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	<updated>2026-10-06T15:44:05Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=28222</id>
		<title>Gamehelpthewhitecastle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=28222"/>
		<updated>2026-01-23T05:13:19Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* On Your Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Game Overview ===&lt;br /&gt;
&lt;br /&gt;
Players take turns placing dice, the round ends when each player has placed 3 dice. At the end of the game, most points wins!&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Play is resolved in this order.&lt;br /&gt;
&lt;br /&gt;
# Choose a die from either end of any of the bridges and choose the location to activate with that die.&lt;br /&gt;
# If you used a die with a value lower than the space, you will need to pay the difference of pips as coins.  If you used a die with value higher than the space, you will get the difference of pips as coins.  &lt;br /&gt;
# If you took the (lower) die from the left end of a bridge you also get your lantern effects. (These are the effects on your board to the right of your lantern.)&lt;br /&gt;
# Then, perform the effect of your die placement.&lt;br /&gt;
&lt;br /&gt;
=== Placement Areas ===&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Castle &#039;&#039;&#039; =====&lt;br /&gt;
You may place your die on the first level or second level of the castle (in any of the 5 spaces). You get the effects of the rows that match the colour of the die you placed there -- typically gaining resources and/or performing a Gardener, Courtier, or Warrior action. &lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Outside the Walls&#039;&#039;&#039; =====&lt;br /&gt;
You may place any colour die on the spaces at the bottom right and take one of the adjacent principal actions (Gardener, Courtier, Warrior).&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Personal Domain&#039;&#039;&#039; =====&lt;br /&gt;
For a row on your board, gain the resources of all revealed spaces, then perform the effect on the card to the right that lines up with the row.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Well&#039;&#039;&#039; =====&lt;br /&gt;
If need be, you can always place your die in the well (the space is always considered to be 1). Take a Daimyo seal + other resources.&lt;br /&gt;
&lt;br /&gt;
=== Principal Actions ===&lt;br /&gt;
In addition to getting resources, some die effects let you take a Gardener, Courtier, or Warrior action. These can give additional benefits, possibly even additional actions.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Gardener &#039;&#039;&#039; =====&lt;br /&gt;
Choose a garden card without one of your gardeners (left of the castle) and pay the cost in food to place and activate the effect on the card. This card will activate again if there is a die left above it at the end of the round (but not the end of round 3).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At game end, each Gardener scores points equal to the point value on their card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Courtier &#039;&#039;&#039; =====&lt;br /&gt;
You can pick one or both in either order: Pay 2 coins to place a courtier in the courtyard, AND/OR Pay 2 or 5 mother of pearl resources to move a courtier up 1 or 2 levels.&lt;br /&gt;
&lt;br /&gt;
If your courtier ends on the top level of the castle, gain the rewards in your lantern section and place your courtier on an empty bonus space.&lt;br /&gt;
&lt;br /&gt;
Otherwise on level 1 and 2, move the personal domain card on your board to your lantern section (it will boost your future lantern actions), and replace it with the card next to the courier you moved. Then do one of the light banner actions on the new personal domain card. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At game end, each Courier scores 1 / 3 / 6 / 10 if at the gate / floor 1 / floor 2 / top floor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Warrior &#039;&#039;&#039; =====&lt;br /&gt;
Choose any yard (top right corner) and pay the iron resource costs to place a warrior and gain the rewards.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At game end, each Warrior scores points equal to the number of Couriers you have in the castle (not at the gate), and Warriors at the most expensive yard count double.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=== Free Daimyo Actions ===&lt;br /&gt;
&lt;br /&gt;
* You can exchange 2 Daimyo seals for any resource&lt;br /&gt;
* You can exchange 1 Daimyo seal for a coin&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
Turn order will adjust based on who is furthest right and top down on the Passage of Time (Stork) track. &lt;br /&gt;
&lt;br /&gt;
For any gardener whose bridge still has at least one die, the player may reactivate the action the gardener is on. (Though this doesn&#039;t happen at the end of round 3.)&lt;br /&gt;
&lt;br /&gt;
Re-roll the dice and proceed to the next round, or proceed to end of game after round 3.&lt;br /&gt;
&lt;br /&gt;
=== End of Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
==== Score Remaining Resources: ====&lt;br /&gt;
&lt;br /&gt;
* For every 5 coins and/or Daimyo Seals you have, 1 Clan Point is granted (rounded down).&lt;br /&gt;
* For each Resource that you have between 3 and 6 units remaining, 1 Clan Point is granted. If you have 7 units of a Resource left, you get 2 Clan Points.&lt;br /&gt;
&lt;br /&gt;
==== Score the Passage of Time: ====&lt;br /&gt;
If your Influence marker has reached the second season, you get 3 Clan Points. If it ends up in the third season, then you get 6 Clan Points. Once you reach the fourth season, you are granted the score indicated on the space that your token occupies (which is between 10 and 15 Clan Points).&lt;br /&gt;
&lt;br /&gt;
==== Score Clan Members: ====&lt;br /&gt;
# In the Castle: Each Courtier that is in the Castle grants Clan Points  depending on the location they are in:&lt;br /&gt;
#* 1 Clan Point at the Gate.&lt;br /&gt;
#* 3 Clan Points if they are on the first floor (Stewards).&lt;br /&gt;
#* 6 Clan Points if they are on the second floor (Diplomats)&lt;br /&gt;
#* 10 Clan Points if they are on the third floor (Daimyo).&lt;br /&gt;
# In the Training Yards: You gain Clan Points for the Yard by multiplying the total value of your Warriors in this location by the number of Courtiers that you have inside the Castle (not at the Gate): Each Warrior has the value indicated in the Yard they occupy based on these icons.&lt;br /&gt;
# In the Gardens: Each Gardener grants their Clan as many Clan Points as is shown on the card they are on.&lt;br /&gt;
Whoever obtains the most Clan Points wins the game! If there is a tie, whoever is higher in the order of turns wins.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=28221</id>
		<title>Gamehelpthewhitecastle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=28221"/>
		<updated>2026-01-23T05:09:37Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Placement Areas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Game Overview ===&lt;br /&gt;
&lt;br /&gt;
Players take turns placing dice, the round ends when each player has placed 3 dice. At the end of the game, most points wins!&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Play is resolved in this order.&lt;br /&gt;
&lt;br /&gt;
# Choose a die from either end of any of the bridges and choose the location to activate with that die.&lt;br /&gt;
# If you used a die with a value lower than the space, you will need to pay the difference of pips as coins.  If you used a die with value higher than the space, you will get the difference of pips as coins.  &lt;br /&gt;
# If you took the die from the left (lower die) of a bridge you additionally get to do your lantern action, the cards tucked on your play board.&lt;br /&gt;
# Then, perform the effect of your die placement.&lt;br /&gt;
&lt;br /&gt;
=== Placement Areas ===&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Castle &#039;&#039;&#039; =====&lt;br /&gt;
You may place your die on the first level or second level of the castle (in any of the 5 spaces). You get the effects of the rows that match the colour of the die you placed there -- typically gaining resources and/or performing a Gardener, Courtier, or Warrior action. &lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Outside the Walls&#039;&#039;&#039; =====&lt;br /&gt;
You may place any colour die on the spaces at the bottom right and take one of the adjacent principal actions (Gardener, Courtier, Warrior).&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Personal Domain&#039;&#039;&#039; =====&lt;br /&gt;
For a row on your board, gain the resources of all revealed spaces, then perform the effect on the card to the right that lines up with the row.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Well&#039;&#039;&#039; =====&lt;br /&gt;
If need be, you can always place your die in the well (the space is always considered to be 1). Take a Daimyo seal + other resources.&lt;br /&gt;
&lt;br /&gt;
=== Principal Actions ===&lt;br /&gt;
In addition to getting resources, some die effects let you take a Gardener, Courtier, or Warrior action. These can give additional benefits, possibly even additional actions.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Gardener &#039;&#039;&#039; =====&lt;br /&gt;
Choose a garden card without one of your gardeners (left of the castle) and pay the cost in food to place and activate the effect on the card. This card will activate again if there is a die left above it at the end of the round (but not the end of round 3).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At game end, each Gardener scores points equal to the point value on their card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Courtier &#039;&#039;&#039; =====&lt;br /&gt;
You can pick one or both in either order: Pay 2 coins to place a courtier in the courtyard, AND/OR Pay 2 or 5 mother of pearl resources to move a courtier up 1 or 2 levels.&lt;br /&gt;
&lt;br /&gt;
If your courtier ends on the top level of the castle, gain the rewards in your lantern section and place your courtier on an empty bonus space.&lt;br /&gt;
&lt;br /&gt;
Otherwise on level 1 and 2, move the personal domain card on your board to your lantern section (it will boost your future lantern actions), and replace it with the card next to the courier you moved. Then do one of the light banner actions on the new personal domain card. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At game end, each Courier scores 1 / 3 / 6 / 10 if at the gate / floor 1 / floor 2 / top floor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Warrior &#039;&#039;&#039; =====&lt;br /&gt;
Choose any yard (top right corner) and pay the iron resource costs to place a warrior and gain the rewards.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At game end, each Warrior scores points equal to the number of Couriers you have in the castle (not at the gate), and Warriors at the most expensive yard count double.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=== Free Daimyo Actions ===&lt;br /&gt;
&lt;br /&gt;
* You can exchange 2 Daimyo seals for any resource&lt;br /&gt;
* You can exchange 1 Daimyo seal for a coin&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
Turn order will adjust based on who is furthest right and top down on the Passage of Time (Stork) track. &lt;br /&gt;
&lt;br /&gt;
For any gardener whose bridge still has at least one die, the player may reactivate the action the gardener is on. (Though this doesn&#039;t happen at the end of round 3.)&lt;br /&gt;
&lt;br /&gt;
Re-roll the dice and proceed to the next round, or proceed to end of game after round 3.&lt;br /&gt;
&lt;br /&gt;
=== End of Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
==== Score Remaining Resources: ====&lt;br /&gt;
&lt;br /&gt;
* For every 5 coins and/or Daimyo Seals you have, 1 Clan Point is granted (rounded down).&lt;br /&gt;
* For each Resource that you have between 3 and 6 units remaining, 1 Clan Point is granted. If you have 7 units of a Resource left, you get 2 Clan Points.&lt;br /&gt;
&lt;br /&gt;
==== Score the Passage of Time: ====&lt;br /&gt;
If your Influence marker has reached the second season, you get 3 Clan Points. If it ends up in the third season, then you get 6 Clan Points. Once you reach the fourth season, you are granted the score indicated on the space that your token occupies (which is between 10 and 15 Clan Points).&lt;br /&gt;
&lt;br /&gt;
==== Score Clan Members: ====&lt;br /&gt;
# In the Castle: Each Courtier that is in the Castle grants Clan Points  depending on the location they are in:&lt;br /&gt;
#* 1 Clan Point at the Gate.&lt;br /&gt;
#* 3 Clan Points if they are on the first floor (Stewards).&lt;br /&gt;
#* 6 Clan Points if they are on the second floor (Diplomats)&lt;br /&gt;
#* 10 Clan Points if they are on the third floor (Daimyo).&lt;br /&gt;
# In the Training Yards: You gain Clan Points for the Yard by multiplying the total value of your Warriors in this location by the number of Courtiers that you have inside the Castle (not at the Gate): Each Warrior has the value indicated in the Yard they occupy based on these icons.&lt;br /&gt;
# In the Gardens: Each Gardener grants their Clan as many Clan Points as is shown on the card they are on.&lt;br /&gt;
Whoever obtains the most Clan Points wins the game! If there is a tie, whoever is higher in the order of turns wins.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=28220</id>
		<title>Gamehelpthewhitecastle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=28220"/>
		<updated>2026-01-23T05:05:15Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Placement Areas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Game Overview ===&lt;br /&gt;
&lt;br /&gt;
Players take turns placing dice, the round ends when each player has placed 3 dice. At the end of the game, most points wins!&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Play is resolved in this order.&lt;br /&gt;
&lt;br /&gt;
# Choose a die from either end of any of the bridges and choose the location to activate with that die.&lt;br /&gt;
# If you used a die with a value lower than the space, you will need to pay the difference of pips as coins.  If you used a die with value higher than the space, you will get the difference of pips as coins.  &lt;br /&gt;
# If you took the die from the left (lower die) of a bridge you additionally get to do your lantern action, the cards tucked on your play board.&lt;br /&gt;
# Then, perform the effect of your die placement.&lt;br /&gt;
&lt;br /&gt;
=== Placement Areas ===&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Castle &#039;&#039;&#039; =====&lt;br /&gt;
You may place your die in any of the 5 spaces on the first level and second level of the castle. You get the effects of the rows that match the colour of the die you placed there -- typically gaining resources and/or performing a Gardener, Courtier, or Warrior action &lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Outside the Walls&#039;&#039;&#039; =====&lt;br /&gt;
You may place any colour and take one of the adjacent principal actions (Gardener, Courtier, Warrior)&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Personal Domain&#039;&#039;&#039; =====&lt;br /&gt;
For a row on your board, gain the resources of all revealed spaces, then perform the action on the card to the right that lines up with the row.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Well&#039;&#039;&#039; =====&lt;br /&gt;
If need be, you can always place your die in the well (the space is always considered to be 1). Take a Daimyo seal + other resources.&lt;br /&gt;
&lt;br /&gt;
=== Principal Actions ===&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Gardener &#039;&#039;&#039; =====&lt;br /&gt;
Choose a garden card without one of your gardeners (left of the castle) and pay the cost in food to place and activate the effect on the card. This card will activate again if there is a die left above it at the end of the round (but not the end of round 3).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each Gardener scores points equal to the point value on their card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Courtier &#039;&#039;&#039; =====&lt;br /&gt;
You can pick one or both in either order: Pay 2 coins to place a courtier in the courtyard, AND/OR Pay 2 or 5 mother of pearl resources to move a courtier up 1 or 2 levels.&lt;br /&gt;
&lt;br /&gt;
If your courtier ends on the top level of the castle, gain the rewards in your lantern section and place your courtier on an empty bonus space.&lt;br /&gt;
&lt;br /&gt;
Otherwise on level 1 and 2, move the personal domain card on your board to your lantern section (it will boost your future lantern actions), and replace it with the card next to the courier you moved. Then do one of the light banner actions on the new personal domain card. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each Courier scores 1 / 3 / 6 / 10 if at the gate / floor 1 / floor 2 / top floor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Warrior &#039;&#039;&#039; =====&lt;br /&gt;
Choose any yard (top right corner) and pay the iron resource costs to place a warrior and gain the rewards.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each Warrior scores points equal to the number of Couriers you have in the castle (not at the gate), and Warriors at the most expensive yard count double.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=== Free Daimyo Actions ===&lt;br /&gt;
&lt;br /&gt;
* You can exchange 2 Daimyo seals for any resource&lt;br /&gt;
* You can exchange 1 Daimyo seal for a coin&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
Turn order will adjust based on who is furthest right and top down on the Passage of Time (Stork) track. &lt;br /&gt;
&lt;br /&gt;
For any gardener whose bridge still has at least one die, the player may reactivate the action the gardener is on. (Though this doesn&#039;t happen at the end of round 3.)&lt;br /&gt;
&lt;br /&gt;
Re-roll the dice and proceed to the next round, or proceed to end of game after round 3.&lt;br /&gt;
&lt;br /&gt;
=== End of Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
==== Score Remaining Resources: ====&lt;br /&gt;
&lt;br /&gt;
* For every 5 coins and/or Daimyo Seals you have, 1 Clan Point is granted (rounded down).&lt;br /&gt;
* For each Resource that you have between 3 and 6 units remaining, 1 Clan Point is granted. If you have 7 units of a Resource left, you get 2 Clan Points.&lt;br /&gt;
&lt;br /&gt;
==== Score the Passage of Time: ====&lt;br /&gt;
If your Influence marker has reached the second season, you get 3 Clan Points. If it ends up in the third season, then you get 6 Clan Points. Once you reach the fourth season, you are granted the score indicated on the space that your token occupies (which is between 10 and 15 Clan Points).&lt;br /&gt;
&lt;br /&gt;
==== Score Clan Members: ====&lt;br /&gt;
# In the Castle: Each Courtier that is in the Castle grants Clan Points  depending on the location they are in:&lt;br /&gt;
#* 1 Clan Point at the Gate.&lt;br /&gt;
#* 3 Clan Points if they are on the first floor (Stewards).&lt;br /&gt;
#* 6 Clan Points if they are on the second floor (Diplomats)&lt;br /&gt;
#* 10 Clan Points if they are on the third floor (Daimyo).&lt;br /&gt;
# In the Training Yards: You gain Clan Points for the Yard by multiplying the total value of your Warriors in this location by the number of Courtiers that you have inside the Castle (not at the Gate): Each Warrior has the value indicated in the Yard they occupy based on these icons.&lt;br /&gt;
# In the Gardens: Each Gardener grants their Clan as many Clan Points as is shown on the card they are on.&lt;br /&gt;
Whoever obtains the most Clan Points wins the game! If there is a tie, whoever is higher in the order of turns wins.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=28219</id>
		<title>Gamehelpthewhitecastle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=28219"/>
		<updated>2026-01-23T05:01:59Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Principal Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Game Overview ===&lt;br /&gt;
&lt;br /&gt;
Players take turns placing dice, the round ends when each player has placed 3 dice. At the end of the game, most points wins!&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Play is resolved in this order.&lt;br /&gt;
&lt;br /&gt;
# Choose a die from either end of any of the bridges and choose the location to activate with that die.&lt;br /&gt;
# If you used a die with a value lower than the space, you will need to pay the difference of pips as coins.  If you used a die with value higher than the space, you will get the difference of pips as coins.  &lt;br /&gt;
# If you took the die from the left (lower die) of a bridge you additionally get to do your lantern action, the cards tucked on your play board.&lt;br /&gt;
# Then, perform the effect of your die placement.&lt;br /&gt;
&lt;br /&gt;
=== Placement Areas ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle &#039;&#039;&#039; You may place your die in any of the 5 spaces on the first level and second level of the castle. You get the effects of the rows that match the colour of the die you placed there -- typically gaining resources and/or performing a Gardener, Courtier, or Warrior action &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outside the Walls &#039;&#039;&#039; You may place any colour and take one of the adjacent principal actions (Gardener, Courtier, Warrior)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Domain &#039;&#039;&#039; (on your board) -- Gain the resources of all revealed spaces, then perform the action on the card to the right that lines up with the row.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Well --&#039;&#039;&#039; If need be, you can always place your die in the well (the space is always considered to be 1). Take a Daimyo seal + other resources.&lt;br /&gt;
&lt;br /&gt;
=== Principal Actions ===&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Gardener &#039;&#039;&#039; =====&lt;br /&gt;
Choose a garden card without one of your gardeners (left of the castle) and pay the cost in food to place and activate the effect on the card. This card will activate again if there is a die left above it at the end of the round (but not the end of round 3).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each Gardener scores points equal to the point value on their card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Courtier &#039;&#039;&#039; =====&lt;br /&gt;
You can pick one or both in either order: Pay 2 coins to place a courtier in the courtyard, AND/OR Pay 2 or 5 mother of pearl resources to move a courtier up 1 or 2 levels.&lt;br /&gt;
&lt;br /&gt;
If your courtier ends on the top level of the castle, gain the rewards in your lantern section and place your courtier on an empty bonus space.&lt;br /&gt;
&lt;br /&gt;
Otherwise on level 1 and 2, move the personal domain card on your board to your lantern section (it will boost your future lantern actions), and replace it with the card next to the courier you moved. Then do one of the light banner actions on the new personal domain card. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each Courier scores 1 / 3 / 6 / 10 if at the gate / floor 1 / floor 2 / top floor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Warrior &#039;&#039;&#039; =====&lt;br /&gt;
Choose any yard (top right corner) and pay the iron resource costs to place a warrior and gain the rewards.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each Warrior scores points equal to the number of Couriers you have in the castle (not at the gate), and Warriors at the most expensive yard count double.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=== Free Daimyo Actions ===&lt;br /&gt;
&lt;br /&gt;
* You can exchange 2 Daimyo seals for any resource&lt;br /&gt;
* You can exchange 1 Daimyo seal for a coin&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
Turn order will adjust based on who is furthest right and top down on the Passage of Time (Stork) track. &lt;br /&gt;
&lt;br /&gt;
For any gardener whose bridge still has at least one die, the player may reactivate the action the gardener is on. (Though this doesn&#039;t happen at the end of round 3.)&lt;br /&gt;
&lt;br /&gt;
Re-roll the dice and proceed to the next round, or proceed to end of game after round 3.&lt;br /&gt;
&lt;br /&gt;
=== End of Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
==== Score Remaining Resources: ====&lt;br /&gt;
&lt;br /&gt;
* For every 5 coins and/or Daimyo Seals you have, 1 Clan Point is granted (rounded down).&lt;br /&gt;
* For each Resource that you have between 3 and 6 units remaining, 1 Clan Point is granted. If you have 7 units of a Resource left, you get 2 Clan Points.&lt;br /&gt;
&lt;br /&gt;
==== Score the Passage of Time: ====&lt;br /&gt;
If your Influence marker has reached the second season, you get 3 Clan Points. If it ends up in the third season, then you get 6 Clan Points. Once you reach the fourth season, you are granted the score indicated on the space that your token occupies (which is between 10 and 15 Clan Points).&lt;br /&gt;
&lt;br /&gt;
==== Score Clan Members: ====&lt;br /&gt;
# In the Castle: Each Courtier that is in the Castle grants Clan Points  depending on the location they are in:&lt;br /&gt;
#* 1 Clan Point at the Gate.&lt;br /&gt;
#* 3 Clan Points if they are on the first floor (Stewards).&lt;br /&gt;
#* 6 Clan Points if they are on the second floor (Diplomats)&lt;br /&gt;
#* 10 Clan Points if they are on the third floor (Daimyo).&lt;br /&gt;
# In the Training Yards: You gain Clan Points for the Yard by multiplying the total value of your Warriors in this location by the number of Courtiers that you have inside the Castle (not at the Gate): Each Warrior has the value indicated in the Yard they occupy based on these icons.&lt;br /&gt;
# In the Gardens: Each Gardener grants their Clan as many Clan Points as is shown on the card they are on.&lt;br /&gt;
Whoever obtains the most Clan Points wins the game! If there is a tie, whoever is higher in the order of turns wins.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=28218</id>
		<title>Gamehelpthewhitecastle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=28218"/>
		<updated>2026-01-23T05:00:33Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* On Your Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Game Overview ===&lt;br /&gt;
&lt;br /&gt;
Players take turns placing dice, the round ends when each player has placed 3 dice. At the end of the game, most points wins!&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Play is resolved in this order.&lt;br /&gt;
&lt;br /&gt;
# Choose a die from either end of any of the bridges and choose the location to activate with that die.&lt;br /&gt;
# If you used a die with a value lower than the space, you will need to pay the difference of pips as coins.  If you used a die with value higher than the space, you will get the difference of pips as coins.  &lt;br /&gt;
# If you took the die from the left (lower die) of a bridge you additionally get to do your lantern action, the cards tucked on your play board.&lt;br /&gt;
# Then, perform the effect of your die placement.&lt;br /&gt;
&lt;br /&gt;
