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Gamehelpcrashandgrab
OBJECTIVE
Your flying saucer has crashed on Earth and, although your crew survived in the escape pod, they are lost somewhere on the planet. Win the game by being the first player to fill your saucer with a Pilot, Scientist, Doctor, and Engineer of any color!
ROUNDS
Do the following on each round:
(I) PLAN
1). Choose Movement Card: Players simultaneously choose a distance (2, 3, or 0-5) and direction (Sun, Asteroids, Meteor, Stars) for their Saucer(s). The 2 gives a Booster and the 3 gives an Energy.
2). Roll Rotation Die: The player with the Probe takes the first turn, but whether it goes CLOCKWISE or COUNTER-CLOCKWISE from them this round is decided randomly.
- 2-Player Games: Rather than it being chosen randomly, turns alternate between player. Since each player controls 2 Saucers, when it’s your turn, you choose which of your 2 Saucers moves first. Then on your next turn, your other Saucer will execute its move.
- 5-6 Player Games: The player who will go last in turn order takes an Override Token, which lets them go in any direction on their turn rather than the direction chosen.
- 6-Player Games: The player who will go second-to-last in turn order also takes an Override Token.
(II) TAKE YOUR TURN
1). Place Your Saucer: If your Saucer is not on the board, someone crashed you before your turn came up, so you will be randomly placed onto a Crash Site. You will still execute your Movement Card and get the Bonus if it had one, but you can do so in any direction rather than the one you chose during the Plan phase.
2). Use Start of Turn Upgrade Effects: If you have an Upgrade Card that begins with “at the start of your turn...”, this is when you may optionally use it.
3). Execute Move: Turn the Movement Card that you chose in the Plan phase face-up and do the following based on which type it is:
- 2: Take a Booster and move 2 spaces in the direction you chose in the Plan Phase.
- 3: Take an Energy and move 3 spaces in the direction you chose in the Plan Phase.
- 0-5: Choose a number between 0 and 5 and move that many spaces in the direction you chose in the Plan Phase.
4). Boost: You may spend a Booster to Boost. Choose any direction and then move the number of spaces shown on the Movement Card you chose this round. If you chose 0-5, you must move the same distance you chose for your 0-5 value during the Execute Move phase. You cannot change it to a new value for the Boost.
(III) CLEAN-UP PLAYER'S TURN
1). Apply Crash Penalties: If your Saucer crashes on your turn, you must give an off-colored Crewmember to another player, if they have one. If your Saucer crashes on another player's turn, they get to either steal an off-colored Crewmember from you or take an Energy. In 2-player games where you control 2 Saucers, when your Saucer crashes your other Saucer, that is considered them crashing on their own turn and results in the lose-a-Crewmember penalty.
2). Place Crewmembers: For each Crewmember you picked up off the board this turn, choose a Crewmember from the front of the queue of any color and it will be randomly placed onto a Crash Site.
3). Use End of Turn Upgrade Effects: If you have an Upgrade Card that begins with “at the end of your turn...”, this is when you may optionally use it.
4). Upgrade Your Ship: If you have 2 or more Energy, spend them to draw 2 Upgrade Cards, choosing one to discard and one to Play face-up in front of you. This is a permanent ability your Saucer can use for the rest of the game. There is no limit to the number of Upgrades you can have. Whether you use an Upgrade ability is always optional. You cannot use an Upgrade on the turn you acquire it so the next player can take their turn while you choose which Upgrade you will play. However, end of round Upgrades can be used in the first round in which they were acquired.
(IV) END THE ROUND
1). Place Crashed Saucers: If any Saucers were crashed this round, they will be randomly placed on a Crash Site.
2). Move the Probe: The player with the fewest stationed Crewmembers on their Saucer(s) takes the Probe and will move first next round. If there is a tie, the player who went later in the previous round between the tied players takes the Probe.
END OF GAME
You win the game immediately when you have a Crewmember at each station on your Saucer (both Saucers in 2-player games). If someone grabs their winning Crewmember as they crash off the edge of the board, they win before having to resolve their crash penalty.