may move their rovers a combined amount equal to the space's number (so a 3 could move 1 rover 3 spaces or 2 rovers 2 and 1 spaces respectively). Rovers move orthogonally and can move on both tile spaces and empty spaces. When a Rover shares a space with either a Lifepod or Meteorite, the component is collected.

If something is placed onto the rover, the rover is destroyed


Tech Track

This track unlocks permanent abilities for the rest of the game

Level 1: Adjacency placement restrictions no longer apply

Level 2: Store Biomass Patches to be placed at End Game

Level 3: +1 for Rover Movement

Level 4: Double Water advancement

Level 5: Immune against Meteors


Energy Track

There is no track for Energy, instead pick any other track to advance, with the following limitations:

You may pick the other resource shared on the energy resource's tile (Remember this track still advances naturally, so in effect gets to advance twice)

You may pick a resource bordering the energy resource spaces of the tile just placed


Biomass Track

This gains the player a Biomass Patch to place immediately following normal placement rules

Biomass Patches do NOT advance the track, but do help to fill in spaces


Scoring

The game ends when either the tiles run out or a player can't place a tile

First, all players activate any end game bonuses and place any unplaced Patches