=== Placement Areas ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle &#039;&#039;&#039; You may place your die in any of the 5 spaces on the first level and second level of the castle. You get the effects of the rows that match the colour of the die you placed there -- typically gaining resources and/or performing a Gardener, Courtier, or Warrior action &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outside the Walls &#039;&#039;&#039; You may place any colour and take one of the adjacent principal actions (Gardener, Courtier, Warrior)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Domain &#039;&#039;&#039; (on your board) -- Gain the resources of all revealed spaces, then perform the action on the card to the right that lines up with the row.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Well --&#039;&#039;&#039; If need be, you can always place your die in the well (the space is always considered to be 1). Take a Daimyo seal + other resources.&lt;br /&gt;
&lt;br /&gt;
=== Principal Actions ===&lt;br /&gt;
&#039;&#039;&#039;Gardener &#039;&#039;&#039; Choose a garden card without one of your gardeners (left of the castle) and pay the cost in food to place and activate the effect on the card. This card will activate again if there is a die left above it at the end of the round (but not the end of round 3).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each Gardener scores points equal to the point value on their card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Courtier &#039;&#039;&#039; You can pick one or both in either order: Pay 2 coins to place a courtier in the courtyard, AND/OR Pay 2 or 5 mother of pearl resources to move a courtier up 1 or 2 levels.  &lt;br /&gt;
&lt;br /&gt;
If your courtier ends on the top level of the castle, gain the rewards in your lantern section and place your courtier on an empty bonus space.  &lt;br /&gt;
&lt;br /&gt;
Otherwise on level 1 and 2, move the personal domain card on your board to your lantern section (it will boost your future lantern actions), and replace it with the card next to the courier you moved. Then do one of the light banner actions on the new personal domain card. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each Courier scores 1 / 3 / 6 / 10 if at the gate / floor 1 / floor 2 / top floor&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warrior &#039;&#039;&#039; Choose any yard (top right corner) and pay the iron resource costs to place a warrior and gain the rewards.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each Warrior scores points equal to the number of Couriers you have in the castle (not at the gate), and Warriors at the most expensive yard count double.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=== Free Daimyo Actions ===&lt;br /&gt;
&lt;br /&gt;
* You can exchange 2 Daimyo seals for any resource&lt;br /&gt;
* You can exchange 1 Daimyo seal for a coin&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
Turn order will adjust based on who is furthest right and top down on the Passage of Time (Stork) track. &lt;br /&gt;
&lt;br /&gt;
For any gardener whose bridge still has at least one die, the player may reactivate the action the gardener is on. (Though this doesn&#039;t happen at the end of round 3.)&lt;br /&gt;
&lt;br /&gt;
Re-roll the dice and proceed to the next round, or proceed to end of game after round 3.&lt;br /&gt;
&lt;br /&gt;
=== End of Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
==== Score Remaining Resources: ====&lt;br /&gt;
&lt;br /&gt;
* For every 5 coins and/or Daimyo Seals you have, 1 Clan Point is granted (rounded down).&lt;br /&gt;
* For each Resource that you have between 3 and 6 units remaining, 1 Clan Point is granted. If you have 7 units of a Resource left, you get 2 Clan Points.&lt;br /&gt;
&lt;br /&gt;
==== Score the Passage of Time: ====&lt;br /&gt;
If your Influence marker has reached the second season, you get 3 Clan Points. If it ends up in the third season, then you get 6 Clan Points. Once you reach the fourth season, you are granted the score indicated on the space that your token occupies (which is between 10 and 15 Clan Points).&lt;br /&gt;
&lt;br /&gt;
==== Score Clan Members: ====&lt;br /&gt;
# In the Castle: Each Courtier that is in the Castle grants Clan Points  depending on the location they are in:&lt;br /&gt;
#* 1 Clan Point at the Gate.&lt;br /&gt;
#* 3 Clan Points if they are on the first floor (Stewards).&lt;br /&gt;
#* 6 Clan Points if they are on the second floor (Diplomats)&lt;br /&gt;
#* 10 Clan Points if they are on the third floor (Daimyo).&lt;br /&gt;
# In the Training Yards: You gain Clan Points for the Yard by multiplying the total value of your Warriors in this location by the number of Courtiers that you have inside the Castle (not at the Gate): Each Warrior has the value indicated in the Yard they occupy based on these icons.&lt;br /&gt;
# In the Gardens: Each Gardener grants their Clan as many Clan Points as is shown on the card they are on.&lt;br /&gt;
Whoever obtains the most Clan Points wins the game! If there is a tie, whoever is higher in the order of turns wins.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=28217</id>
		<title>Gamehelpthewhitecastle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=28217"/>
		<updated>2026-01-23T04:57:30Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Principal Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Game Overview ===&lt;br /&gt;
&lt;br /&gt;
Players take turns placing dice, the round ends when each player has placed 3 dice. At the end of the game, most points wins!&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Play is resolved in this order.&lt;br /&gt;
&lt;br /&gt;
# Choose a die from either end of any of the bridges and choose the location to activate with that die.&lt;br /&gt;
# If you used a die with a value lower than the space, you will need to pay the difference of pips as coins.  If you used a die with value higher than the space, you will get the difference of pips as coins.  &lt;br /&gt;
# If you took the die from the left (lower die) of a bridge you additionally get to do your lantern action, the cards tucked on your play board.&lt;br /&gt;
# Then, perform the main action of your die.&lt;br /&gt;
&lt;br /&gt;
=== Placement Areas ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Castle &#039;&#039;&#039; You may place your die in any of the 5 spaces on the first level and second level of the castle. You get the effects of the rows that match the colour of the die you placed there -- typically gaining resources and/or performing a Gardener, Courtier, or Warrior action &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Outside the Walls &#039;&#039;&#039; You may place any colour and take one of the adjacent principal actions (Gardener, Courtier, Warrior)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Personal Domain &#039;&#039;&#039; (on your board) -- Gain the resources of all revealed spaces, then perform the action on the card to the right that lines up with the row.&lt;br /&gt;
&lt;br /&gt;
=== Principal Actions ===&lt;br /&gt;
&#039;&#039;&#039;Gardener &#039;&#039;&#039; Choose a garden card without one of your gardeners (left of the castle) and pay the cost in food to place and activate the effect on the card. This card will activate again if there is a die left above it at the end of the round (but not the end of round 3).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each Gardener scores points equal to the point value on their card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Courtier &#039;&#039;&#039; You can pick one or both in either order: Pay 2 coins to place a courtier in the courtyard, AND/OR Pay 2 or 5 mother of pearl resources to move a courtier up 1 or 2 levels.  &lt;br /&gt;
&lt;br /&gt;
If your courtier ends on the top level of the castle, gain the rewards in your lantern section and place your courtier on an empty bonus space.  &lt;br /&gt;
&lt;br /&gt;
Otherwise on level 1 and 2, move the personal domain card on your board to your lantern section (it will boost your future lantern actions), and replace it with the card next to the courier you moved. Then do one of the light banner actions on the new personal domain card. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each Courier scores 1 / 3 / 6 / 10 if at the gate / floor 1 / floor 2 / top floor&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warrior &#039;&#039;&#039; Choose any yard (top right corner) and pay the iron resource costs to place a warrior and gain the rewards.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each Warrior scores points equal to the number of Couriers you have in the castle (not at the gate), and Warriors at the most expensive yard count double.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=== Free Daimyo Actions ===&lt;br /&gt;
&lt;br /&gt;
* You can exchange 2 Daimyo seals for any resource&lt;br /&gt;
* You can exchange 1 Daimyo seal for a coin&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
Turn order will adjust based on who is furthest right and top down on the Passage of Time (Stork) track. &lt;br /&gt;
&lt;br /&gt;
For any gardener whose bridge still has at least one die, the player may reactivate the action the gardener is on. (Though this doesn&#039;t happen at the end of round 3.)&lt;br /&gt;
&lt;br /&gt;
Re-roll the dice and proceed to the next round, or proceed to end of game after round 3.&lt;br /&gt;
&lt;br /&gt;
=== End of Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
==== Score Remaining Resources: ====&lt;br /&gt;
&lt;br /&gt;
* For every 5 coins and/or Daimyo Seals you have, 1 Clan Point is granted (rounded down).&lt;br /&gt;
* For each Resource that you have between 3 and 6 units remaining, 1 Clan Point is granted. If you have 7 units of a Resource left, you get 2 Clan Points.&lt;br /&gt;
&lt;br /&gt;
==== Score the Passage of Time: ====&lt;br /&gt;
If your Influence marker has reached the second season, you get 3 Clan Points. If it ends up in the third season, then you get 6 Clan Points. Once you reach the fourth season, you are granted the score indicated on the space that your token occupies (which is between 10 and 15 Clan Points).&lt;br /&gt;
&lt;br /&gt;
==== Score Clan Members: ====&lt;br /&gt;
# In the Castle: Each Courtier that is in the Castle grants Clan Points  depending on the location they are in:&lt;br /&gt;
#* 1 Clan Point at the Gate.&lt;br /&gt;
#* 3 Clan Points if they are on the first floor (Stewards).&lt;br /&gt;
#* 6 Clan Points if they are on the second floor (Diplomats)&lt;br /&gt;
#* 10 Clan Points if they are on the third floor (Daimyo).&lt;br /&gt;
# In the Training Yards: You gain Clan Points for the Yard by multiplying the total value of your Warriors in this location by the number of Courtiers that you have inside the Castle (not at the Gate): Each Warrior has the value indicated in the Yard they occupy based on these icons.&lt;br /&gt;
# In the Gardens: Each Gardener grants their Clan as many Clan Points as is shown on the card they are on.&lt;br /&gt;
Whoever obtains the most Clan Points wins the game! If there is a tie, whoever is higher in the order of turns wins.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=28215</id>
		<title>Gamehelpthewhitecastle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=28215"/>
		<updated>2026-01-23T04:29:59Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Rounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Game Overview ===&lt;br /&gt;
&lt;br /&gt;
Players take turns placing dice, the round ends when each player has placed 3 dice. At the end of the game, most points wins!&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Play is resolved in this order.&lt;br /&gt;
&lt;br /&gt;
# Choose a die from either end of any of the bridges and choose the location to activate with that die.&lt;br /&gt;
# If you used a die with a value lower than the space, you will need to pay the difference of pips as coins.  If you used a die with value higher than the space, you will get the difference of pips as coins.  &lt;br /&gt;
# If you took the die from the left (lower die) of a bridge you additionally get to do your lantern action, the cards tucked on your play board.&lt;br /&gt;
# Then, perform the main action of your die.&lt;br /&gt;
&lt;br /&gt;
=== Placement Areas ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Castle &#039;&#039;&#039; You may place your die in any of the 5 spaces on the first level and second level of the castle. You get the effects of the rows that match the colour of the die you placed there -- typically gaining resources and/or performing a Gardener, Courtier, or Warrior action &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Outside the Walls &#039;&#039;&#039; You may place any colour and take one of the adjacent principal actions (Gardener, Courtier, Warrior)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Personal Domain &#039;&#039;&#039; (on your board) -- Gain the resources of all revealed spaces, then perform the action on the card to the right that lines up with the row.&lt;br /&gt;
&lt;br /&gt;
=== Principal Actions ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Gardener &#039;&#039;&#039; Choose a garden card without one of your gardeners, pay the cost in food to place and activate the card. This card will activate again if there is a die left above it at the end of the round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Courtier &#039;&#039;&#039; Either, Pay 2 coins to place a courtier in the courtyard, AND/OR Pay 2 or 5 mother of pearl resources to move a courtier up 1 or 2 levels. If your courtier ends on the top level of the castle gain a lantern award (your player boards tucked cards) and place your courtier on an empty bonus space. Otherwise on level 1 and 2 pick a card to take and do one of the light banner actions, then it will flip over and add to your future lantern actions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Warrior &#039;&#039;&#039; Choose any yard (top right corner) and pay the iron resource costs to place a warrior and gain the rewards. These will also multiply your score for your courtiers in the castle at the end of the game. &lt;br /&gt;
&lt;br /&gt;
=== Daimyo Actions === &lt;br /&gt;
&lt;br /&gt;
You can spend your Daimyo seals to exchange resources at 2-1, or coins at 1-1.&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
Turn order will adjust based on who is furthest right and top down on the Passage of Time (Stork) track. &lt;br /&gt;
&lt;br /&gt;
If dice are left on bridges gardeners will reactivate. The gardeners do not reactivate after the final round.&lt;br /&gt;
&lt;br /&gt;
Round will advance, the game ends after round 3.&lt;br /&gt;
&lt;br /&gt;
=== End of Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
==== Score Remaining Resources: ====&lt;br /&gt;
&lt;br /&gt;
* For every 5 coins and/or Daimyo Seals you have, 1 Clan Point is granted (rounded down).&lt;br /&gt;
* For each Resource that you have between 3 and 6 units remaining, 1 Clan Point is granted. If you have 7 units of a Resource left, you get 2 Clan Points.&lt;br /&gt;
&lt;br /&gt;
==== Score the Passage of Time: ====&lt;br /&gt;
If your Influence marker has reached the second season, you get 3 Clan Points. If it ends up in the third season, then you get 6 Clan Points. Once you reach the fourth season, you are granted the score indicated on the space that your token occupies (which is between 10 and 15 Clan Points).&lt;br /&gt;
&lt;br /&gt;
==== Score Clan Members: ====&lt;br /&gt;
# In the Castle: Each Courtier that is in the Castle grants Clan Points  depending on the location they are in:&lt;br /&gt;
#* 1 Clan Point at the Gate.&lt;br /&gt;
#* 3 Clan Points if they are on the first floor (Stewards).&lt;br /&gt;
#* 6 Clan Points if they are on the second floor (Diplomats)&lt;br /&gt;
#* 10 Clan Points if they are on the third floor (Daimyo).&lt;br /&gt;
# In the Training Yards: You gain Clan Points for the Yard by multiplying the total value of your Warriors in this location by the number of Courtiers that you have inside the Castle (not at the Gate): Each Warrior has the value indicated in the Yard they occupy based on these icons.&lt;br /&gt;
# In the Gardens: Each Gardener grants their Clan as many Clan Points as is shown on the card they are on.&lt;br /&gt;
Whoever obtains the most Clan Points wins the game! If there is a tie, whoever is higher in the order of turns wins.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpjunkdrawer&amp;diff=27946</id>
		<title>Gamehelpjunkdrawer</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpjunkdrawer&amp;diff=27946"/>
		<updated>2026-01-05T02:20:01Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Summary ===&lt;br /&gt;
&lt;br /&gt;
Each round there are four new shapes to place in each of the junk drawer compartments. Each compartment can be used only once per round. Most points at game end wins!&lt;br /&gt;
&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
&lt;br /&gt;
A goal card is dealt out for each of the junk drawer grids, showing how a player can score points in each.&lt;br /&gt;
&lt;br /&gt;
=== Game Play ===&lt;br /&gt;
&lt;br /&gt;
Each round a player has to place the shape in a junk drawer, trying to maximize their score as outlined in the goal cards. (Note everyone places the shape on their own board.)&lt;br /&gt;
&lt;br /&gt;
To place the shape, tap/click on the grid, and to move, tap/click a new position. You can use the buttons to rotate or flip. Click &amp;quot;Confirm&amp;quot; to confirm, and when all players have placed their shape then the game moves to the next shape or to the next round. (You may be able to change placement preferences in settings.)&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
A player must pass if they can&#039;t place a shape. (They will not have an option to pass if there is a shape you can play.)&lt;br /&gt;
&lt;br /&gt;
The game continues until one (or all) player(s) can&#039;t place a shape. When each player has placed that shape (or passed) the game ends. If you are playing in solo mode, you need to gain more points than the combined example scores shown on the goal cards to win. &lt;br /&gt;
&lt;br /&gt;
A game variation keeps the game going until the last player passes. &lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
&lt;br /&gt;
==== Placement Hints ====&lt;br /&gt;
&lt;br /&gt;
There is a user preference that will give you a help button which will indicate where a shape can be placed. The intention is that experienced players will choose not to use this, but it is there in case you just can&#039;t find a location for a shape.&lt;br /&gt;
&lt;br /&gt;
==== Drag and drop ====&lt;br /&gt;
&lt;br /&gt;
The default option for placing shapes is to tap and click but this can be changed to drag and drop in player preferences. Drag and drop does not work properly on touch screens.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26759</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26759"/>
		<updated>2025-10-06T00:47:17Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Action - Advertise a cruise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
== Goal and Summary ==&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
=== (Start Of Turn Extra) Continue your cruise ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Only applicable if you already launched a ship. (This step usually only happens later in the game.) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
&lt;br /&gt;
==== Day In Space ====&lt;br /&gt;
&lt;br /&gt;
For this activity, multiply the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
==== Destination ====&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
==== Return to Earth ====&lt;br /&gt;
&lt;br /&gt;
On last day on each schedule, guests return to earth (back to the supply), and your pilot and completed ship go back to you to be used again.&lt;br /&gt;
&lt;br /&gt;
=== (Option 1) Taking two actions ===&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See the Actions section below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
=== (Option 2) Call a meeting ===&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
=== (Option 3) Launch your ship ===&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
See the Launching your Ship section below for more info&lt;br /&gt;
&lt;br /&gt;
=== (End Of Turn Extra) Check for achievements ===&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
=== Get Resources / Ads ===&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each guest or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
==== Action - Buy resources and ads ====&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
==== Action - Get for free from the silo ====&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called the silo)&lt;br /&gt;
&lt;br /&gt;
==== Action - Replenish one type of good in the silo ====&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Build a ship ===&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one guest -- for example, a ship with 3 segments can hold 2 guests. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one guest (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get a new ship ====&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get Blueprints ====&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Build ship segments ====&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
=== Schedule/advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
==== Action - Schedule a cruise ====&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
You also get a funding bonus and flip that token over. You can&#039;t use that exact funding bonus anymore -- the token will get moved when you launch your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Advertise a cruise ====&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost, including ones you haven&#039;t scheduled. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per destination on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades and improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Action - Buy a Development (Gears) ====&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
==== Action - Hire an expert worker ====&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see the between the buildings on the main board. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get agenda cards ====&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
==== Action - Refill agenda cards ====&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard any number of them, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
== Launching your ship ==&lt;br /&gt;
 &lt;br /&gt;
=== Choose a pilot ===&lt;br /&gt;
&lt;br /&gt;
Pick a worker from the Break Room to serve as a pilot for the ship &lt;br /&gt;
&lt;br /&gt;
=== Add guests to the ship ===&lt;br /&gt;
Each guest must be in its own cabin between two ship segments. (This means your ship must have at least two segments.)&lt;br /&gt;
&lt;br /&gt;
Take presold (advertised) guests from the below the schedule, or pay ads to get them from the right side/ supply. Any presold guest you don&#039;t take will cost you 2 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Pay resources ===&lt;br /&gt;
&lt;br /&gt;
Pay resources (1 food per guest/ pilot, 1 oxygen per ship segment, 1 fuel per fuel on the schedule).&lt;br /&gt;
&lt;br /&gt;
=== Start the cruise! ===&lt;br /&gt;
Note some parts of launch will be automated online, such as adding a cube to the progress track, scoring your cockpit, and moving your upgrade token onto the ship (to be delivered to a destination).&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26641</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26641"/>
		<updated>2025-09-28T19:27:59Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* (Start Of Turn Extra) Continue your cruise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
== Goal and Summary ==&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
=== (Start Of Turn Extra) Continue your cruise ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Only applicable if you already launched a ship. (This step usually only happens later in the game.) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
&lt;br /&gt;
==== Day In Space ====&lt;br /&gt;
&lt;br /&gt;
For this activity, multiply the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
==== Destination ====&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
==== Return to Earth ====&lt;br /&gt;
&lt;br /&gt;
On last day on each schedule, guests return to earth (back to the supply), and your pilot and completed ship go back to you to be used again.&lt;br /&gt;
&lt;br /&gt;
=== (Option 1) Taking two actions ===&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See the Actions section below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
=== (Option 2) Call a meeting ===&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
=== (Option 3) Launch your ship ===&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
See the Launching your Ship section below for more info&lt;br /&gt;
&lt;br /&gt;
=== (End Of Turn Extra) Check for achievements ===&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
=== Get Resources / Ads ===&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each guest or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
==== Action - Buy resources and ads ====&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
==== Action - Get for free from the silo ====&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called the silo)&lt;br /&gt;
&lt;br /&gt;
==== Action - Replenish one type of good in the silo ====&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Build a ship ===&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one guest -- for example, a ship with 3 segments can hold 2 guests. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one guest (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get a new ship ====&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get Blueprints ====&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Build ship segments ====&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
=== Schedule/advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
==== Action - Schedule a cruise ====&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
You also get a funding bonus and flip that token over. You can&#039;t use that exact funding bonus anymore -- the token will get moved when you launch your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Advertise a cruise ====&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades and improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Action - Buy a Development (Gears) ====&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
==== Action - Hire an expert worker ====&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see the between the buildings on the main board. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get agenda cards ====&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
==== Action - Refill agenda cards ====&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard any number of them, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
== Launching your ship ==&lt;br /&gt;
 &lt;br /&gt;
=== Choose a pilot ===&lt;br /&gt;
&lt;br /&gt;
Pick a worker from the Break Room to serve as a pilot for the ship &lt;br /&gt;
&lt;br /&gt;
=== Add guests to the ship ===&lt;br /&gt;
Each guest must be in its own cabin between two ship segments. (This means your ship must have at least two segments.)&lt;br /&gt;
&lt;br /&gt;
Take presold (advertised) guests from the below the schedule, or pay ads to get them from the right side/ supply. Any presold guest you don&#039;t take will cost you 2 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Pay resources ===&lt;br /&gt;
&lt;br /&gt;
Pay resources (1 food per guest/ pilot, 1 oxygen per ship segment, 1 fuel per fuel on the schedule).&lt;br /&gt;
&lt;br /&gt;
=== Start the cruise! ===&lt;br /&gt;
Note some parts of launch will be automated online, such as adding a cube to the progress track, scoring your cockpit, and moving your upgrade token onto the ship (to be delivered to a destination).&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26640</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26640"/>
		<updated>2025-09-28T19:27:03Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Return to Earth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
== Goal and Summary ==&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
=== (Start Of Turn Extra) Continue your cruise ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
&lt;br /&gt;
==== Day In Space ====&lt;br /&gt;
&lt;br /&gt;
For this activity, multiply the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
==== Destination ====&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
==== Return to Earth ====&lt;br /&gt;
&lt;br /&gt;
On last day on each schedule, guests return to earth (back to the supply), and your pilot and completed ship go back to you to be used again.&lt;br /&gt;
&lt;br /&gt;
=== (Option 1) Taking two actions ===&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See the Actions section below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
=== (Option 2) Call a meeting ===&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
=== (Option 3) Launch your ship ===&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
See the Launching your Ship section below for more info&lt;br /&gt;
&lt;br /&gt;
=== (End Of Turn Extra) Check for achievements ===&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
=== Get Resources / Ads ===&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each guest or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
==== Action - Buy resources and ads ====&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
==== Action - Get for free from the silo ====&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called the silo)&lt;br /&gt;
&lt;br /&gt;
==== Action - Replenish one type of good in the silo ====&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Build a ship ===&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one guest -- for example, a ship with 3 segments can hold 2 guests. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one guest (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get a new ship ====&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get Blueprints ====&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Build ship segments ====&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
=== Schedule/advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
==== Action - Schedule a cruise ====&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
You also get a funding bonus and flip that token over. You can&#039;t use that exact funding bonus anymore -- the token will get moved when you launch your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Advertise a cruise ====&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades and improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Action - Buy a Development (Gears) ====&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
==== Action - Hire an expert worker ====&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see the between the buildings on the main board. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get agenda cards ====&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
==== Action - Refill agenda cards ====&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard any number of them, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
== Launching your ship ==&lt;br /&gt;
 &lt;br /&gt;
=== Choose a pilot ===&lt;br /&gt;
&lt;br /&gt;
Pick a worker from the Break Room to serve as a pilot for the ship &lt;br /&gt;
&lt;br /&gt;
=== Add guests to the ship ===&lt;br /&gt;
Each guest must be in its own cabin between two ship segments. (This means your ship must have at least two segments.)&lt;br /&gt;
&lt;br /&gt;
Take presold (advertised) guests from the below the schedule, or pay ads to get them from the right side/ supply. Any presold guest you don&#039;t take will cost you 2 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Pay resources ===&lt;br /&gt;
&lt;br /&gt;
Pay resources (1 food per guest/ pilot, 1 oxygen per ship segment, 1 fuel per fuel on the schedule).&lt;br /&gt;
&lt;br /&gt;
=== Start the cruise! ===&lt;br /&gt;
Note some parts of launch will be automated online, such as adding a cube to the progress track, scoring your cockpit, and moving your upgrade token onto the ship (to be delivered to a destination).&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26639</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26639"/>
		<updated>2025-09-28T19:25:44Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Launching your ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
== Goal and Summary ==&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
=== (Start Of Turn Extra) Continue your cruise ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
&lt;br /&gt;
==== Day In Space ====&lt;br /&gt;
&lt;br /&gt;
For this activity, multiply the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
==== Destination ====&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
==== Return to Earth ====&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
=== (Option 1) Taking two actions ===&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See the Actions section below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
=== (Option 2) Call a meeting ===&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
=== (Option 3) Launch your ship ===&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
See the Launching your Ship section below for more info&lt;br /&gt;
&lt;br /&gt;
=== (End Of Turn Extra) Check for achievements ===&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
=== Get Resources / Ads ===&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each guest or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
==== Action - Buy resources and ads ====&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
==== Action - Get for free from the silo ====&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called the silo)&lt;br /&gt;
&lt;br /&gt;
==== Action - Replenish one type of good in the silo ====&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Build a ship ===&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one guest -- for example, a ship with 3 segments can hold 2 guests. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one guest (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get a new ship ====&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get Blueprints ====&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Build ship segments ====&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
=== Schedule/advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
==== Action - Schedule a cruise ====&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
You also get a funding bonus and flip that token over. You can&#039;t use that exact funding bonus anymore -- the token will get moved when you launch your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Advertise a cruise ====&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades and improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Action - Buy a Development (Gears) ====&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
==== Action - Hire an expert worker ====&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see the between the buildings on the main board. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get agenda cards ====&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
==== Action - Refill agenda cards ====&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard any number of them, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
== Launching your ship ==&lt;br /&gt;
 &lt;br /&gt;
=== Choose a pilot ===&lt;br /&gt;
&lt;br /&gt;
Pick a worker from the Break Room to serve as a pilot for the ship &lt;br /&gt;
&lt;br /&gt;
=== Add guests to the ship ===&lt;br /&gt;
Each guest must be in its own cabin between two ship segments. (This means your ship must have at least two segments.)&lt;br /&gt;
&lt;br /&gt;
Take presold (advertised) guests from the below the schedule, or pay ads to get them from the right side/ supply. Any presold guest you don&#039;t take will cost you 2 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Pay resources ===&lt;br /&gt;
&lt;br /&gt;
Pay resources (1 food per guest/ pilot, 1 oxygen per ship segment, 1 fuel per fuel on the schedule).&lt;br /&gt;
&lt;br /&gt;
=== Start the cruise! ===&lt;br /&gt;
Note some parts of launch will be automated online, such as adding a cube to the progress track, scoring your cockpit, and moving your upgrade token onto the ship (to be delivered to a destination).&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26638</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26638"/>
		<updated>2025-09-28T19:25:29Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Launching your ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
== Goal and Summary ==&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
=== (Start Of Turn Extra) Continue your cruise ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
&lt;br /&gt;
==== Day In Space ====&lt;br /&gt;
&lt;br /&gt;
For this activity, multiply the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
==== Destination ====&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
==== Return to Earth ====&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
=== (Option 1) Taking two actions ===&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See the Actions section below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
=== (Option 2) Call a meeting ===&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
=== (Option 3) Launch your ship ===&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
See the Launching your Ship section below for more info&lt;br /&gt;
&lt;br /&gt;
=== (End Of Turn Extra) Check for achievements ===&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
=== Get Resources / Ads ===&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each guest or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
==== Action - Buy resources and ads ====&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
==== Action - Get for free from the silo ====&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called the silo)&lt;br /&gt;
&lt;br /&gt;
==== Action - Replenish one type of good in the silo ====&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Build a ship ===&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one guest -- for example, a ship with 3 segments can hold 2 guests. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one guest (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get a new ship ====&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get Blueprints ====&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Build ship segments ====&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
=== Schedule/advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
==== Action - Schedule a cruise ====&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
You also get a funding bonus and flip that token over. You can&#039;t use that exact funding bonus anymore -- the token will get moved when you launch your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Advertise a cruise ====&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades and improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Action - Buy a Development (Gears) ====&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
==== Action - Hire an expert worker ====&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see the between the buildings on the main board. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get agenda cards ====&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
==== Action - Refill agenda cards ====&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard any number of them, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
== Launching your ship ==&lt;br /&gt;
&lt;br /&gt;
To launch your ship (with at least two segments)&lt;br /&gt;
 &lt;br /&gt;
=== Choose a pilot ===&lt;br /&gt;
&lt;br /&gt;
Pick a worker from the Break Room to serve as a pilot for the ship &lt;br /&gt;
&lt;br /&gt;
=== Add guests to the ship ===&lt;br /&gt;
Each guest must be in its own cabin between two ship segments. (This means your ship must have at least two segments.)&lt;br /&gt;
&lt;br /&gt;
Take presold (advertised) guests from the below the schedule, or pay ads to get them from the right side/ supply. Any presold guest you don&#039;t take will cost you 2 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Pay resources ===&lt;br /&gt;
&lt;br /&gt;
Pay resources (1 food per guest/ pilot, 1 oxygen per ship segment, 1 fuel per fuel on the schedule).&lt;br /&gt;
&lt;br /&gt;
=== Start the cruise! ===&lt;br /&gt;
Note some parts of launch will be automated online, such as adding a cube to the progress track, scoring your cockpit, and moving your upgrade token onto the ship (to be delivered to a destination).&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26637</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26637"/>
		<updated>2025-09-28T19:25:20Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Launching your ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
== Goal and Summary ==&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
=== (Start Of Turn Extra) Continue your cruise ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
&lt;br /&gt;
==== Day In Space ====&lt;br /&gt;
&lt;br /&gt;
For this activity, multiply the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
==== Destination ====&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
==== Return to Earth ====&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
=== (Option 1) Taking two actions ===&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See the Actions section below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
=== (Option 2) Call a meeting ===&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
=== (Option 3) Launch your ship ===&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
See the Launching your Ship section below for more info&lt;br /&gt;
&lt;br /&gt;
=== (End Of Turn Extra) Check for achievements ===&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
=== Get Resources / Ads ===&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each guest or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
==== Action - Buy resources and ads ====&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
==== Action - Get for free from the silo ====&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called the silo)&lt;br /&gt;
&lt;br /&gt;
==== Action - Replenish one type of good in the silo ====&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Build a ship ===&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one guest -- for example, a ship with 3 segments can hold 2 guests. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one guest (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get a new ship ====&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get Blueprints ====&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Build ship segments ====&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
=== Schedule/advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
==== Action - Schedule a cruise ====&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
You also get a funding bonus and flip that token over. You can&#039;t use that exact funding bonus anymore -- the token will get moved when you launch your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Advertise a cruise ====&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades and improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Action - Buy a Development (Gears) ====&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
==== Action - Hire an expert worker ====&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see the between the buildings on the main board. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get agenda cards ====&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
==== Action - Refill agenda cards ====&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard any number of them, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
== Launching your ship ==&lt;br /&gt;
&lt;br /&gt;
To launch your ship (with at least two segments)&lt;br /&gt;
 &lt;br /&gt;
=== Choose a pilot ===&lt;br /&gt;
&lt;br /&gt;
Pick a worker from the Break Room to serve as a pilot for the ship &lt;br /&gt;
&lt;br /&gt;
=== Add guests to the ship ===&lt;br /&gt;
Each guest must be in its own cabin between two ship segments. (This means your ship must have at least two segments.)&lt;br /&gt;
&lt;br /&gt;
Take presold (advertised) guests from the below the schedule, or pay ads to get them from the right side/ supply. Any presold guest you don&#039;t take will cost you 2 reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pay resources ===&lt;br /&gt;
&lt;br /&gt;
Pay resources (1 food per guest/ pilot, 1 oxygen per ship segment, 1 fuel per fuel on the schedule).&lt;br /&gt;
&lt;br /&gt;
=== Start the cruise! ===&lt;br /&gt;
Note some parts of launch will be automated online, such as adding a cube to the progress track, scoring your cockpit, and moving your upgrade token onto the ship (to be delivered to a destination).&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26636</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26636"/>
		<updated>2025-09-28T19:21:08Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
== Goal and Summary ==&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
=== (Start Of Turn Extra) Continue your cruise ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
&lt;br /&gt;
==== Day In Space ====&lt;br /&gt;
&lt;br /&gt;
For this activity, multiply the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
==== Destination ====&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
==== Return to Earth ====&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
=== (Option 1) Taking two actions ===&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See the Actions section below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
=== (Option 2) Call a meeting ===&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
=== (Option 3) Launch your ship ===&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
See the Launching your Ship section below for more info&lt;br /&gt;
&lt;br /&gt;
=== (End Of Turn Extra) Check for achievements ===&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
=== Get Resources / Ads ===&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each guest or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
==== Action - Buy resources and ads ====&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
==== Action - Get for free from the silo ====&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called the silo)&lt;br /&gt;
&lt;br /&gt;
==== Action - Replenish one type of good in the silo ====&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Build a ship ===&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one guest -- for example, a ship with 3 segments can hold 2 guests. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one guest (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get a new ship ====&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get Blueprints ====&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Build ship segments ====&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
=== Schedule/advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
==== Action - Schedule a cruise ====&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
You also get a funding bonus and flip that token over. You can&#039;t use that exact funding bonus anymore -- the token will get moved when you launch your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Advertise a cruise ====&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades and improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Action - Buy a Development (Gears) ====&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
==== Action - Hire an expert worker ====&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see the between the buildings on the main board. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get agenda cards ====&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
==== Action - Refill agenda cards ====&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard any number of them, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
== Launching your ship ==&lt;br /&gt;
&lt;br /&gt;
To launch your ship (with at least two segments)&lt;br /&gt;
 &lt;br /&gt;
=== Choose a pilot ===&lt;br /&gt;
&lt;br /&gt;
Pick a worker from the Break Room to serve as a pilot for the ship &lt;br /&gt;
&lt;br /&gt;
=== Add guests to the ship ===&lt;br /&gt;
&lt;br /&gt;
Take presold/advertised guests from the below the schedule, or pay ads to get them from the right side/ supply. Each guest must be in its own cabin between two ship segments. Note any presold guest you don&#039;t take will cost you 2 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Pay resources ===&lt;br /&gt;
&lt;br /&gt;
Pay resources (1 food per guest/ pilot, 1 oxygen per ship segment, 1 fuel per fuel on the schedule).&lt;br /&gt;
&lt;br /&gt;
=== Start the cruise! ===&lt;br /&gt;
Note some parts of launch will be automated online, such as adding a cube to the progress track, scoring your cockpit, and moving your upgrade token onto the ship (to be delivered to a destination).&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26635</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26635"/>
		<updated>2025-09-28T17:34:24Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* (Option 3) Launch your ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
== Goal and Summary ==&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
=== (Start Of Turn Extra) Continue your cruise ===&lt;br /&gt;
&lt;br /&gt;
If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.)&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
&lt;br /&gt;
==== Day In Space ====&lt;br /&gt;
&lt;br /&gt;
For this activity, multiple the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
==== Destination ====&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
==== Return to Earth ====&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
=== (Option 1) Taking two actions ===&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See actions below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
=== (Option 2) Call a meeting ===&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
=== (Option 3) Launch your ship ===&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
See Launching your ship below for more info&lt;br /&gt;
&lt;br /&gt;
=== (End Of Turn Extra) Check for achievements ===&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
=== Get Resources / Ads ===&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each passenger or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
==== Action - Buy resources and ads ====&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
==== Action - Get for free from the silo ====&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called silo)&lt;br /&gt;
&lt;br /&gt;
==== Action - Replenish one type of good in the silo ====&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Build a ship ===&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one passenger -- for example, a ship with 3 segments can hold 2 passengers. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one passenger (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get a new ship ====&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get Blueprints ====&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Build ship segments ====&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
=== Schedule/advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
==== Action - Schedule a cruise ====&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
You also get a funding bonus and flip that token over. You can&#039;t use that exact funding bonus anymore -- the token will get moved when you launch your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Advertise a cruise ====&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades and improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Action - Buy a Development (Gears) ====&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
==== Action - Hire an expert worker ====&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see main board below the buildings. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get agenda cards ====&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
==== Action - Refill agenda cards ====&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard any number of them, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
== Launching your ship ==&lt;br /&gt;
&lt;br /&gt;
To launch your ship (with at least two segments)&lt;br /&gt;
 &lt;br /&gt;
=== Choose a pilot ===&lt;br /&gt;
&lt;br /&gt;
Pick a worker from the Break Room to serve as a pilot for the ship &lt;br /&gt;
&lt;br /&gt;
=== Add guests to the ship ===&lt;br /&gt;
&lt;br /&gt;
Take presold/advertised guests from the below the schedule, or pay ads to get them from the right side/ supply. Each guest must be in its own cabin between two ship segments. Note any presold guest you don&#039;t take will cost you 2 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Pay resources ===&lt;br /&gt;
&lt;br /&gt;
Pay resources (1 food per guest/ pilot, 1 oxygen per ship segment, 1 fuel per fuel on the schedule).&lt;br /&gt;
&lt;br /&gt;
=== Start the cruise! ===&lt;br /&gt;
Note some parts of launch will be automated online, such as adding a cube to the progress track, scoring your cockpit, and moving your upgrade token onto the ship (to be delivered to a destination).&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26634</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26634"/>
		<updated>2025-09-28T17:33:25Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Launching your ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
== Goal and Summary ==&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
=== (Start Of Turn Extra) Continue your cruise ===&lt;br /&gt;
&lt;br /&gt;
If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.)&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
&lt;br /&gt;
==== Day In Space ====&lt;br /&gt;
&lt;br /&gt;
For this activity, multiple the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
==== Destination ====&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
==== Return to Earth ====&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
=== (Option 1) Taking two actions ===&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See actions below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
=== (Option 2) Call a meeting ===&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
=== (Option 3) Launch your ship ===&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
=== (End Of Turn Extra) Check for achievements ===&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
=== Get Resources / Ads ===&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each passenger or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
==== Action - Buy resources and ads ====&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
==== Action - Get for free from the silo ====&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called silo)&lt;br /&gt;
&lt;br /&gt;
==== Action - Replenish one type of good in the silo ====&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Build a ship ===&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one passenger -- for example, a ship with 3 segments can hold 2 passengers. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one passenger (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get a new ship ====&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get Blueprints ====&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Build ship segments ====&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
=== Schedule/advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
==== Action - Schedule a cruise ====&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
You also get a funding bonus and flip that token over. You can&#039;t use that exact funding bonus anymore -- the token will get moved when you launch your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Advertise a cruise ====&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades and improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Action - Buy a Development (Gears) ====&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
==== Action - Hire an expert worker ====&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see main board below the buildings. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get agenda cards ====&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
==== Action - Refill agenda cards ====&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard any number of them, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
== Launching your ship ==&lt;br /&gt;
&lt;br /&gt;
To launch your ship (with at least two segments)&lt;br /&gt;
 &lt;br /&gt;
=== Choose a pilot ===&lt;br /&gt;
&lt;br /&gt;
Pick a worker from the Break Room to serve as a pilot for the ship &lt;br /&gt;
&lt;br /&gt;
=== Add guests to the ship ===&lt;br /&gt;
&lt;br /&gt;
Take presold/advertised guests from the below the schedule, or pay ads to get them from the right side/ supply. Each guest must be in its own cabin between two ship segments. Note any presold guest you don&#039;t take will cost you 2 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Pay resources ===&lt;br /&gt;
&lt;br /&gt;
Pay resources (1 food per guest/ pilot, 1 oxygen per ship segment, 1 fuel per fuel on the schedule).&lt;br /&gt;
&lt;br /&gt;
=== Start the cruise! ===&lt;br /&gt;
Note some parts of launch will be automated online, such as adding a cube to the progress track, scoring your cockpit, and moving your upgrade token onto the ship (to be delivered to a destination).&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26633</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26633"/>
		<updated>2025-09-28T17:24:41Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
== Goal and Summary ==&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
=== (Start Of Turn Extra) Continue your cruise ===&lt;br /&gt;
&lt;br /&gt;
If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.)&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
&lt;br /&gt;
==== Day In Space ====&lt;br /&gt;
&lt;br /&gt;
For this activity, multiple the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
==== Destination ====&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
==== Return to Earth ====&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
=== (Option 1) Taking two actions ===&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See actions below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
=== (Option 2) Call a meeting ===&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
=== (Option 3) Launch your ship ===&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
=== (End Of Turn Extra) Check for achievements ===&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
=== Get Resources / Ads ===&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each passenger or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
==== Action - Buy resources and ads ====&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
==== Action - Get for free from the silo ====&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called silo)&lt;br /&gt;
&lt;br /&gt;
==== Action - Replenish one type of good in the silo ====&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Build a ship ===&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one passenger -- for example, a ship with 3 segments can hold 2 passengers. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one passenger (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get a new ship ====&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get Blueprints ====&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Build ship segments ====&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
=== Schedule/advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
==== Action - Schedule a cruise ====&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
You also get a funding bonus and flip that token over. You can&#039;t use that exact funding bonus anymore -- the token will get moved when you launch your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Advertise a cruise ====&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades and improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Action - Buy a Development (Gears) ====&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
==== Action - Hire an expert worker ====&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see main board below the buildings. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get agenda cards ====&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
==== Action - Refill agenda cards ====&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard any number of them, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
== Launching your ship ==&lt;br /&gt;
&lt;br /&gt;
To launch your ship (with at least two segments)&lt;br /&gt;
&lt;br /&gt;
* Pick a worker from the Break Room to serve as a pilot for the ship &lt;br /&gt;
&lt;br /&gt;
* Take presold/advertised guests from the below the schedule, or pay ads to get them from the right side/ supply. Each guest must be in its own cabin between two ship segments. Note any presold guest you don&#039;t take will cost you 2 reputation.&lt;br /&gt;
&lt;br /&gt;
* Pay resources (1 food per guest/ pilot, 1 oxygen per ship segment, 1 fuel per fuel on the schedule).&lt;br /&gt;
&lt;br /&gt;
Note some parts of launch will be automated online, such as adding a cube to the progress track, scoring your cockpit, and moving your upgrade token onto the ship (to be delivered to a destination).&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26632</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26632"/>
		<updated>2025-09-28T17:07:59Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Action - Schedule a cruise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
== Goal and Summary ==&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
=== (Start Of Turn Extra) Continue your cruise ===&lt;br /&gt;
&lt;br /&gt;
If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.)&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
&lt;br /&gt;
==== Day In Space ====&lt;br /&gt;
&lt;br /&gt;
For this activity, multiple the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
==== Destination ====&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
==== Return to Earth ====&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
=== (Option 1) Taking two actions ===&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See actions below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
=== (Option 2) Call a meeting ===&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
=== (Option 3) Launch your ship ===&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
=== (End Of Turn Extra) Check for achievements ===&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
=== Get Resources / Ads ===&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each passenger or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
==== Action - Buy resources and ads ====&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
==== Action - Get for free from the silo ====&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called silo)&lt;br /&gt;
&lt;br /&gt;
==== Action - Replenish one type of good in the silo ====&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Build a ship ===&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one passenger -- for example, a ship with 3 segments can hold 2 passengers. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one passenger (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get a new ship ====&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get Blueprints ====&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Build ship segments ====&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
=== Schedule/advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
==== Action - Schedule a cruise ====&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
You also get a funding bonus and flip that token over. You can&#039;t use that exact funding bonus anymore -- the token will get moved when you launch your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Advertise a cruise ====&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades and improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Action - Buy a Development (Gears) ====&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
==== Action - Hire an expert worker ====&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see main board below the buildings. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get agenda cards ====&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
==== Action - Refill agenda cards ====&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard any number of them, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26631</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26631"/>
		<updated>2025-09-28T17:07:44Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Action - Schedule a cruise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
== Goal and Summary ==&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
=== (Start Of Turn Extra) Continue your cruise ===&lt;br /&gt;
&lt;br /&gt;
If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.)&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
&lt;br /&gt;
==== Day In Space ====&lt;br /&gt;
&lt;br /&gt;
For this activity, multiple the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
==== Destination ====&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
==== Return to Earth ====&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
=== (Option 1) Taking two actions ===&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See actions below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
=== (Option 2) Call a meeting ===&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
=== (Option 3) Launch your ship ===&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
=== (End Of Turn Extra) Check for achievements ===&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
=== Get Resources / Ads ===&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each passenger or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
==== Action - Buy resources and ads ====&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
==== Action - Get for free from the silo ====&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called silo)&lt;br /&gt;
&lt;br /&gt;
==== Action - Replenish one type of good in the silo ====&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Build a ship ===&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one passenger -- for example, a ship with 3 segments can hold 2 passengers. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one passenger (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get a new ship ====&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get Blueprints ====&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Build ship segments ====&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
=== Schedule/advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
==== Action - Schedule a cruise ====&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
You also get a funding bonus and flip that token over. You can&#039;t use that exact funding bonus anymore -- the token will get moved when you launch your ship).&lt;br /&gt;
&lt;br /&gt;
==== Action - Advertise a cruise ====&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades and improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Action - Buy a Development (Gears) ====&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
==== Action - Hire an expert worker ====&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see main board below the buildings. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get agenda cards ====&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
==== Action - Refill agenda cards ====&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard any number of them, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26630</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26630"/>
		<updated>2025-09-28T17:06:38Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Action - Schedule a cruise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
== Goal and Summary ==&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
=== (Start Of Turn Extra) Continue your cruise ===&lt;br /&gt;
&lt;br /&gt;
If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.)&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
&lt;br /&gt;
==== Day In Space ====&lt;br /&gt;
&lt;br /&gt;
For this activity, multiple the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
==== Destination ====&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
==== Return to Earth ====&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
=== (Option 1) Taking two actions ===&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See actions below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
=== (Option 2) Call a meeting ===&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
=== (Option 3) Launch your ship ===&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
=== (End Of Turn Extra) Check for achievements ===&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
=== Get Resources / Ads ===&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each passenger or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
==== Action - Buy resources and ads ====&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
==== Action - Get for free from the silo ====&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called silo)&lt;br /&gt;
&lt;br /&gt;
==== Action - Replenish one type of good in the silo ====&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Build a ship ===&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one passenger -- for example, a ship with 3 segments can hold 2 passengers. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one passenger (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get a new ship ====&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get Blueprints ====&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Build ship segments ====&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
=== Schedule/advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
==== Action - Schedule a cruise ====&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
You also get a funding bonus and flip that token over. You can&#039;t get that funding bonus until the token is moved (when you launch your ship).&lt;br /&gt;
&lt;br /&gt;
==== Action - Advertise a cruise ====&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades and improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Action - Buy a Development (Gears) ====&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
==== Action - Hire an expert worker ====&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see main board below the buildings. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get agenda cards ====&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
==== Action - Refill agenda cards ====&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard any number of them, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26629</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26629"/>
		<updated>2025-09-28T17:02:50Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
== Goal and Summary ==&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
=== (Start Of Turn Extra) Continue your cruise ===&lt;br /&gt;
&lt;br /&gt;
If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.)&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
&lt;br /&gt;
==== Day In Space ====&lt;br /&gt;
&lt;br /&gt;
For this activity, multiple the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
==== Destination ====&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
==== Return to Earth ====&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
=== (Option 1) Taking two actions ===&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See actions below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
=== (Option 2) Call a meeting ===&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
=== (Option 3) Launch your ship ===&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
=== (End Of Turn Extra) Check for achievements ===&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
=== Get Resources / Ads ===&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each passenger or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
==== Action - Buy resources and ads ====&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
==== Action - Get for free from the silo ====&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called silo)&lt;br /&gt;
&lt;br /&gt;
==== Action - Replenish one type of good in the silo ====&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Build a ship ===&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one passenger -- for example, a ship with 3 segments can hold 2 passengers. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one passenger (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get a new ship ====&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get Blueprints ====&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Build ship segments ====&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
=== Schedule/advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
==== Action - Schedule a cruise ====&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
==== Action - Advertise a cruise ====&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades and improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Action - Buy a Development (Gears) ====&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
==== Action - Hire an expert worker ====&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see main board below the buildings. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get agenda cards ====&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
==== Action - Refill agenda cards ====&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard any number of them, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26628</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26628"/>
		<updated>2025-09-28T17:01:56Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
== Goal and Summary ==&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
=== (Start Of Turn Extra) Continue your cruise ===&lt;br /&gt;
&lt;br /&gt;
If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.)&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
&lt;br /&gt;
==== Day In Space ====&lt;br /&gt;
&lt;br /&gt;
For this activity, multiple the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
==== Destination ====&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
==== Return to Earth ====&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
=== (Option 1) Taking two actions ===&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See actions below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
=== (Option 2) Call a meeting ===&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
=== (Option 3) Launch your ship ===&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
=== (End Of Turn Extra) Check for achievements ===&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
(This is only a partial list at the moment)&lt;br /&gt;
&lt;br /&gt;
=== Get Resources / Ads ===&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each passenger or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
==== Action - Buy resources and ads ====&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
==== Action - Get for free from the silo ====&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called silo)&lt;br /&gt;
&lt;br /&gt;
==== Action - Replenish one type of good in the silo ====&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Build a ship ===&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one passenger -- for example, a ship with 3 segments can hold 2 passengers. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one passenger (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get a new ship ====&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get Blueprints ====&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Build ship segments ====&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
=== Schedule/advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
==== Action - Schedule a cruise ====&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
==== Action - Advertise a cruise ====&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades and improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Action - Buy a Development (Gears) ====&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
==== Action - Hire an expert worker ====&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see main board below the buildings. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get agenda cards ====&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
==== Action - Refill agenda cards ====&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard any number of them, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26627</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26627"/>
		<updated>2025-09-28T16:46:51Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
== Goal and Summary ==&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
=== (Start Of Turn Extra) Continue your cruise ===&lt;br /&gt;
&lt;br /&gt;
If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.)&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
&lt;br /&gt;
==== Day In Space ====&lt;br /&gt;
&lt;br /&gt;
For this activity, multiple the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
==== Destination ====&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
==== Return to Earth ====&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
=== (Option 1) Taking two actions ===&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See actions below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
=== (Option 2) Call a meeting ===&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
=== (Option 3) Launch your ship ===&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
=== (End Of Turn Extra) Check for achievements ===&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
(This is only a partial list at the moment)&lt;br /&gt;
&lt;br /&gt;
=== Get Resources / Ads ===&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each passenger or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
==== Action - Buy resources and ads ====&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
==== Action - Get for free from the silo ====&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called silo)&lt;br /&gt;
&lt;br /&gt;
==== Action - Replenish one type of good in the silo ====&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Build a ship ===&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one passenger -- for example, a ship with 3 segments can hold 2 passengers. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one passenger (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
==== Get a new ship ====&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
==== Get Blueprints ====&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
==== Build ship segments ====&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
=== Schedule/advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
==== Schedule a cruise ====&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
==== Advertise a cruise ====&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades and improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Buy a Development (Gears) ====&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
==== Hire an expert worker ====&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see main board below the buildings. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
==== Get agenda cards ====&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
==== Refill agenda cards ====&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard any number of them, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26626</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26626"/>
		<updated>2025-09-28T16:46:15Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
== Goal and Summary ==&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
=== (Start Of Turn Extra) Continue your cruise ===&lt;br /&gt;
&lt;br /&gt;
If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.)&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
&lt;br /&gt;
==== Day In Space ===-&lt;br /&gt;
&lt;br /&gt;
For this activity, multiple the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
==== Destination ====&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
==== Return to Earth ====&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
=== (Option 1) Taking two actions ===&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See actions below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
=== (Option 2) Call a meeting ===&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
=== (Option 3) Launch your ship ===&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
=== (End Of Turn Extra) Check for achievements ===&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
(This is only a partial list at the moment)&lt;br /&gt;
&lt;br /&gt;
=== Get Resources / Ads ===&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each passenger or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
==== Action - Buy resources and ads ====&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
==== Action - Get for free from the silo ====&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called silo)&lt;br /&gt;
&lt;br /&gt;
==== Action - Replenish one type of good in the silo ====&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Build a ship ===&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one passenger -- for example, a ship with 3 segments can hold 2 passengers. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one passenger (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
==== Get a new ship ====&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
==== Get Blueprints ====&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
==== Build ship segments ====&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
=== Schedule/advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
==== Schedule a cruise ====&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
==== Advertise a cruise ====&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades and improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Buy a Development (Gears) ====&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
==== Hire an expert worker ====&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see main board below the buildings. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
==== Get agenda cards ====&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
==== Refill agenda cards ====&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard any number of them, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26625</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26625"/>
		<updated>2025-09-28T16:45:10Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
== Goal and Summary ==&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
=== (Start Of Turn Extra) Continue your cruise ===&lt;br /&gt;
&lt;br /&gt;
If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.)&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
&lt;br /&gt;
=== Day In Space ===&lt;br /&gt;
&lt;br /&gt;
For this activity, multiple the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
==== Destination ====&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
==== Return to Earth ====&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
=== (Option 1) Taking two actions ===&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See actions below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
=== (Option 2) Call a meeting ===&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
=== (Option 3) Launch your ship ===&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
=== (End Of Turn Extra) Check for achievements ===&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
(This is only a partial list at the moment)&lt;br /&gt;
&lt;br /&gt;
=== Get Resources / Ads ===&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each passenger or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
==== Action - Buy resources and ads ====&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
==== Action - Get for free from the silo ====&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called silo)&lt;br /&gt;
&lt;br /&gt;
==== Action - Replenish one type of good in the silo ====&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Build a ship ===&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one passenger -- for example, a ship with 3 segments can hold 2 passengers. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one passenger (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
==== Get a new ship ====&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
==== Get Blueprints ====&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
==== Build ship segments ====&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
=== Schedule/advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
==== Schedule a cruise ====&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
==== Advertise a cruise ====&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades and improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Buy a Development (Gears) ====&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
==== Hire an expert worker ====&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see main board below the buildings. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
==== Get agenda cards ====&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
==== Refill agenda cards ====&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard any number of them, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26624</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26624"/>
		<updated>2025-09-28T16:35:17Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
= Goal and Summary =&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
= Starting the game =&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
= Turn Structure =&lt;br /&gt;
&lt;br /&gt;
== (Start Of Turn Extra) Continue your cruise ==&lt;br /&gt;
If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.)&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
=== Day In Space ===&lt;br /&gt;
For this activity, multiple the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
=== Destination ===&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
=== Return to Earth ===&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
== Taking two actions ==&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See actions below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
== Call a meeting ==&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
== Launch your ship ==&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== (End Of Turn Extra) Check for achievements ==&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
= Actions =&lt;br /&gt;
(This is only a partial list at the moment)&lt;br /&gt;
&lt;br /&gt;
== Get Resources / Ads ==&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each passenger or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
=== Action - Buy resources and ads ===&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
=== Action - Get for free from the silo ===&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called silo)&lt;br /&gt;
&lt;br /&gt;
=== Action - Replenish one type of good in the silo ===&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
== Build a ship ==&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one passenger -- for example, a ship with 3 segments can hold 2 passengers. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one passenger (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
=== Get a new ship ===&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
=== Get Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
=== Build ship segments ===&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
== Schedule/advertise a cruise ==&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
=== Schedule a cruise ===&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
=== Advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
== Upgrades and improvements ==&lt;br /&gt;
&lt;br /&gt;
=== Buy a Development (Gears) ===&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
=== Hire an expert worker ===&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see main board below the buildings. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
=== Get agenda cards ===&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
=== Refill agenda cards ===&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard any number of them, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
= End of game =&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26623</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26623"/>
		<updated>2025-09-28T16:04:20Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Schedule/advertise a cruise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
= Goal and Summary =&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
= Starting the game =&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
= Turn Structure =&lt;br /&gt;
&lt;br /&gt;
== (Start Of Turn Extra) Continue your cruise ==&lt;br /&gt;
If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.)&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
=== Day In Space ===&lt;br /&gt;
For this activity, multiple the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
=== Destination ===&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
=== Return to Earth ===&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
== Taking two actions ==&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See actions below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
== Call a meeting ==&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
== Launch your ship ==&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== (End Of Turn Extra) Check for achievements ==&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
= Actions =&lt;br /&gt;
(This is only a partial list at the moment)&lt;br /&gt;
&lt;br /&gt;
== Get Resources / Ads ==&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each passenger or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
=== Action - Buy resources and ads ===&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
=== Action - Get for free from the silo ===&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called silo)&lt;br /&gt;
&lt;br /&gt;
=== Action - Replenish one type of good in the silo ===&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
== Build a ship ==&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one passenger -- for example, a ship with 3 segments can hold 2 passengers. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one passenger (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
=== Get a new ship ===&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
=== Get Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
=== Build ship segments ===&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
== Schedule/advertise a cruise ==&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
=== Schedule a cruise ===&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
=== Advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
= End of game =&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26622</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26622"/>
		<updated>2025-09-28T16:02:41Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Call a meeting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
= Goal and Summary =&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
= Starting the game =&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
= Turn Structure =&lt;br /&gt;
&lt;br /&gt;
== (Start Of Turn Extra) Continue your cruise ==&lt;br /&gt;
If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.)&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
=== Day In Space ===&lt;br /&gt;
For this activity, multiple the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
=== Destination ===&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
=== Return to Earth ===&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
== Taking two actions ==&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See actions below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
== Call a meeting ==&lt;br /&gt;
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
== Launch your ship ==&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== (End Of Turn Extra) Check for achievements ==&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
= Actions =&lt;br /&gt;
(This is only a partial list at the moment)&lt;br /&gt;
&lt;br /&gt;
== Get Resources / Ads ==&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each passenger or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
=== Action - Buy resources and ads ===&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
=== Action - Get for free from the silo ===&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called silo)&lt;br /&gt;
&lt;br /&gt;
=== Action - Replenish one type of good in the silo ===&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
== Build a ship ==&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one passenger -- for example, a ship with 3 segments can hold 2 passengers. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one passenger (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
=== Get a new ship ===&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
=== Get Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
=== Build ship segments ===&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
== Schedule/advertise a cruise ==&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise you want to go on as a separate action before launching your ship, but you don&#039;t have to advertise it in advance.&lt;br /&gt;
&lt;br /&gt;
=== Schedule a cruise ===&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
=== Advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
= End of game =&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26620</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26620"/>
		<updated>2025-09-28T14:28:39Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
= Goal and Summary =&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
= Starting the game =&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
= Turn Structure =&lt;br /&gt;
&lt;br /&gt;
== (Start Of Turn Extra) Continue your cruise ==&lt;br /&gt;
If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.)&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
=== Day In Space ===&lt;br /&gt;
For this activity, multiple the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
=== Destination ===&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
=== Return to Earth ===&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
== Taking two actions ==&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See actions below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
== Call a meeting ==&lt;br /&gt;
You can pull your workers back by calling a meeting. First, pull your workers back, then choose an action next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
== Launch your ship ==&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== (End Of Turn Extra) Check for achievements ==&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
= Actions =&lt;br /&gt;
(This is only a partial list at the moment)&lt;br /&gt;
&lt;br /&gt;
== Get Resources / Ads ==&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each passenger or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
=== Action - Buy resources and ads ===&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
=== Action - Get for free from the silo ===&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called silo)&lt;br /&gt;
&lt;br /&gt;
=== Action - Replenish one type of good in the silo ===&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
== Build a ship ==&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one passenger -- for example, a ship with 3 segments can hold 2 passengers. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one passenger (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
=== Get a new ship ===&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
=== Get Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
=== Build ship segments ===&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
== Schedule/advertise a cruise ==&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise you want to go on as a separate action before launching your ship, but you don&#039;t have to advertise it in advance.&lt;br /&gt;
&lt;br /&gt;
=== Schedule a cruise ===&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
=== Advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
= End of game =&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26618</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26618"/>
		<updated>2025-09-28T14:15:05Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
= Goal and Summary =&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
= Starting the game =&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
= Turn Structure =&lt;br /&gt;
&lt;br /&gt;
== (Start Of Turn Extra) Continue your cruise ==&lt;br /&gt;
If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.)&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
=== Day In Space ===&lt;br /&gt;
For this activity, multiple the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
=== Destination ===&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
=== Return to Earth ===&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
== Taking two actions ==&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See actions below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
== Call a meeting ==&lt;br /&gt;
You can pull your workers back by calling a meeting. First, pull your workers back, then choose an action next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
== Launch your ship ==&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== (End Of Turn Extra) Check for achievements ==&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
= Actions =&lt;br /&gt;
(This is only a partial list at the moment)&lt;br /&gt;
&lt;br /&gt;
== Get Resources / Ads ==&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each passenger or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
=== Action - Buy resources and ads ===&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
=== Action - Get for free from the silo ===&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called silo)&lt;br /&gt;
&lt;br /&gt;
=== Action - Replenish one type of good in the silo ===&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
== Build a ship ==&lt;br /&gt;
&lt;br /&gt;
=== Get a new ship ===&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
=== Get Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
=== Build ship segments ===&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
==&lt;br /&gt;
&lt;br /&gt;
= End of game =&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26617</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=26617"/>
		<updated>2025-09-28T02:45:29Z</updated>

		<summary type="html">&lt;p&gt;Contig: Created page with &amp;quot;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)  = Goal and Summary =  The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!  On your turn, you&amp;#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&amp;#039;re ready, you can liftoff...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
= Goal and Summary =&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
= Starting the game =&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
= Turn Structure =&lt;br /&gt;
&lt;br /&gt;
== (Start Of Turn Extra) Continue your cruise ==&lt;br /&gt;
If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.)&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
=== Day In Space ===&lt;br /&gt;
For this activity, multiple the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
=== Destination ===&lt;br /&gt;
&lt;br /&gt;
Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)&lt;br /&gt;
&lt;br /&gt;
=== Return to Earth ===&lt;br /&gt;
&lt;br /&gt;
The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.&lt;br /&gt;
&lt;br /&gt;
== Taking two actions ==&lt;br /&gt;
&lt;br /&gt;
In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player&#039;s worker, you can bump it back to that player, giving them a bonus. (You can&#039;t bump your own worker though.)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
== Call a meeting ==&lt;br /&gt;
You can pull your workers back by calling a meeting. First, pull your workers back, then choose an action next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
== Launch your ship ==&lt;br /&gt;
If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Continue your cruise&amp;quot; part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== (End Of Turn Extra) Check for achievements ==&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
= End of game =&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpink&amp;diff=25855</id>
		<title>Gamehelpink</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpink&amp;diff=25855"/>
		<updated>2025-07-19T02:00:55Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Completing Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal of the Game ==&lt;br /&gt;
&lt;br /&gt;
The goal is to get rid of your personal ink bottles by placing them on regions you&#039;ve filled in (&amp;quot;objectives&amp;quot;). The first person to do this (or the one who places the most bottles) wins!&lt;br /&gt;
&lt;br /&gt;
You start with&lt;br /&gt;
* 12 ink bottles for completing objectives of your personal colors (called your &amp;quot;palette&amp;quot;)&lt;br /&gt;
* 12 ink bottles for completing of any color.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Move along the wheel to a space with a tile, then place that tile next to another tile on your personal board (your &amp;quot;painting&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
If you move across the X space, you&#039;ll have to place an X tile on spaces matching the color of the X. (BGA will show you options of where to place it.) This will erase parts of your painting!&lt;br /&gt;
=== Completing Objectives ===&lt;br /&gt;
If you completed a region of the same color containing a number that matches the region&#039;s size, you can put bottles on every white space in that region. But these bottles may break up the region, so it&#039;s no longer connected!&lt;br /&gt;
&lt;br /&gt;
You can see what your colors are in the Palette next to your name on the right side. Try to complete objectives of those colors!&lt;br /&gt;
=== Replenish the Wheel ===&lt;br /&gt;
Replenish the wheel with new tiles, then the next player can take their turn.&lt;br /&gt;
&lt;br /&gt;
== Passing ==&lt;br /&gt;
Instead of taking your turn, you can pass your turn and instead move 2 tiles from your Palette section to your Wild section&lt;br /&gt;
&lt;br /&gt;
== Bonus Abilities ==&lt;br /&gt;
When you complete a region of a particular size, you can take a bonus action based on the size.&lt;br /&gt;
&lt;br /&gt;
=== Moving bottles ===&lt;br /&gt;
For example, you can move bottles on white spaces without numbers, or move bottles from your pallete section to your wild section. (You can&#039;t move bottles placed on numbers.)&lt;br /&gt;
&lt;br /&gt;
This can help fix sections broken up by bottles or give you more flexibility later on.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpink&amp;diff=25854</id>
		<title>Gamehelpink</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpink&amp;diff=25854"/>
		<updated>2025-07-19T01:58:41Z</updated>

		<summary type="html">&lt;p&gt;Contig: Created page with &amp;quot;== Goal of the Game ==  The goal is to get rid of your personal ink bottles by placing them on regions you&amp;#039;ve filled in (&amp;quot;objectives&amp;quot;). The first person to do this (or the one who places the most bottles) wins!  You start with * 12 ink bottles for completing objectives of your personal colors (called your &amp;quot;palette&amp;quot;) * 12 ink bottles for completing of any color.  == Gameplay ==  === Movement === Move along the wheel to a space with a tile, then place that tile next to ano...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal of the Game ==&lt;br /&gt;
&lt;br /&gt;
The goal is to get rid of your personal ink bottles by placing them on regions you&#039;ve filled in (&amp;quot;objectives&amp;quot;). The first person to do this (or the one who places the most bottles) wins!&lt;br /&gt;
&lt;br /&gt;
You start with&lt;br /&gt;
* 12 ink bottles for completing objectives of your personal colors (called your &amp;quot;palette&amp;quot;)&lt;br /&gt;
* 12 ink bottles for completing of any color.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Move along the wheel to a space with a tile, then place that tile next to another tile on your personal board (your &amp;quot;painting&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
If you move across the X space, you&#039;ll have to place an X tile on spaces matching the color of the X. (BGA will show you options of where to place it.) This will erase parts of your painting!&lt;br /&gt;
=== Completing Objectives ===&lt;br /&gt;
If you completed a region of the same color containing a number that matches the region&#039;s size, you can put bottles on every white space in that region. But these bottles may break up the region, so its no longer connected!&lt;br /&gt;
&lt;br /&gt;
You can see what your colors are in the Palette next to your name on the right side. Try to complete objectives of those colors!&lt;br /&gt;
=== Replenish the Wheel ===&lt;br /&gt;
Replenish the wheel with new tiles, then the next player can take their turn.&lt;br /&gt;
&lt;br /&gt;
== Passing ==&lt;br /&gt;
Instead of taking your turn, you can pass your turn and instead move 2 tiles from your Palette section to your Wild section&lt;br /&gt;
&lt;br /&gt;
== Bonus Abilities ==&lt;br /&gt;
When you complete a region of a particular size, you can take a bonus action based on the size.&lt;br /&gt;
&lt;br /&gt;
=== Moving bottles ===&lt;br /&gt;
For example, you can move bottles on white spaces without numbers, or move bottles from your pallete section to your wild section. (You can&#039;t move bottles placed on numbers.)&lt;br /&gt;
&lt;br /&gt;
This can help fix sections broken up by bottles or give you more flexibility later on.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcraftingthecosmos&amp;diff=25210</id>
		<title>Gamehelpcraftingthecosmos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcraftingthecosmos&amp;diff=25210"/>
		<updated>2025-05-31T18:03:58Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Universal Goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The main goal of Crafting the Cosmos is to have the most victory points at the end of the game. The game is played in a series of rounds -- each player takes a turn (Energy Phase + Crafting Phase), then a cleanup/end phase happens where universal goals are scored. &lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
* Surround each nebula with its requested stars (on its corners)&lt;br /&gt;
* Surround each nebula with life tokens (on its sides)&lt;br /&gt;
* Collect time crystals and discharge them when you get 6 time crystals&lt;br /&gt;
* Collect cards of the same type, and trade sets for a special ability of that type, or points&lt;br /&gt;
* Complete special objectives (universal goals) that are different each game&lt;br /&gt;
&lt;br /&gt;
== Energy Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Shift Energy ===&lt;br /&gt;
A player can gain resources by moving marbles (&amp;quot;energy tokens&amp;quot;) around 4 board sections (&amp;quot;controls&amp;quot;). They must make 1-3 clockwise moves (moving one section a time), using a combination of your own marble or the neutral black marbles. You must move your own marble at least once, but moving the black marbles is optional. (A marble must skip over a full section, and this still counts as one move.)&lt;br /&gt;
&lt;br /&gt;
=== Collect Resources ===&lt;br /&gt;
Each section has an &amp;quot;active reward&amp;quot; on its left side, and you gain the reward for the section your marble landed in. (Put stars next to your player board, and increase DNA/Supernova on the track.)&lt;br /&gt;
&lt;br /&gt;
* Light (Red) : Get 3 Red Hydrogen stars&lt;br /&gt;
* Time (Green): Get 1 Green Oxygen star + 2 DNA&lt;br /&gt;
* Gravity (Blue): Get 2 Blue Helium star + 1 Supernova conversion later this turn&lt;br /&gt;
* Chemistry (Purple): Get 1 Purple Carbon star + 1 nebula from the top of any stack&lt;br /&gt;
&lt;br /&gt;
Then take &amp;quot;passive rewards&amp;quot; -- For all marbles (yours, opponents, and black), you gain the resource they&#039;re next to -- so in a 4 player game, that&#039;s 7 resources. (The order you get them starts with the section your marble is in.) It&#039;s possible you won&#039;t get any of a particular resource if the section ends up with no marbles.&lt;br /&gt;
&lt;br /&gt;
* Light (Red): Take a card (&amp;quot;energy card&amp;quot;)&lt;br /&gt;
* Time (Green): Gain a time crystal (or slide an existing time crystal up)&lt;br /&gt;
* Gravity (Blue): Gain a graviton&lt;br /&gt;
* Chemistry (Purple): Gain a protolife&lt;br /&gt;
&lt;br /&gt;
NOTE: You must finish this phase (taking resources) before you start crafting or taking actions.&lt;br /&gt;
&lt;br /&gt;
== Craft phase ==&lt;br /&gt;
In this phase, a player can spend their resources from the Energy Phase to build up their galaxy board. They may take placement actions, scoring actions, energy card actions, and resource slider actions in any order.&lt;br /&gt;
&lt;br /&gt;
NOTE: Any unspent nebulae, stars, and proto life will be lost at turn end.&lt;br /&gt;
&lt;br /&gt;
=== Placing resources ===&lt;br /&gt;
&lt;br /&gt;
===== Nebulae =====&lt;br /&gt;
Turn the nebula elements side up and place it on your board in the hexagon shaped regions. Note nebula with more elements will be worth more points.&lt;br /&gt;
&lt;br /&gt;
===== Stars =====&lt;br /&gt;
Place stars on the corners of the hexagon region. &lt;br /&gt;
===== Proto Life =====&lt;br /&gt;
Place proto life on the side of a hexagon region, in between the corner spaces that stars use. It must be purple side up, and adjacent to an existing life if possible. (If no life exists, place it on the starting life space.)&lt;br /&gt;
&lt;br /&gt;
=== Upgrading and moving resources ===&lt;br /&gt;
&lt;br /&gt;
==== Supernovas ====&lt;br /&gt;
Decrease your Supernova slider by 1 to upgrade a star into a supernova. Supernovas count as wilds when checking the Nebulae&#039;s requirements. &lt;br /&gt;
&lt;br /&gt;
==== DNA ====&lt;br /&gt;
Decrease your DNA slider by 1 to upgrade a proto life to a stable life. Stable life do not get consumed when constructing advanced life. (See next section.)&lt;br /&gt;
&lt;br /&gt;
==== Graviton ====&lt;br /&gt;
Decrease your graviton slider by 1 to move a life or star, but not a supernova. Note if that space is occupied, you can continue to an adjacent space (of the same type) for one movement.&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
&lt;br /&gt;
==== Complete a Nebula ====&lt;br /&gt;
If a nebula&#039;s adjacent stars fulfill its requirement, score the nebula&#039;s points, discard an adjacent star (including a supernova), then flip it over to indicate it&#039;s been scored.&lt;br /&gt;
&lt;br /&gt;
Note: adjacent life tokens are not used in completing nebulas -- see next section.&lt;br /&gt;
&lt;br /&gt;
==== Create advanced life ====&lt;br /&gt;
If there are proto life or stable life tokens in any combination on all six sides of a nebula&#039;s hexagon, you can create advanced life there. Discard the proto life (but keep the advanced life) and place an advanced life token on the nebula. This will be worth extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==== Discharge Time Chamber ====&lt;br /&gt;
If you have a time crystal on space 6, you can discharge it:&lt;br /&gt;
&lt;br /&gt;
* Gain any basic star token and place it on a star space.&lt;br /&gt;
* Move the time crystal to the right most space, and score that many points -- 3, 6, 10, 15, or 21.&lt;br /&gt;
* If all spaces are filled, you get the star but not any additional points.&lt;br /&gt;
&lt;br /&gt;
==== Trade Energy Cards for a Power ====&lt;br /&gt;
You can use any slot on the left side of your board to trade energy cards for a power. To do so:&lt;br /&gt;
&lt;br /&gt;
# Discard an amount matching set of energy cards listed on the slot&lt;br /&gt;
# Draw a number of power cards from the corresponding deck.&lt;br /&gt;
# Pick one to keep and discard the rest.&lt;br /&gt;
&lt;br /&gt;
The right side of the power card lists additional resources it gives during the Energy Phase. Note you can keep up to 10 energy cards from round to round.&lt;br /&gt;
&lt;br /&gt;
==== Trade Energy Cards for Points ====&lt;br /&gt;
You can discard 5 matching energy cards for 6 points&lt;br /&gt;
&lt;br /&gt;
==== Active a power by discarding energy cards ====&lt;br /&gt;
Energy cards can be used to activate many powers, though this depends on the power&lt;br /&gt;
&lt;br /&gt;
== End of Turn and Round ==&lt;br /&gt;
At the end of each player&#039;s turn, they can take a nebula or stabilize one proto life.&lt;br /&gt;
&lt;br /&gt;
At the end of a round,  each goal slides over, and is scored and discarded when it reaches the end. The player with highest of the specified goal gets 6 points, and the second highest gets 3. (Players tied for first each score 6 points and no players score second place. Players tied for second place each score 3.)&lt;br /&gt;
&lt;br /&gt;
Note: A player must have at least 1 of the mentioned item to score a goal; the goal is still discarded if no one has it. Also note supernovas count as a star, but not any particular star.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
The game ends after the end phase if the time crystal tokens in the supply are depleted or if the last universal goal card is scored. Each player flips over their advanced life tokens and adds those victory points to their score track. Whoever has the most points wins. In the case of a tie, whoever has the most energy cards left in hand is the winner. If there is still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcraftingthecosmos&amp;diff=25209</id>
		<title>Gamehelpcraftingthecosmos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcraftingthecosmos&amp;diff=25209"/>
		<updated>2025-05-31T18:01:23Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Shift Energy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The main goal of Crafting the Cosmos is to have the most victory points at the end of the game. The game is played in a series of rounds -- each player takes a turn (Energy Phase + Crafting Phase), then a cleanup/end phase happens where universal goals are scored. &lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
* Surround each nebula with its requested stars (on its corners)&lt;br /&gt;
* Surround each nebula with life tokens (on its sides)&lt;br /&gt;
* Collect time crystals and discharge them when you get 6 time crystals&lt;br /&gt;
* Collect cards of the same type, and trade sets for a special ability of that type, or points&lt;br /&gt;
* Complete special objectives (universal goals) that are different each game&lt;br /&gt;
&lt;br /&gt;
== Energy Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Shift Energy ===&lt;br /&gt;
A player can gain resources by moving marbles (&amp;quot;energy tokens&amp;quot;) around 4 board sections (&amp;quot;controls&amp;quot;). They must make 1-3 clockwise moves (moving one section a time), using a combination of your own marble or the neutral black marbles. You must move your own marble at least once, but moving the black marbles is optional. (A marble must skip over a full section, and this still counts as one move.)&lt;br /&gt;
&lt;br /&gt;
=== Collect Resources ===&lt;br /&gt;
Each section has an &amp;quot;active reward&amp;quot; on its left side, and you gain the reward for the section your marble landed in. (Put stars next to your player board, and increase DNA/Supernova on the track.)&lt;br /&gt;
&lt;br /&gt;
* Light (Red) : Get 3 Red Hydrogen stars&lt;br /&gt;
* Time (Green): Get 1 Green Oxygen star + 2 DNA&lt;br /&gt;
* Gravity (Blue): Get 2 Blue Helium star + 1 Supernova conversion later this turn&lt;br /&gt;
* Chemistry (Purple): Get 1 Purple Carbon star + 1 nebula from the top of any stack&lt;br /&gt;
&lt;br /&gt;
Then take &amp;quot;passive rewards&amp;quot; -- For all marbles (yours, opponents, and black), you gain the resource they&#039;re next to -- so in a 4 player game, that&#039;s 7 resources. (The order you get them starts with the section your marble is in.) It&#039;s possible you won&#039;t get any of a particular resource if the section ends up with no marbles.&lt;br /&gt;
&lt;br /&gt;
* Light (Red): Take a card (&amp;quot;energy card&amp;quot;)&lt;br /&gt;
* Time (Green): Gain a time crystal (or slide an existing time crystal up)&lt;br /&gt;
* Gravity (Blue): Gain a graviton&lt;br /&gt;
* Chemistry (Purple): Gain a protolife&lt;br /&gt;
&lt;br /&gt;
NOTE: You must finish this phase (taking resources) before you start crafting or taking actions.&lt;br /&gt;
&lt;br /&gt;
== Craft phase ==&lt;br /&gt;
In this phase, a player can spend their resources from the Energy Phase to build up their galaxy board. They may take placement actions, scoring actions, energy card actions, and resource slider actions in any order.&lt;br /&gt;
&lt;br /&gt;
NOTE: Any unspent nebulae, stars, and proto life will be lost at turn end.&lt;br /&gt;
&lt;br /&gt;
=== Placing resources ===&lt;br /&gt;
&lt;br /&gt;
===== Nebulae =====&lt;br /&gt;
Turn the nebula elements side up and place it on your board in the hexagon shaped regions. Note nebula with more elements will be worth more points.&lt;br /&gt;
&lt;br /&gt;
===== Stars =====&lt;br /&gt;
Place stars on the corners of the hexagon region. &lt;br /&gt;
===== Proto Life =====&lt;br /&gt;
Place proto life on the side of a hexagon region, in between the corner spaces that stars use. It must be purple side up, and adjacent to an existing life if possible. (If no life exists, place it on the starting life space.)&lt;br /&gt;
&lt;br /&gt;
=== Upgrading and moving resources ===&lt;br /&gt;
&lt;br /&gt;
==== Supernovas ====&lt;br /&gt;
Decrease your Supernova slider by 1 to upgrade a star into a supernova. Supernovas count as wilds when checking the Nebulae&#039;s requirements. &lt;br /&gt;
&lt;br /&gt;
==== DNA ====&lt;br /&gt;
Decrease your DNA slider by 1 to upgrade a proto life to a stable life. Stable life do not get consumed when constructing advanced life. (See next section.)&lt;br /&gt;
&lt;br /&gt;
==== Graviton ====&lt;br /&gt;
Decrease your graviton slider by 1 to move a life or star, but not a supernova. Note if that space is occupied, you can continue to an adjacent space (of the same type) for one movement.&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
&lt;br /&gt;
==== Complete a Nebula ====&lt;br /&gt;
If a nebula&#039;s adjacent stars fulfill its requirement, score the nebula&#039;s points, discard an adjacent star (including a supernova), then flip it over to indicate it&#039;s been scored.&lt;br /&gt;
&lt;br /&gt;
Note: adjacent life tokens are not used in completing nebulas -- see next section.&lt;br /&gt;
&lt;br /&gt;
==== Create advanced life ====&lt;br /&gt;
If there are proto life or stable life tokens in any combination on all six sides of a nebula&#039;s hexagon, you can create advanced life there. Discard the proto life (but keep the advanced life) and place an advanced life token on the nebula. This will be worth extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==== Discharge Time Chamber ====&lt;br /&gt;
If you have a time crystal on space 6, you can discharge it:&lt;br /&gt;
&lt;br /&gt;
* Gain any basic star token and place it on a star space.&lt;br /&gt;
* Move the time crystal to the right most space, and score that many points -- 3, 6, 10, 15, or 21.&lt;br /&gt;
* If all spaces are filled, you get the star but not any additional points.&lt;br /&gt;
&lt;br /&gt;
==== Trade Energy Cards for a Power ====&lt;br /&gt;
You can use any slot on the left side of your board to trade energy cards for a power. To do so:&lt;br /&gt;
&lt;br /&gt;
# Discard an amount matching set of energy cards listed on the slot&lt;br /&gt;
# Draw a number of power cards from the corresponding deck.&lt;br /&gt;
# Pick one to keep and discard the rest.&lt;br /&gt;
&lt;br /&gt;
The right side of the power card lists additional resources it gives during the Energy Phase. Note you can keep up to 10 energy cards from round to round.&lt;br /&gt;
&lt;br /&gt;
==== Trade Energy Cards for Points ====&lt;br /&gt;
You can discard 5 matching energy cards for 6 points&lt;br /&gt;
&lt;br /&gt;
==== Active a power by discarding energy cards ====&lt;br /&gt;
Energy cards can be used to activate many powers, though this depends on the power&lt;br /&gt;
&lt;br /&gt;
== Universal Goals ==&lt;br /&gt;
At the end of a round, each goal slides over, and is scored and discarded when it reaches the end. The player with highest of the specified goal gets 6 points, and the second highest gets 3. (Players tied for first each score 6 points and no players score second place. Players tied for second place each score 3.)&lt;br /&gt;
&lt;br /&gt;
Note: A player must have at least 1 of the mentioned item to score a goal; the goal is still discarded if no one has it. Also note supernovas count as a star, but not any particular star.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
The game ends after the end phase if the time crystal tokens in the supply are depleted or if the last universal goal card is scored. Each player flips over their advanced life tokens and adds those victory points to their score track. Whoever has the most points wins. In the case of a tie, whoever has the most energy cards left in hand is the winner. If there is still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcraftingthecosmos&amp;diff=25208</id>
		<title>Gamehelpcraftingthecosmos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcraftingthecosmos&amp;diff=25208"/>
		<updated>2025-05-31T18:00:28Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Shift Energy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The main goal of Crafting the Cosmos is to have the most victory points at the end of the game. The game is played in a series of rounds -- each player takes a turn (Energy Phase + Crafting Phase), then a cleanup/end phase happens where universal goals are scored. &lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
* Surround each nebula with its requested stars (on its corners)&lt;br /&gt;
* Surround each nebula with life tokens (on its sides)&lt;br /&gt;
* Collect time crystals and discharge them when you get 6 time crystals&lt;br /&gt;
* Collect cards of the same type, and trade sets for a special ability of that type, or points&lt;br /&gt;
* Complete special objectives (universal goals) that are different each game&lt;br /&gt;
&lt;br /&gt;
== Energy Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Shift Energy ===&lt;br /&gt;
A player can gain resources by moving marbles (&amp;quot;energy tokens&amp;quot;) around 4 board sections (&amp;quot;controls&amp;quot;). They must make 1-3 clockwise moves, using a combination of your own marble or the neutral black marbles. You must move your own marble at least once, but moving the black marbles is optional. (A marble must skip over a full section, and this still counts as one move.)&lt;br /&gt;
&lt;br /&gt;
=== Collect Resources ===&lt;br /&gt;
Each section has an &amp;quot;active reward&amp;quot; on its left side, and you gain the reward for the section your marble landed in. (Put stars next to your player board, and increase DNA/Supernova on the track.)&lt;br /&gt;
&lt;br /&gt;
* Light (Red) : Get 3 Red Hydrogen stars&lt;br /&gt;
* Time (Green): Get 1 Green Oxygen star + 2 DNA&lt;br /&gt;
* Gravity (Blue): Get 2 Blue Helium star + 1 Supernova conversion later this turn&lt;br /&gt;
* Chemistry (Purple): Get 1 Purple Carbon star + 1 nebula from the top of any stack&lt;br /&gt;
&lt;br /&gt;
Then take &amp;quot;passive rewards&amp;quot; -- For all marbles (yours, opponents, and black), you gain the resource they&#039;re next to -- so in a 4 player game, that&#039;s 7 resources. (The order you get them starts with the section your marble is in.) It&#039;s possible you won&#039;t get any of a particular resource if the section ends up with no marbles.&lt;br /&gt;
&lt;br /&gt;
* Light (Red): Take a card (&amp;quot;energy card&amp;quot;)&lt;br /&gt;
* Time (Green): Gain a time crystal (or slide an existing time crystal up)&lt;br /&gt;
* Gravity (Blue): Gain a graviton&lt;br /&gt;
* Chemistry (Purple): Gain a protolife&lt;br /&gt;
&lt;br /&gt;
NOTE: You must finish this phase (taking resources) before you start crafting or taking actions.&lt;br /&gt;
&lt;br /&gt;
== Craft phase ==&lt;br /&gt;
In this phase, a player can spend their resources from the Energy Phase to build up their galaxy board. They may take placement actions, scoring actions, energy card actions, and resource slider actions in any order.&lt;br /&gt;
&lt;br /&gt;
NOTE: Any unspent nebulae, stars, and proto life will be lost at turn end.&lt;br /&gt;
&lt;br /&gt;
=== Placing resources ===&lt;br /&gt;
&lt;br /&gt;
===== Nebulae =====&lt;br /&gt;
Turn the nebula elements side up and place it on your board in the hexagon shaped regions. Note nebula with more elements will be worth more points.&lt;br /&gt;
&lt;br /&gt;
===== Stars =====&lt;br /&gt;
Place stars on the corners of the hexagon region. &lt;br /&gt;
===== Proto Life =====&lt;br /&gt;
Place proto life on the side of a hexagon region, in between the corner spaces that stars use. It must be purple side up, and adjacent to an existing life if possible. (If no life exists, place it on the starting life space.)&lt;br /&gt;
&lt;br /&gt;
=== Upgrading and moving resources ===&lt;br /&gt;
&lt;br /&gt;
==== Supernovas ====&lt;br /&gt;
Decrease your Supernova slider by 1 to upgrade a star into a supernova. Supernovas count as wilds when checking the Nebulae&#039;s requirements. &lt;br /&gt;
&lt;br /&gt;
==== DNA ====&lt;br /&gt;
Decrease your DNA slider by 1 to upgrade a proto life to a stable life. Stable life do not get consumed when constructing advanced life. (See next section.)&lt;br /&gt;
&lt;br /&gt;
==== Graviton ====&lt;br /&gt;
Decrease your graviton slider by 1 to move a life or star, but not a supernova. Note if that space is occupied, you can continue to an adjacent space (of the same type) for one movement.&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
&lt;br /&gt;
==== Complete a Nebula ====&lt;br /&gt;
If a nebula&#039;s adjacent stars fulfill its requirement, score the nebula&#039;s points, discard an adjacent star (including a supernova), then flip it over to indicate it&#039;s been scored.&lt;br /&gt;
&lt;br /&gt;
Note: adjacent life tokens are not used in completing nebulas -- see next section.&lt;br /&gt;
&lt;br /&gt;
==== Create advanced life ====&lt;br /&gt;
If there are proto life or stable life tokens in any combination on all six sides of a nebula&#039;s hexagon, you can create advanced life there. Discard the proto life (but keep the advanced life) and place an advanced life token on the nebula. This will be worth extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==== Discharge Time Chamber ====&lt;br /&gt;
If you have a time crystal on space 6, you can discharge it:&lt;br /&gt;
&lt;br /&gt;
* Gain any basic star token and place it on a star space.&lt;br /&gt;
* Move the time crystal to the right most space, and score that many points -- 3, 6, 10, 15, or 21.&lt;br /&gt;
* If all spaces are filled, you get the star but not any additional points.&lt;br /&gt;
&lt;br /&gt;
==== Trade Energy Cards for a Power ====&lt;br /&gt;
You can use any slot on the left side of your board to trade energy cards for a power. To do so:&lt;br /&gt;
&lt;br /&gt;
# Discard an amount matching set of energy cards listed on the slot&lt;br /&gt;
# Draw a number of power cards from the corresponding deck.&lt;br /&gt;
# Pick one to keep and discard the rest.&lt;br /&gt;
&lt;br /&gt;
The right side of the power card lists additional resources it gives during the Energy Phase. Note you can keep up to 10 energy cards from round to round.&lt;br /&gt;
&lt;br /&gt;
==== Trade Energy Cards for Points ====&lt;br /&gt;
You can discard 5 matching energy cards for 6 points&lt;br /&gt;
&lt;br /&gt;
==== Active a power by discarding energy cards ====&lt;br /&gt;
Energy cards can be used to activate many powers, though this depends on the power&lt;br /&gt;
&lt;br /&gt;
== Universal Goals ==&lt;br /&gt;
At the end of a round, each goal slides over, and is scored and discarded when it reaches the end. The player with highest of the specified goal gets 6 points, and the second highest gets 3. (Players tied for first each score 6 points and no players score second place. Players tied for second place each score 3.)&lt;br /&gt;
&lt;br /&gt;
Note: A player must have at least 1 of the mentioned item to score a goal; the goal is still discarded if no one has it. Also note supernovas count as a star, but not any particular star.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
The game ends after the end phase if the time crystal tokens in the supply are depleted or if the last universal goal card is scored. Each player flips over their advanced life tokens and adds those victory points to their score track. Whoever has the most points wins. In the case of a tie, whoever has the most energy cards left in hand is the winner. If there is still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcraftingthecosmos&amp;diff=25207</id>
		<title>Gamehelpcraftingthecosmos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcraftingthecosmos&amp;diff=25207"/>
		<updated>2025-05-31T17:59:37Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Energy Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The main goal of Crafting the Cosmos is to have the most victory points at the end of the game. The game is played in a series of rounds -- each player takes a turn (Energy Phase + Crafting Phase), then a cleanup/end phase happens where universal goals are scored. &lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
* Surround each nebula with its requested stars (on its corners)&lt;br /&gt;
* Surround each nebula with life tokens (on its sides)&lt;br /&gt;
* Collect time crystals and discharge them when you get 6 time crystals&lt;br /&gt;
* Collect cards of the same type, and trade sets for a special ability of that type, or points&lt;br /&gt;
* Complete special objectives (universal goals) that are different each game&lt;br /&gt;
&lt;br /&gt;
== Energy Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Shift Energy ===&lt;br /&gt;
A player can gain resources by moving marbles (&amp;quot;energy tokens&amp;quot;) around 4 board sections (&amp;quot;controls&amp;quot;). They must make 1-3 clockwise moves with their own marble or the neutral black marbles. You must move your own marble at least once, but moving the black marbles is optional. (A marble must skip over a full section, and this still counts as one move.)&lt;br /&gt;
&lt;br /&gt;
=== Collect Resources ===&lt;br /&gt;
Each section has an &amp;quot;active reward&amp;quot; on its left side, and you gain the reward for the section your marble landed in. (Put stars next to your player board, and increase DNA/Supernova on the track.)&lt;br /&gt;
&lt;br /&gt;
* Light (Red) : Get 3 Red Hydrogen stars&lt;br /&gt;
* Time (Green): Get 1 Green Oxygen star + 2 DNA&lt;br /&gt;
* Gravity (Blue): Get 2 Blue Helium star + 1 Supernova conversion later this turn&lt;br /&gt;
* Chemistry (Purple): Get 1 Purple Carbon star + 1 nebula from the top of any stack&lt;br /&gt;
&lt;br /&gt;
Then take &amp;quot;passive rewards&amp;quot; -- For all marbles (yours, opponents, and black), you gain the resource they&#039;re next to -- so in a 4 player game, that&#039;s 7 resources. (The order you get them starts with the section your marble is in.) It&#039;s possible you won&#039;t get any of a particular resource if the section ends up with no marbles.&lt;br /&gt;
&lt;br /&gt;
* Light (Red): Take a card (&amp;quot;energy card&amp;quot;)&lt;br /&gt;
* Time (Green): Gain a time crystal (or slide an existing time crystal up)&lt;br /&gt;
* Gravity (Blue): Gain a graviton&lt;br /&gt;
* Chemistry (Purple): Gain a protolife&lt;br /&gt;
&lt;br /&gt;
NOTE: You must finish this phase (taking resources) before you start crafting or taking actions.&lt;br /&gt;
&lt;br /&gt;
== Craft phase ==&lt;br /&gt;
In this phase, a player can spend their resources from the Energy Phase to build up their galaxy board. They may take placement actions, scoring actions, energy card actions, and resource slider actions in any order.&lt;br /&gt;
&lt;br /&gt;
NOTE: Any unspent nebulae, stars, and proto life will be lost at turn end.&lt;br /&gt;
&lt;br /&gt;
=== Placing resources ===&lt;br /&gt;
&lt;br /&gt;
===== Nebulae =====&lt;br /&gt;
Turn the nebula elements side up and place it on your board in the hexagon shaped regions. Note nebula with more elements will be worth more points.&lt;br /&gt;
&lt;br /&gt;
===== Stars =====&lt;br /&gt;
Place stars on the corners of the hexagon region. &lt;br /&gt;
===== Proto Life =====&lt;br /&gt;
Place proto life on the side of a hexagon region, in between the corner spaces that stars use. It must be purple side up, and adjacent to an existing life if possible. (If no life exists, place it on the starting life space.)&lt;br /&gt;
&lt;br /&gt;
=== Upgrading and moving resources ===&lt;br /&gt;
&lt;br /&gt;
==== Supernovas ====&lt;br /&gt;
Decrease your Supernova slider by 1 to upgrade a star into a supernova. Supernovas count as wilds when checking the Nebulae&#039;s requirements. &lt;br /&gt;
&lt;br /&gt;
==== DNA ====&lt;br /&gt;
Decrease your DNA slider by 1 to upgrade a proto life to a stable life. Stable life do not get consumed when constructing advanced life. (See next section.)&lt;br /&gt;
&lt;br /&gt;
==== Graviton ====&lt;br /&gt;
Decrease your graviton slider by 1 to move a life or star, but not a supernova. Note if that space is occupied, you can continue to an adjacent space (of the same type) for one movement.&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
&lt;br /&gt;
==== Complete a Nebula ====&lt;br /&gt;
If a nebula&#039;s adjacent stars fulfill its requirement, score the nebula&#039;s points, discard an adjacent star (including a supernova), then flip it over to indicate it&#039;s been scored.&lt;br /&gt;
&lt;br /&gt;
Note: adjacent life tokens are not used in completing nebulas -- see next section.&lt;br /&gt;
&lt;br /&gt;
==== Create advanced life ====&lt;br /&gt;
If there are proto life or stable life tokens in any combination on all six sides of a nebula&#039;s hexagon, you can create advanced life there. Discard the proto life (but keep the advanced life) and place an advanced life token on the nebula. This will be worth extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==== Discharge Time Chamber ====&lt;br /&gt;
If you have a time crystal on space 6, you can discharge it:&lt;br /&gt;
&lt;br /&gt;
* Gain any basic star token and place it on a star space.&lt;br /&gt;
* Move the time crystal to the right most space, and score that many points -- 3, 6, 10, 15, or 21.&lt;br /&gt;
* If all spaces are filled, you get the star but not any additional points.&lt;br /&gt;
&lt;br /&gt;
==== Trade Energy Cards for a Power ====&lt;br /&gt;
You can use any slot on the left side of your board to trade energy cards for a power. To do so:&lt;br /&gt;
&lt;br /&gt;
# Discard an amount matching set of energy cards listed on the slot&lt;br /&gt;
# Draw a number of power cards from the corresponding deck.&lt;br /&gt;
# Pick one to keep and discard the rest.&lt;br /&gt;
&lt;br /&gt;
The right side of the power card lists additional resources it gives during the Energy Phase. Note you can keep up to 10 energy cards from round to round.&lt;br /&gt;
&lt;br /&gt;
==== Trade Energy Cards for Points ====&lt;br /&gt;
You can discard 5 matching energy cards for 6 points&lt;br /&gt;
&lt;br /&gt;
==== Active a power by discarding energy cards ====&lt;br /&gt;
Energy cards can be used to activate many powers, though this depends on the power&lt;br /&gt;
&lt;br /&gt;
== Universal Goals ==&lt;br /&gt;
At the end of a round, each goal slides over, and is scored and discarded when it reaches the end. The player with highest of the specified goal gets 6 points, and the second highest gets 3. (Players tied for first each score 6 points and no players score second place. Players tied for second place each score 3.)&lt;br /&gt;
&lt;br /&gt;
Note: A player must have at least 1 of the mentioned item to score a goal; the goal is still discarded if no one has it. Also note supernovas count as a star, but not any particular star.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
The game ends after the end phase if the time crystal tokens in the supply are depleted or if the last universal goal card is scored. Each player flips over their advanced life tokens and adds those victory points to their score track. Whoever has the most points wins. In the case of a tie, whoever has the most energy cards left in hand is the winner. If there is still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcraftingthecosmos&amp;diff=25206</id>
		<title>Gamehelpcraftingthecosmos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcraftingthecosmos&amp;diff=25206"/>
		<updated>2025-05-31T17:59:01Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Collect Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The main goal of Crafting the Cosmos is to have the most victory points at the end of the game. The game is played in a series of rounds -- each player takes a turn (Energy Phase + Crafting Phase), then a cleanup/end phase happens where universal goals are scored. &lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
* Surround each nebula with its requested stars (on its corners)&lt;br /&gt;
* Surround each nebula with life tokens (on its sides)&lt;br /&gt;
* Collect time crystals and discharge them when you get 6 time crystals&lt;br /&gt;
* Collect cards of the same type, and trade sets for a special ability of that type, or points&lt;br /&gt;
* Complete special objectives (universal goals) that are different each game&lt;br /&gt;
&lt;br /&gt;
== Energy Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Shift Energy ===&lt;br /&gt;
A player can gain resources by moving marbles (&amp;quot;energy tokens&amp;quot;) around 4 board sections (&amp;quot;controls&amp;quot;). They must make 1-3 clockwise moves with their own marble or the neutral black marbles. You must move your own marble at least once, but moving the black marbles is optional. (A marble must skip over a full section, and this still counts as one move.)&lt;br /&gt;
&lt;br /&gt;
=== Collect Resources ===&lt;br /&gt;
Each section has an &amp;quot;active reward&amp;quot; on its left side, and you gain the reward for the section your marble landed in. (Put stars next to your player board, and increase DNA/Supernova on the track.)&lt;br /&gt;
&lt;br /&gt;
* Light (Red) : Get 3 Red Hydrogen stars&lt;br /&gt;
* Time (Green): Get 1 Green Oxygen star + 2 DNA&lt;br /&gt;
* Gravity (Blue): Get 2 Blue Helium star + 1 Supernova conversion later this turn&lt;br /&gt;
* Chemistry (Purple): Get 1 Purple Carbon star + 1 nebula from the top of any stack&lt;br /&gt;
&lt;br /&gt;
Then take &amp;quot;passive rewards&amp;quot; -- For all marbles (yours, opponents, and black), you gain the resource they&#039;re next to -- so in a 4 player game, that&#039;s 7 resources. (The order you get them starts with the section your marble is in.)&lt;br /&gt;
&lt;br /&gt;
Note it&#039;s possible you won&#039;t get any of a particular resource if the section ends up with no marbles.&lt;br /&gt;
&lt;br /&gt;
* Light (Red): Take a card (&amp;quot;energy card&amp;quot;)&lt;br /&gt;
* Time (Green): Gain a time crystal (or slide an existing time crystal up)&lt;br /&gt;
* Gravity (Blue): Gain a graviton&lt;br /&gt;
* Chemistry (Purple): Gain a protolife&lt;br /&gt;
&lt;br /&gt;
NOTE: You must finish this phase (taking resources) before you start crafting or taking actions.&lt;br /&gt;
&lt;br /&gt;
== Craft phase ==&lt;br /&gt;
In this phase, a player can spend their resources from the Energy Phase to build up their galaxy board. They may take placement actions, scoring actions, energy card actions, and resource slider actions in any order.&lt;br /&gt;
&lt;br /&gt;
NOTE: Any unspent nebulae, stars, and proto life will be lost at turn end.&lt;br /&gt;
&lt;br /&gt;
=== Placing resources ===&lt;br /&gt;
&lt;br /&gt;
===== Nebulae =====&lt;br /&gt;
Turn the nebula elements side up and place it on your board in the hexagon shaped regions. Note nebula with more elements will be worth more points.&lt;br /&gt;
&lt;br /&gt;
===== Stars =====&lt;br /&gt;
Place stars on the corners of the hexagon region. &lt;br /&gt;
===== Proto Life =====&lt;br /&gt;
Place proto life on the side of a hexagon region, in between the corner spaces that stars use. It must be purple side up, and adjacent to an existing life if possible. (If no life exists, place it on the starting life space.)&lt;br /&gt;
&lt;br /&gt;
=== Upgrading and moving resources ===&lt;br /&gt;
&lt;br /&gt;
==== Supernovas ====&lt;br /&gt;
Decrease your Supernova slider by 1 to upgrade a star into a supernova. Supernovas count as wilds when checking the Nebulae&#039;s requirements. &lt;br /&gt;
&lt;br /&gt;
==== DNA ====&lt;br /&gt;
Decrease your DNA slider by 1 to upgrade a proto life to a stable life. Stable life do not get consumed when constructing advanced life. (See next section.)&lt;br /&gt;
&lt;br /&gt;
==== Graviton ====&lt;br /&gt;
Decrease your graviton slider by 1 to move a life or star, but not a supernova. Note if that space is occupied, you can continue to an adjacent space (of the same type) for one movement.&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
&lt;br /&gt;
==== Complete a Nebula ====&lt;br /&gt;
If a nebula&#039;s adjacent stars fulfill its requirement, score the nebula&#039;s points, discard an adjacent star (including a supernova), then flip it over to indicate it&#039;s been scored.&lt;br /&gt;
&lt;br /&gt;
Note: adjacent life tokens are not used in completing nebulas -- see next section.&lt;br /&gt;
&lt;br /&gt;
==== Create advanced life ====&lt;br /&gt;
If there are proto life or stable life tokens in any combination on all six sides of a nebula&#039;s hexagon, you can create advanced life there. Discard the proto life (but keep the advanced life) and place an advanced life token on the nebula. This will be worth extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==== Discharge Time Chamber ====&lt;br /&gt;
If you have a time crystal on space 6, you can discharge it:&lt;br /&gt;
&lt;br /&gt;
* Gain any basic star token and place it on a star space.&lt;br /&gt;
* Move the time crystal to the right most space, and score that many points -- 3, 6, 10, 15, or 21.&lt;br /&gt;
* If all spaces are filled, you get the star but not any additional points.&lt;br /&gt;
&lt;br /&gt;
==== Trade Energy Cards for a Power ====&lt;br /&gt;
You can use any slot on the left side of your board to trade energy cards for a power. To do so:&lt;br /&gt;
&lt;br /&gt;
# Discard an amount matching set of energy cards listed on the slot&lt;br /&gt;
# Draw a number of power cards from the corresponding deck.&lt;br /&gt;
# Pick one to keep and discard the rest.&lt;br /&gt;
&lt;br /&gt;
The right side of the power card lists additional resources it gives during the Energy Phase. Note you can keep up to 10 energy cards from round to round.&lt;br /&gt;
&lt;br /&gt;
==== Trade Energy Cards for Points ====&lt;br /&gt;
You can discard 5 matching energy cards for 6 points&lt;br /&gt;
&lt;br /&gt;
==== Active a power by discarding energy cards ====&lt;br /&gt;
Energy cards can be used to activate many powers, though this depends on the power&lt;br /&gt;
&lt;br /&gt;
== Universal Goals ==&lt;br /&gt;
At the end of a round, each goal slides over, and is scored and discarded when it reaches the end. The player with highest of the specified goal gets 6 points, and the second highest gets 3. (Players tied for first each score 6 points and no players score second place. Players tied for second place each score 3.)&lt;br /&gt;
&lt;br /&gt;
Note: A player must have at least 1 of the mentioned item to score a goal; the goal is still discarded if no one has it. Also note supernovas count as a star, but not any particular star.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
The game ends after the end phase if the time crystal tokens in the supply are depleted or if the last universal goal card is scored. Each player flips over their advanced life tokens and adds those victory points to their score track. Whoever has the most points wins. In the case of a tie, whoever has the most energy cards left in hand is the winner. If there is still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcraftingthecosmos&amp;diff=25205</id>
		<title>Gamehelpcraftingthecosmos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcraftingthecosmos&amp;diff=25205"/>
		<updated>2025-05-31T17:58:32Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Shift Energy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The main goal of Crafting the Cosmos is to have the most victory points at the end of the game. The game is played in a series of rounds -- each player takes a turn (Energy Phase + Crafting Phase), then a cleanup/end phase happens where universal goals are scored. &lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
* Surround each nebula with its requested stars (on its corners)&lt;br /&gt;
* Surround each nebula with life tokens (on its sides)&lt;br /&gt;
* Collect time crystals and discharge them when you get 6 time crystals&lt;br /&gt;
* Collect cards of the same type, and trade sets for a special ability of that type, or points&lt;br /&gt;
* Complete special objectives (universal goals) that are different each game&lt;br /&gt;
&lt;br /&gt;
== Energy Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Shift Energy ===&lt;br /&gt;
A player can gain resources by moving marbles (&amp;quot;energy tokens&amp;quot;) around 4 board sections (&amp;quot;controls&amp;quot;). They must make 1-3 clockwise moves with their own marble or the neutral black marbles. You must move your own marble at least once, but moving the black marbles is optional. (A marble must skip over a full section, and this still counts as one move.)&lt;br /&gt;
&lt;br /&gt;
=== Collect Resources ===&lt;br /&gt;
Each section has an &amp;quot;active reward&amp;quot; on its left side, and you gain the reward for the section your marble landed in. (Put stars next to your player board, and increase DNA/Supernova on the track.)&lt;br /&gt;
&lt;br /&gt;
* Light (Red) : Get 3 Red Hydrogen stars&lt;br /&gt;
* Time (Green): Get 1 Green Oxygen star + 2 DNA&lt;br /&gt;
* Gravity (Blue): Get 2 Blue Helium star + 1 Supernova conversion later this turn&lt;br /&gt;
* Chemistry (Purple): Get 1 Purple Carbon star + 1 nebula from the top of any stack&lt;br /&gt;
&lt;br /&gt;
Then take &amp;quot;passive rewards&amp;quot; -- For all marbles (yours, opponents, and black), you gain the resource they&#039;re next to -- so in a 4 player game, that&#039;s 7 resources. (The order you get them starts with the section your marble is in.)&lt;br /&gt;
&lt;br /&gt;
Note it&#039;s possible you won&#039;t get any of a particular resource if the section ends up with no marbles. Place&lt;br /&gt;
&lt;br /&gt;
* Light (Red): Take a card (&amp;quot;energy card&amp;quot;)&lt;br /&gt;
* Time (Green): Gain a time crystal (or slide an existing time crystal up)&lt;br /&gt;
* Gravity (Blue): Gain a graviton&lt;br /&gt;
* Chemistry (Purple): Gain a protolife&lt;br /&gt;
&lt;br /&gt;
NOTE: You must finish this phase (taking resources) before you start crafting or taking actions.&lt;br /&gt;
&lt;br /&gt;
== Craft phase ==&lt;br /&gt;
In this phase, a player can spend their resources from the Energy Phase to build up their galaxy board. They may take placement actions, scoring actions, energy card actions, and resource slider actions in any order.&lt;br /&gt;
&lt;br /&gt;
NOTE: Any unspent nebulae, stars, and proto life will be lost at turn end.&lt;br /&gt;
&lt;br /&gt;
=== Placing resources ===&lt;br /&gt;
&lt;br /&gt;
===== Nebulae =====&lt;br /&gt;
Turn the nebula elements side up and place it on your board in the hexagon shaped regions. Note nebula with more elements will be worth more points.&lt;br /&gt;
&lt;br /&gt;
===== Stars =====&lt;br /&gt;
Place stars on the corners of the hexagon region. &lt;br /&gt;
===== Proto Life =====&lt;br /&gt;
Place proto life on the side of a hexagon region, in between the corner spaces that stars use. It must be purple side up, and adjacent to an existing life if possible. (If no life exists, place it on the starting life space.)&lt;br /&gt;
&lt;br /&gt;
=== Upgrading and moving resources ===&lt;br /&gt;
&lt;br /&gt;
==== Supernovas ====&lt;br /&gt;
Decrease your Supernova slider by 1 to upgrade a star into a supernova. Supernovas count as wilds when checking the Nebulae&#039;s requirements. &lt;br /&gt;
&lt;br /&gt;
==== DNA ====&lt;br /&gt;
Decrease your DNA slider by 1 to upgrade a proto life to a stable life. Stable life do not get consumed when constructing advanced life. (See next section.)&lt;br /&gt;
&lt;br /&gt;
==== Graviton ====&lt;br /&gt;
Decrease your graviton slider by 1 to move a life or star, but not a supernova. Note if that space is occupied, you can continue to an adjacent space (of the same type) for one movement.&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
&lt;br /&gt;
==== Complete a Nebula ====&lt;br /&gt;
If a nebula&#039;s adjacent stars fulfill its requirement, score the nebula&#039;s points, discard an adjacent star (including a supernova), then flip it over to indicate it&#039;s been scored.&lt;br /&gt;
&lt;br /&gt;
Note: adjacent life tokens are not used in completing nebulas -- see next section.&lt;br /&gt;
&lt;br /&gt;
==== Create advanced life ====&lt;br /&gt;
If there are proto life or stable life tokens in any combination on all six sides of a nebula&#039;s hexagon, you can create advanced life there. Discard the proto life (but keep the advanced life) and place an advanced life token on the nebula. This will be worth extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==== Discharge Time Chamber ====&lt;br /&gt;
If you have a time crystal on space 6, you can discharge it:&lt;br /&gt;
&lt;br /&gt;
* Gain any basic star token and place it on a star space.&lt;br /&gt;
* Move the time crystal to the right most space, and score that many points -- 3, 6, 10, 15, or 21.&lt;br /&gt;
* If all spaces are filled, you get the star but not any additional points.&lt;br /&gt;
&lt;br /&gt;
==== Trade Energy Cards for a Power ====&lt;br /&gt;
You can use any slot on the left side of your board to trade energy cards for a power. To do so:&lt;br /&gt;
&lt;br /&gt;
# Discard an amount matching set of energy cards listed on the slot&lt;br /&gt;
# Draw a number of power cards from the corresponding deck.&lt;br /&gt;
# Pick one to keep and discard the rest.&lt;br /&gt;
&lt;br /&gt;
The right side of the power card lists additional resources it gives during the Energy Phase. Note you can keep up to 10 energy cards from round to round.&lt;br /&gt;
&lt;br /&gt;
==== Trade Energy Cards for Points ====&lt;br /&gt;
You can discard 5 matching energy cards for 6 points&lt;br /&gt;
&lt;br /&gt;
==== Active a power by discarding energy cards ====&lt;br /&gt;
Energy cards can be used to activate many powers, though this depends on the power&lt;br /&gt;
&lt;br /&gt;
== Universal Goals ==&lt;br /&gt;
At the end of a round, each goal slides over, and is scored and discarded when it reaches the end. The player with highest of the specified goal gets 6 points, and the second highest gets 3. (Players tied for first each score 6 points and no players score second place. Players tied for second place each score 3.)&lt;br /&gt;
&lt;br /&gt;
Note: A player must have at least 1 of the mentioned item to score a goal; the goal is still discarded if no one has it. Also note supernovas count as a star, but not any particular star.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
The game ends after the end phase if the time crystal tokens in the supply are depleted or if the last universal goal card is scored. Each player flips over their advanced life tokens and adds those victory points to their score track. Whoever has the most points wins. In the case of a tie, whoever has the most energy cards left in hand is the winner. If there is still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcraftingthecosmos&amp;diff=25204</id>
		<title>Gamehelpcraftingthecosmos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcraftingthecosmos&amp;diff=25204"/>
		<updated>2025-05-31T17:51:23Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The main goal of Crafting the Cosmos is to have the most victory points at the end of the game. The game is played in a series of rounds -- each player takes a turn (Energy Phase + Crafting Phase), then a cleanup/end phase happens where universal goals are scored. &lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
* Surround each nebula with its requested stars (on its corners)&lt;br /&gt;
* Surround each nebula with life tokens (on its sides)&lt;br /&gt;
* Collect time crystals and discharge them when you get 6 time crystals&lt;br /&gt;
* Collect cards of the same type, and trade sets for a special ability of that type, or points&lt;br /&gt;
* Complete special objectives (universal goals) that are different each game&lt;br /&gt;
&lt;br /&gt;
== Energy Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Shift Energy ===&lt;br /&gt;
A player can gain resources by moving marbles (&amp;quot;energy tokens&amp;quot;) around 4 board sections (&amp;quot;controls&amp;quot;). They must make 1-3 clockwise moves with their own marble or the neutral black marbles. You must move your own marble at least once, but moving the black marbles is optional. (A marble must skip over a full section, and this still counts as one move.&lt;br /&gt;
&lt;br /&gt;
=== Collect Resources ===&lt;br /&gt;
Each section has an &amp;quot;active reward&amp;quot; on its left side, and you gain the reward for the section your marble landed in. (Put stars next to your player board, and increase DNA/Supernova on the track.)&lt;br /&gt;
&lt;br /&gt;
* Light (Red) : Get 3 Red Hydrogen stars&lt;br /&gt;
* Time (Green): Get 1 Green Oxygen star + 2 DNA&lt;br /&gt;
* Gravity (Blue): Get 2 Blue Helium star + 1 Supernova conversion later this turn&lt;br /&gt;
* Chemistry (Purple): Get 1 Purple Carbon star + 1 nebula from the top of any stack&lt;br /&gt;
&lt;br /&gt;
Then take &amp;quot;passive rewards&amp;quot; -- For all marbles (yours, opponents, and black), you gain the resource they&#039;re next to -- so in a 4 player game, that&#039;s 7 resources. (The order you get them starts with the section your marble is in.)&lt;br /&gt;
&lt;br /&gt;
Note it&#039;s possible you won&#039;t get any of a particular resource if the section ends up with no marbles. Place&lt;br /&gt;
&lt;br /&gt;
* Light (Red): Take a card (&amp;quot;energy card&amp;quot;)&lt;br /&gt;
* Time (Green): Gain a time crystal (or slide an existing time crystal up)&lt;br /&gt;
* Gravity (Blue): Gain a graviton&lt;br /&gt;
* Chemistry (Purple): Gain a protolife&lt;br /&gt;
&lt;br /&gt;
NOTE: You must finish this phase (taking resources) before you start crafting or taking actions.&lt;br /&gt;
&lt;br /&gt;
== Craft phase ==&lt;br /&gt;
In this phase, a player can spend their resources from the Energy Phase to build up their galaxy board. They may take placement actions, scoring actions, energy card actions, and resource slider actions in any order.&lt;br /&gt;
&lt;br /&gt;
NOTE: Any unspent nebulae, stars, and proto life will be lost at turn end.&lt;br /&gt;
&lt;br /&gt;
=== Placing resources ===&lt;br /&gt;
&lt;br /&gt;
===== Nebulae =====&lt;br /&gt;
Turn the nebula elements side up and place it on your board in the hexagon shaped regions. Note nebula with more elements will be worth more points.&lt;br /&gt;
&lt;br /&gt;
===== Stars =====&lt;br /&gt;
Place stars on the corners of the hexagon region. &lt;br /&gt;
===== Proto Life =====&lt;br /&gt;
Place proto life on the side of a hexagon region, in between the corner spaces that stars use. It must be purple side up, and adjacent to an existing life if possible. (If no life exists, place it on the starting life space.)&lt;br /&gt;
&lt;br /&gt;
=== Upgrading and moving resources ===&lt;br /&gt;
&lt;br /&gt;
==== Supernovas ====&lt;br /&gt;
Decrease your Supernova slider by 1 to upgrade a star into a supernova. Supernovas count as wilds when checking the Nebulae&#039;s requirements. &lt;br /&gt;
&lt;br /&gt;
==== DNA ====&lt;br /&gt;
Decrease your DNA slider by 1 to upgrade a proto life to a stable life. Stable life do not get consumed when constructing advanced life. (See next section.)&lt;br /&gt;
&lt;br /&gt;
==== Graviton ====&lt;br /&gt;
Decrease your graviton slider by 1 to move a life or star, but not a supernova. Note if that space is occupied, you can continue to an adjacent space (of the same type) for one movement.&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
&lt;br /&gt;
==== Complete a Nebula ====&lt;br /&gt;
If a nebula&#039;s adjacent stars fulfill its requirement, score the nebula&#039;s points, discard an adjacent star (including a supernova), then flip it over to indicate it&#039;s been scored.&lt;br /&gt;
&lt;br /&gt;
Note: adjacent life tokens are not used in completing nebulas -- see next section.&lt;br /&gt;
&lt;br /&gt;
==== Create advanced life ====&lt;br /&gt;
If there are proto life or stable life tokens in any combination on all six sides of a nebula&#039;s hexagon, you can create advanced life there. Discard the proto life (but keep the advanced life) and place an advanced life token on the nebula. This will be worth extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==== Discharge Time Chamber ====&lt;br /&gt;
If you have a time crystal on space 6, you can discharge it:&lt;br /&gt;
&lt;br /&gt;
* Gain any basic star token and place it on a star space.&lt;br /&gt;
* Move the time crystal to the right most space, and score that many points -- 3, 6, 10, 15, or 21.&lt;br /&gt;
* If all spaces are filled, you get the star but not any additional points.&lt;br /&gt;
&lt;br /&gt;
==== Trade Energy Cards for a Power ====&lt;br /&gt;
You can use any slot on the left side of your board to trade energy cards for a power. To do so:&lt;br /&gt;
&lt;br /&gt;
# Discard an amount matching set of energy cards listed on the slot&lt;br /&gt;
# Draw a number of power cards from the corresponding deck.&lt;br /&gt;
# Pick one to keep and discard the rest.&lt;br /&gt;
&lt;br /&gt;
The right side of the power card lists additional resources it gives during the Energy Phase. Note you can keep up to 10 energy cards from round to round.&lt;br /&gt;
&lt;br /&gt;
==== Trade Energy Cards for Points ====&lt;br /&gt;
You can discard 5 matching energy cards for 6 points&lt;br /&gt;
&lt;br /&gt;
==== Active a power by discarding energy cards ====&lt;br /&gt;
Energy cards can be used to activate many powers, though this depends on the power&lt;br /&gt;
&lt;br /&gt;
== Universal Goals ==&lt;br /&gt;
At the end of a round, each goal slides over, and is scored and discarded when it reaches the end. The player with highest of the specified goal gets 6 points, and the second highest gets 3. (Players tied for first each score 6 points and no players score second place. Players tied for second place each score 3.)&lt;br /&gt;
&lt;br /&gt;
Note: A player must have at least 1 of the mentioned item to score a goal; the goal is still discarded if no one has it. Also note supernovas count as a star, but not any particular star.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
The game ends after the end phase if the time crystal tokens in the supply are depleted or if the last universal goal card is scored. Each player flips over their advanced life tokens and adds those victory points to their score track. Whoever has the most points wins. In the case of a tie, whoever has the most energy cards left in hand is the winner. If there is still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcraftingthecosmos&amp;diff=25203</id>
		<title>Gamehelpcraftingthecosmos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcraftingthecosmos&amp;diff=25203"/>
		<updated>2025-05-31T17:29:42Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The main goal of Crafting the Cosmos is to have the most victory points at the end of the game. The game is played in a series of rounds -- each player takes a turn (Energy Phase + Crafting Phase), then a cleanup/end phase happens where universal goals are scored. &lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
* Surround each nebula with its requested stars (on its corners)&lt;br /&gt;
* Surround each nebula with life tokens (on its sides)&lt;br /&gt;
* Collect time crystals and discharge them when you get 6 time crystals&lt;br /&gt;
* Collect cards of the same type, and trade sets for a special ability of that type, or points&lt;br /&gt;
* Complete special objectives (universal goals) that are different each game&lt;br /&gt;
&lt;br /&gt;
== Energy Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Shift Energy ===&lt;br /&gt;
A player can gain resources by moving marbles (&amp;quot;energy tokens&amp;quot;) around 4 board sections (&amp;quot;controls&amp;quot;). They must make 1-3 clockwise moves with their own marble or the neutral black marbles. You must move your own marble at least once, but moving the black marbles is optional. (A marble must skip over a full section, and this still counts as one move.&lt;br /&gt;
&lt;br /&gt;
=== Collect Resources ===&lt;br /&gt;
Each section has an &amp;quot;active reward&amp;quot; on its left side, and you gain the reward for the section your marble landed in. (Put stars next to your player board, and increase DNA/Supernova on the track.)&lt;br /&gt;
&lt;br /&gt;
* Light (Red) : Get 3 Red Hydrogen stars&lt;br /&gt;
* Time (Green): Get 1 Green Oxygen star + 2 DNA&lt;br /&gt;
* Gravity (Blue): Get 2 Blue Helium star + 1 Supernova conversion later this turn&lt;br /&gt;
* Chemistry (Purple): Get 1 Purple Carbon star + 1 nebula from the top of any stack&lt;br /&gt;
&lt;br /&gt;
Then take &amp;quot;passive rewards&amp;quot; -- For all marbles (yours, opponents, and black), you gain the resource they&#039;re next to -- so in a 4 player game, that&#039;s 7 resources. (The order you get them starts with the section your marble is in.)&lt;br /&gt;
&lt;br /&gt;
Note it&#039;s possible you won&#039;t get any of a particular resource if the section ends up with no marbles. Place&lt;br /&gt;
&lt;br /&gt;
* Light (Red): Take a card (&amp;quot;energy card&amp;quot;)&lt;br /&gt;
* Time (Green): Gain a time crystal (or slide an existing time crystal up)&lt;br /&gt;
* Gravity (Blue): Gain a graviton&lt;br /&gt;
* Chemistry (Purple): Gain a protolife&lt;br /&gt;
&lt;br /&gt;
NOTE: You must finish this phase (taking resources) before you start crafting or taking actions.&lt;br /&gt;
&lt;br /&gt;
===== Supernovae =====&lt;br /&gt;
Convert regular stars into powerful wild stars.&lt;br /&gt;
Gain: Increase your supernova slider once per resource gained.&lt;br /&gt;
&lt;br /&gt;
===== Time Crystals =====&lt;br /&gt;
Accumulate time crystals to gain extra stars and score points.&lt;br /&gt;
Gain: Slide a time crystal up your time chamber track.&lt;br /&gt;
When you reach the sixth space of your time chamber track, take a new time crystal&lt;br /&gt;
token from the supply, place it on the 0 space of the track, and then continue gaining&lt;br /&gt;
crystals, if applicable. Take a new time crystal token only when you reach the sixth&lt;br /&gt;
space of the track. (See page 12 for the discharge time chamber action.)&lt;br /&gt;
&lt;br /&gt;
===== Energy Cards =====&lt;br /&gt;
Spend energy cards to gain power cards, activate power cards, and score points.&lt;br /&gt;
Gain: Draw cards from the faceup energy card display or facedown energy card deck.&lt;br /&gt;
New faceup cards are revealed at the end of each player’s energy phase until there are&lt;br /&gt;
4 faceup cards again. (They are not refilled after each card is taken.) There is an energy&lt;br /&gt;
card hand limit of 10 that is checked during the end phase (see page 16). If the deck&lt;br /&gt;
becomes depleted, shuffle the energy card discard pile to form a new deck.&lt;br /&gt;
&lt;br /&gt;
===== Proto Life =====&lt;br /&gt;
Surround a completed nebula with proto life to gain valuable advanced life.&lt;br /&gt;
Gain: Take life tokens from the supply with the proto life (purple) side faceup and keep&lt;br /&gt;
them near your player board.&lt;br /&gt;
&lt;br /&gt;
===== DNA =====&lt;br /&gt;
Convert fragile proto life into robust stable life.&lt;br /&gt;
Gain: Increase your DNA slider once per resource gained.&lt;br /&gt;
&lt;br /&gt;
===== Graviton =====&lt;br /&gt;
Spend gravitons to perform move actions with stars or life.&lt;br /&gt;
Gain: Increase your graviton slider once per resource gained.&lt;br /&gt;
&lt;br /&gt;
== Craft phase ==&lt;br /&gt;
In this phase, a player can spend their resources from the Energy Phase to build up their galaxy board. They may take placement actions, scoring actions, energy card actions, and resource slider actions in any order.&lt;br /&gt;
&lt;br /&gt;
NOTE: Any unspent nebulae, stars, and proto life will be lost at turn end.&lt;br /&gt;
&lt;br /&gt;
=== Placing resources ===&lt;br /&gt;
&lt;br /&gt;
===== Nebulae =====&lt;br /&gt;
Turn the nebula elements side up and place it on your board in the hexagon shaped regions. Note nebula with more elements will be worth more points.&lt;br /&gt;
&lt;br /&gt;
===== Stars =====&lt;br /&gt;
Place stars on the corners of the hexagon region. &lt;br /&gt;
===== Proto Life =====&lt;br /&gt;
Place proto life on the side of a hexagon region, in between the corner spaces that stars use. It must be purple side up, and adjacent to an existing life if possible. (If no life exists, place it on the starting life space.)&lt;br /&gt;
&lt;br /&gt;
=== Upgrading and moving resources ===&lt;br /&gt;
&lt;br /&gt;
==== Supernovas ====&lt;br /&gt;
Decrease your Supernova slider by 1 to upgrade a star into a supernova. Supernovas count as wilds when checking the Nebulae&#039;s requirements. &lt;br /&gt;
&lt;br /&gt;
==== DNA ====&lt;br /&gt;
Decrease your DNA slider by 1 to upgrade a proto life to a stable life. Stable life do not get consumed when constructing advanced life. (See next section.)&lt;br /&gt;
&lt;br /&gt;
==== Graviton ====&lt;br /&gt;
Decrease your graviton slider by 1 to move a life or star, but not a supernova. Note if that space is occupied, you can continue to an adjacent space (of the same type) for one movement.&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
&lt;br /&gt;
==== Complete a Nebula ====&lt;br /&gt;
If a nebula&#039;s adjacent stars fulfill its requirement, score the nebula&#039;s points, discard an adjacent star (including a supernova), then flip it over to indicate it&#039;s been scored.&lt;br /&gt;
&lt;br /&gt;
Note: adjacent life tokens are not used in completing nebulas -- see next section.&lt;br /&gt;
&lt;br /&gt;
==== Create advanced life ====&lt;br /&gt;
If there are proto life or stable life tokens in any combination on all six sides of a nebula&#039;s hexagon, you can create advanced life there. Discard the proto life (but keep the advanced life) and place an advanced life token on the nebula. This will be worth extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==== Discharge Time Chamber ====&lt;br /&gt;
If you have 6 time crystals, you can discharge the one on spot 6&lt;br /&gt;
&lt;br /&gt;
Requirement: Have a time crystal token on the 6 spot of your time chamber track.&lt;br /&gt;
&lt;br /&gt;
* Gain 1 star token ( , , , or ) and place it on any open star space.&lt;br /&gt;
* Move the time crystal token to the rightmost scoring space.&lt;br /&gt;
* Gain victory points based on the number on the scoring space (1: 3 points; 2: 6 points; 3: 10&lt;br /&gt;
points; 4: 15 points; 5: 21 points). After you have filled your time chamber 5 times, future&lt;br /&gt;
discharge time chamber actions will earn you a star but not score additional points.&lt;br /&gt;
&lt;br /&gt;
Example: At the start of the round, the cyan player&lt;br /&gt;
has 4 time crystals. A This turn, they gain 3 more&lt;br /&gt;
time crystals. They slide their time crystal token&lt;br /&gt;
up 2 spaces to the top of the time chamber track&lt;br /&gt;
and then B grab a new crystal from the supply and&lt;br /&gt;
place it on the 0 space of the time chamber.&lt;br /&gt;
C They then slide it up 1 more space to gain their&lt;br /&gt;
third crystal. D At any point during their craft&lt;br /&gt;
phase, they can slide the crystal at the top of their&lt;br /&gt;
time chamber over to the 6-point space to gain 6&lt;br /&gt;
points on their score track and gain a star.&lt;br /&gt;
&lt;br /&gt;
==== Energy Cards ====&lt;br /&gt;
Players can spend energy cards in 3 ways during the craft phase. After you spend energy cards, place&lt;br /&gt;
them in a central discard pile near the draw deck. You do not need to use all of your energy cards each&lt;br /&gt;
round. You may keep up to 10 energy cards. (See page 16 regarding hand limit.)&lt;br /&gt;
&lt;br /&gt;
1. Players can discard matching sets of energy&lt;br /&gt;
cards to add power cards to their galaxy.&lt;br /&gt;
(See sidebar.) &lt;br /&gt;
&lt;br /&gt;
2. Players can also discard energy cards to&lt;br /&gt;
activate many power cards based on their&lt;br /&gt;
costs. (Some power cards have costs in&lt;br /&gt;
addition to energy cards.) You can activate&lt;br /&gt;
power cards during the craft phase only. You&lt;br /&gt;
may use a power card as often as you can&lt;br /&gt;
afford to.&lt;br /&gt;
&lt;br /&gt;
3. Players can discard 5 matching&lt;br /&gt;
energy cards to gain 6 points.&lt;br /&gt;
You can perform this action&lt;br /&gt;
multiple times if you have enough&lt;br /&gt;
matching energy cards.&lt;br /&gt;
&lt;br /&gt;
Example: The magenta player decides to fill their second power card slot. A They discard 3 matching energy&lt;br /&gt;
cards (3 light energy cards). B They draw 3 cards from the matching power card deck (light) and choose 1.&lt;br /&gt;
They choose “Relativity Δ.” C They place it in their second power card slot. Next, they take their power token&lt;br /&gt;
from the slot and place it in the light control on the main board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GAINING POWER CARDS ====&lt;br /&gt;
The cost to gain a power card is indicated by the&lt;br /&gt;
slots on your player board. The first power card costs&lt;br /&gt;
2 matching energy cards. The second costs 3, the&lt;br /&gt;
third also costs 3, and the fourth costs 4 matching&lt;br /&gt;
energy cards.&lt;br /&gt;
&lt;br /&gt;
To gain a power card, you will draw a number of&lt;br /&gt;
power cards equal to the number of matching energy&lt;br /&gt;
cards you spent. Always draw from the power card&lt;br /&gt;
deck matching the type of energy cards used. Next,&lt;br /&gt;
keep 1 power card and place the others in any order&lt;br /&gt;
on the bottom of the matching power card deck.&lt;br /&gt;
When you gain a power card, place the power token&lt;br /&gt;
from that power card slot on the main board as a&lt;br /&gt;
reminder for future energy phases (i.e., if you gain a&lt;br /&gt;
time power card, place the marker in the time control&lt;br /&gt;
of the main board as a reminder to gain an additional&lt;br /&gt;
resource each energy phase). You still gain resources&lt;br /&gt;
if no energy tokens are in the control.&lt;br /&gt;
&lt;br /&gt;
You can fill your power card slots in any order.&lt;br /&gt;
You can gain multiple power cards in a single turn if&lt;br /&gt;
you have enough energy cards. If you have no open&lt;br /&gt;
slots, you cannot gain a new power card with this&lt;br /&gt;
action.&lt;br /&gt;
&lt;br /&gt;
===  UNIVERSAL GOALS ===&lt;br /&gt;
Points are awarded to the players who have the most of the resources&lt;br /&gt;
specified by the universal goal card: 1st place scores 6 points, and 2nd&lt;br /&gt;
place scores 3 points. If players are tied for 1st place, they each score 6&lt;br /&gt;
points, and no player scores 2nd place points. If players are tied for 2nd&lt;br /&gt;
place, they each score 3 points. Then discard the universal goal card.&lt;br /&gt;
&lt;br /&gt;
You must have at least 1 of the contested resource to be able to score&lt;br /&gt;
from a universal goal. If no players are able to score the goal, the goal&lt;br /&gt;
is still discarded.&lt;br /&gt;
&lt;br /&gt;
For the purposes of universal goals, supernovae count as stars but&lt;br /&gt;
count only as their own type. They cannot be counted as any other type&lt;br /&gt;
of star (i.e., they could count for your continuous stream of stars but&lt;br /&gt;
not as a carbon star). (See pages 18–19 for a complete reference of&lt;br /&gt;
universal goal cards.)&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
The game ends after the end phase if the time crystal tokens in the supply are depleted or if the last&lt;br /&gt;
universal goal card is scored. Each player flips over their advanced life tokens and adds those victory&lt;br /&gt;
points to their score track. Whoever has the most points wins.&lt;br /&gt;
In the case of a tie, whoever has the most energy cards left in hand is the winner. If there is still a tie,&lt;br /&gt;
the tied players share the victory.&lt;br /&gt;
&lt;br /&gt;
Example: It is the end phase and time to award points for the universal&lt;br /&gt;
goal, which is for the most proto life. The magenta player and the cyan&lt;br /&gt;
player each have 7 proto life tokens. The violet player has 3 proto life&lt;br /&gt;
tokens. Magenta and cyan each score 6 points, and violet scores 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINK https://boardgamegeek.com/filepage/292899/crafting-the-cosmos-rulebook&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcraftingthecosmos&amp;diff=25201</id>
		<title>Gamehelpcraftingthecosmos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcraftingthecosmos&amp;diff=25201"/>
		<updated>2025-05-31T16:12:40Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The main goal of Crafting the Cosmos is to have the most victory points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
=== Goals ===:&lt;br /&gt;
* Surround each nebula with its requested stars (on its corners)&lt;br /&gt;
* Surround each nebula with life tokens (on its sides)&lt;br /&gt;
* Collect time crystals and discharge them when you get 6 time crystals&lt;br /&gt;
* Collect cards of the same type, and trade sets for a special ability of that type, or points&lt;br /&gt;
* Complete special objectives (universal goals) that are different each game&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
The game is played in a series of rounds. Each round consists of each player taking a turn, which is then&lt;br /&gt;
followed by a shared end phase. A player’s turn consists of 2 phases: energy and craft. Each player will&lt;br /&gt;
take turns in sequence.&lt;br /&gt;
&lt;br /&gt;
1. The first player takes their turn by moving energy on the main board and gaining resources.&lt;br /&gt;
&lt;br /&gt;
2. They then spend their resources to craft their galaxy.&lt;br /&gt;
3. Gameplay proceeds with the next player in clockwise turn order, repeating steps 1 and 2.&lt;br /&gt;
&lt;br /&gt;
Once all players have taken a turn, there is an end phase where all players will score universal goals and&lt;br /&gt;
prepare for the next round.&lt;br /&gt;
&lt;br /&gt;
=== Energy Phase ===&lt;br /&gt;
During the energy phase, perform the following 2 steps: shift energy and collect resources.&lt;br /&gt;
&lt;br /&gt;
==== 1. Shift Energy ====&lt;br /&gt;
Move energy tokens around the&lt;br /&gt;
controls on the main board to gain&lt;br /&gt;
resources for crafting your cosmos.&lt;br /&gt;
Each control is a single space that can&lt;br /&gt;
hold a maximum of 3 energy tokens.&lt;br /&gt;
&lt;br /&gt;
* You must move your energy token at least 1 space. (It does not have to be the first token you move.)&lt;br /&gt;
&lt;br /&gt;
* You may move only your energy token and dark energy tokens.&lt;br /&gt;
&lt;br /&gt;
* You may move energy tokens a combined total of 3 spaces.&lt;br /&gt;
&lt;br /&gt;
* Energy tokens must move clockwise.&lt;br /&gt;
&lt;br /&gt;
* Skip any control that is full (i.e., has 3 energy tokens).&lt;br /&gt;
&lt;br /&gt;
==== 2. Collect Resources ====&lt;br /&gt;
Gain the resources from the 1 active control space with your energy token and then from all 4 of the&lt;br /&gt;
passive control spaces.&lt;br /&gt;
&lt;br /&gt;
===== Active vs. Passive Rewards =====&lt;br /&gt;
Active Reward: Indicated on the left side of the control. Receive all of&lt;br /&gt;
the resources for the control where your energy token is (matching&lt;br /&gt;
your player color).&lt;br /&gt;
&lt;br /&gt;
Passive Rewards: Indicated on the right side of the control. Gain&lt;br /&gt;
resources equal to the total number of energy tokens in each control,&lt;br /&gt;
regardless of whose energy tokens are there (your energy token,&lt;br /&gt;
your opponent’s energy token, or dark energy tokens). If there are no&lt;br /&gt;
energy tokens in a control, you do not get any of those resources.&lt;br /&gt;
&lt;br /&gt;
When collecting resources, start with your active rewards, then collect&lt;br /&gt;
the passive rewards from the control with your energy token. Finally,&lt;br /&gt;
move clockwise around the control spaces, collecting the rest of your&lt;br /&gt;
passive rewards.&lt;br /&gt;
Important: Finish taking all of your resources during the energy&lt;br /&gt;
phase before beginning the craft phase and placing resources or&lt;br /&gt;
taking actions.&lt;br /&gt;
&lt;br /&gt;
=====  Nebulae =====&lt;br /&gt;
Surround a nebula with specific types of stars to complete it and score points.&lt;br /&gt;
Gain: Draw 1 from the size 1, size 2, or size 3 stack and keep it near your player board.&lt;br /&gt;
&lt;br /&gt;
===== Stars =====&lt;br /&gt;
Required to complete a nebula.&lt;br /&gt;
Gain: Take the appropriate stars from the reserve and keep them near your player board.&lt;br /&gt;
&lt;br /&gt;
===== Supernovae =====&lt;br /&gt;
Convert regular stars into powerful wild stars.&lt;br /&gt;
Gain: Increase your supernova slider once per resource gained.&lt;br /&gt;
&lt;br /&gt;
===== Time Crystals =====&lt;br /&gt;
Accumulate time crystals to gain extra stars and score points.&lt;br /&gt;
Gain: Slide a time crystal up your time chamber track.&lt;br /&gt;
When you reach the sixth space of your time chamber track, take a new time crystal&lt;br /&gt;
token from the supply, place it on the 0 space of the track, and then continue gaining&lt;br /&gt;
crystals, if applicable. Take a new time crystal token only when you reach the sixth&lt;br /&gt;
space of the track. (See page 12 for the discharge time chamber action.)&lt;br /&gt;
&lt;br /&gt;
===== Energy Cards =====&lt;br /&gt;
Spend energy cards to gain power cards, activate power cards, and score points.&lt;br /&gt;
Gain: Draw cards from the faceup energy card display or facedown energy card deck.&lt;br /&gt;
New faceup cards are revealed at the end of each player’s energy phase until there are&lt;br /&gt;
4 faceup cards again. (They are not refilled after each card is taken.) There is an energy&lt;br /&gt;
card hand limit of 10 that is checked during the end phase (see page 16). If the deck&lt;br /&gt;
becomes depleted, shuffle the energy card discard pile to form a new deck.&lt;br /&gt;
&lt;br /&gt;
===== Proto Life =====&lt;br /&gt;
Surround a completed nebula with proto life to gain valuable advanced life.&lt;br /&gt;
Gain: Take life tokens from the supply with the proto life (purple) side faceup and keep&lt;br /&gt;
them near your player board.&lt;br /&gt;
&lt;br /&gt;
===== DNA =====&lt;br /&gt;
Convert fragile proto life into robust stable life.&lt;br /&gt;
Gain: Increase your DNA slider once per resource gained.&lt;br /&gt;
&lt;br /&gt;
===== Graviton =====&lt;br /&gt;
Spend gravitons to perform move actions with stars or life.&lt;br /&gt;
Gain: Increase your graviton slider once per resource gained.&lt;br /&gt;
&lt;br /&gt;
=== Craft phase ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a player has collected all of their resources (during the energy phase), they spend them during&lt;br /&gt;
the craft phase in any order to craft their galaxy. They may take placement actions, scoring actions,&lt;br /&gt;
energy card actions, and resource slider actions in any order.&lt;br /&gt;
Players must place all of their nebulae, stars, and proto life before the end of their turn or they are lost.&lt;br /&gt;
&lt;br /&gt;
===== Nebulae =====&lt;br /&gt;
You may place a nebula into any empty nebula space on your player board, element side&lt;br /&gt;
up. You may look at the element side before choosing where to place it. The larger the&lt;br /&gt;
nebula the more stars you will need to complete it and the more points it will be worth.&lt;br /&gt;
(See page 12 for rules on completing nebulae.)&lt;br /&gt;
&lt;br /&gt;
===== Proto Life =====&lt;br /&gt;
You must place proto life adjacent to existing life on an empty life space of your&lt;br /&gt;
player board, purple side up. In the rare case that you have no life on your board,&lt;br /&gt;
place any new life on the starting life space. (See page 13 for rules on creating&lt;br /&gt;
advanced life.)&lt;br /&gt;
&lt;br /&gt;
===== Stars =====&lt;br /&gt;
You may place a star on any empty star space of your player board. There are 4&lt;br /&gt;
standard types of stars: hydrogen ( ), helium ( ), carbon ( ), and oxygen ( ).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may perform any of the following 3 actions at any time and in&lt;br /&gt;
any order during your craft phase if you meet the requirement.&lt;br /&gt;
&lt;br /&gt;
==== Complete a Nebula ====&lt;br /&gt;
Requirement: The nebula is next to a matching quantity of&lt;br /&gt;
stars that are rich in the elements the nebula requires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reminder: Supernovae are wild. A supernova may count as any&lt;br /&gt;
single type of star when completing a nebula.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Gain the points indicated on the nebula tile.&lt;br /&gt;
* Discard 1 star touching the nebula to the supply. (You choose the star, and you may choose a supernova.)&lt;br /&gt;
&lt;br /&gt;
* Flip over the nebula tile to its completed side. You may complete each nebula once.&lt;br /&gt;
Note: You do not need any life present to complete a nebula.&lt;br /&gt;
(See page 13 for scoring advanced life.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Discharge Time Chamber ====&lt;br /&gt;
Requirement: Have a time crystal token on the 6 spot of your time chamber track.&lt;br /&gt;
&lt;br /&gt;
* Gain 1 star token ( , , , or ) and place it on any open star space.&lt;br /&gt;
* Move the time crystal token to the rightmost scoring space.&lt;br /&gt;
* Gain victory points based on the number on the scoring space (1: 3 points; 2: 6 points; 3: 10&lt;br /&gt;
points; 4: 15 points; 5: 21 points). After you have filled your time chamber 5 times, future&lt;br /&gt;
discharge time chamber actions will earn you a star but not score additional points.&lt;br /&gt;
&lt;br /&gt;
Example: At the start of the round, the cyan player&lt;br /&gt;
has 4 time crystals. A This turn, they gain 3 more&lt;br /&gt;
time crystals. They slide their time crystal token&lt;br /&gt;
up 2 spaces to the top of the time chamber track&lt;br /&gt;
and then B grab a new crystal from the supply and&lt;br /&gt;
place it on the 0 space of the time chamber.&lt;br /&gt;
C They then slide it up 1 more space to gain their&lt;br /&gt;
third crystal. D At any point during their craft&lt;br /&gt;
phase, they can slide the crystal at the top of their&lt;br /&gt;
time chamber over to the 6-point space to gain 6&lt;br /&gt;
points on their score track and gain a star.&lt;br /&gt;
&lt;br /&gt;
==== Create Advanced Life ====&lt;br /&gt;
Requirement: Have&lt;br /&gt;
6 life tokens (any&lt;br /&gt;
combination of proto&lt;br /&gt;
and stable) surrounding&lt;br /&gt;
a completed nebula tile&lt;br /&gt;
without an advanced life&lt;br /&gt;
token already on it.&lt;br /&gt;
&lt;br /&gt;
* Discard all of the proto life tokens surrounding this nebula. (The stable life tokens all stay.)&lt;br /&gt;
&lt;br /&gt;
* Draw 1 advanced life token from the top of the advanced life stack and place it facedown on the nebula.&lt;br /&gt;
Example: The player has 6 life tokens surrounding a completed&lt;br /&gt;
nebula tile and decides to form advanced life. They discard all of&lt;br /&gt;
the proto life tokens (3) around the nebula. Finally, they draw 1&lt;br /&gt;
advanced life token and place it facedown on the nebula&lt;br /&gt;
&lt;br /&gt;
=== Energy Cards ===&lt;br /&gt;
Players can spend energy cards in 3 ways during the craft phase. After you spend energy cards, place&lt;br /&gt;
them in a central discard pile near the draw deck. You do not need to use all of your energy cards each&lt;br /&gt;
round. You may keep up to 10 energy cards. (See page 16 regarding hand limit.)&lt;br /&gt;
&lt;br /&gt;
1. Players can discard matching sets of energy&lt;br /&gt;
cards to add power cards to their galaxy.&lt;br /&gt;
(See sidebar.) &lt;br /&gt;
&lt;br /&gt;
2. Players can also discard energy cards to&lt;br /&gt;
activate many power cards based on their&lt;br /&gt;
costs. (Some power cards have costs in&lt;br /&gt;
addition to energy cards.) You can activate&lt;br /&gt;
power cards during the craft phase only. You&lt;br /&gt;
may use a power card as often as you can&lt;br /&gt;
afford to.&lt;br /&gt;
&lt;br /&gt;
3. Players can discard 5 matching&lt;br /&gt;
energy cards to gain 6 points.&lt;br /&gt;
You can perform this action&lt;br /&gt;
multiple times if you have enough&lt;br /&gt;
matching energy cards.&lt;br /&gt;
&lt;br /&gt;
Example: The magenta player decides to fill their second power card slot. A They discard 3 matching energy&lt;br /&gt;
cards (3 light energy cards). B They draw 3 cards from the matching power card deck (light) and choose 1.&lt;br /&gt;
They choose “Relativity Δ.” C They place it in their second power card slot. Next, they take their power token&lt;br /&gt;
from the slot and place it in the light control on the main board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GAINING POWER CARDS ====&lt;br /&gt;
The cost to gain a power card is indicated by the&lt;br /&gt;
slots on your player board. The first power card costs&lt;br /&gt;
2 matching energy cards. The second costs 3, the&lt;br /&gt;
third also costs 3, and the fourth costs 4 matching&lt;br /&gt;
energy cards.&lt;br /&gt;
&lt;br /&gt;
To gain a power card, you will draw a number of&lt;br /&gt;
power cards equal to the number of matching energy&lt;br /&gt;
cards you spent. Always draw from the power card&lt;br /&gt;
deck matching the type of energy cards used. Next,&lt;br /&gt;
keep 1 power card and place the others in any order&lt;br /&gt;
on the bottom of the matching power card deck.&lt;br /&gt;
When you gain a power card, place the power token&lt;br /&gt;
from that power card slot on the main board as a&lt;br /&gt;
reminder for future energy phases (i.e., if you gain a&lt;br /&gt;
time power card, place the marker in the time control&lt;br /&gt;
of the main board as a reminder to gain an additional&lt;br /&gt;
resource each energy phase). You still gain resources&lt;br /&gt;
if no energy tokens are in the control.&lt;br /&gt;
&lt;br /&gt;
You can fill your power card slots in any order.&lt;br /&gt;
You can gain multiple power cards in a single turn if&lt;br /&gt;
you have enough energy cards. If you have no open&lt;br /&gt;
slots, you cannot gain a new power card with this&lt;br /&gt;
action.&lt;br /&gt;
&lt;br /&gt;
===  UNIVERSAL GOALS ===&lt;br /&gt;
Points are awarded to the players who have the most of the resources&lt;br /&gt;
specified by the universal goal card: 1st place scores 6 points, and 2nd&lt;br /&gt;
place scores 3 points. If players are tied for 1st place, they each score 6&lt;br /&gt;
points, and no player scores 2nd place points. If players are tied for 2nd&lt;br /&gt;
place, they each score 3 points. Then discard the universal goal card.&lt;br /&gt;
&lt;br /&gt;
You must have at least 1 of the contested resource to be able to score&lt;br /&gt;
from a universal goal. If no players are able to score the goal, the goal&lt;br /&gt;
is still discarded.&lt;br /&gt;
&lt;br /&gt;
For the purposes of universal goals, supernovae count as stars but&lt;br /&gt;
count only as their own type. They cannot be counted as any other type&lt;br /&gt;
of star (i.e., they could count for your continuous stream of stars but&lt;br /&gt;
not as a carbon star). (See pages 18–19 for a complete reference of&lt;br /&gt;
universal goal cards.)&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
The game ends after the end phase if the time crystal tokens in the supply are depleted or if the last&lt;br /&gt;
universal goal card is scored. Each player flips over their advanced life tokens and adds those victory&lt;br /&gt;
points to their score track. Whoever has the most points wins.&lt;br /&gt;
In the case of a tie, whoever has the most energy cards left in hand is the winner. If there is still a tie,&lt;br /&gt;
the tied players share the victory.&lt;br /&gt;
&lt;br /&gt;
Example: It is the end phase and time to award points for the universal&lt;br /&gt;
goal, which is for the most proto life. The magenta player and the cyan&lt;br /&gt;
player each have 7 proto life tokens. The violet player has 3 proto life&lt;br /&gt;
tokens. Magenta and cyan each score 6 points, and violet scores 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINK https://boardgamegeek.com/filepage/292899/crafting-the-cosmos-rulebook&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=24997</id>
		<title>Gamehelpflipseven</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=24997"/>
		<updated>2025-05-17T19:44:31Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
&lt;br /&gt;
The deck consists of 94 cards: &lt;br /&gt;
&lt;br /&gt;
* Numerical cards: Twelve 12&#039;s , eleven 11&#039;s, ten 10&#039;s... and one 1; though one 0 as well.&lt;br /&gt;
* Action cards: Three each of Flip Three, Freeze, Second Chance&lt;br /&gt;
* Score Modifiers (one each of +2, +4, +6, +8, +10, and X2)&lt;br /&gt;
&lt;br /&gt;
When anyone hits 200 points, the game ends after that round and the person with the most points win. You score points equal to the total of card values in front of you. (Note that the more valuable a card is, the more copies of it there are in the deck.) &lt;br /&gt;
&lt;br /&gt;
If you flipped 7 unique number cards into your line, you automatically end the round and score 15 bonus points. However if you ever draw a second card with the same number as one already in your line, you bust and are out of the round, scoring nothing. &lt;br /&gt;
&lt;br /&gt;
== Gameplay == &lt;br /&gt;
&lt;br /&gt;
Deal one card face up to each player.  Then, each player in turn announces &#039;&#039;&#039;Hit&#039;&#039;&#039; or &#039;&#039;&#039;Stay&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
* If you &#039;&#039;&#039;Hit&#039;&#039;&#039;, put the number cards in a single row with score modifier cards above them.&lt;br /&gt;
* If you &#039;&#039;&#039;Stay&#039;&#039;&#039;, wait for everyone else to be done.&lt;br /&gt;
&lt;br /&gt;
The round continues until everyone has chosen to stay or has busted, though it can end immediately if someone is able to Flip 7 unique cards.&lt;br /&gt;
&lt;br /&gt;
=== Action cards ===&lt;br /&gt;
&lt;br /&gt;
If an &#039;&#039;&#039;Action Card&#039;&#039;&#039; comes up in dealing, the player who drew it must choose a player (including themselves) to give it to. There are three types of action cards in the game: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Freeze&#039;&#039;&#039; forces a player out of the round, though they still score their current cards.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flip three&#039;&#039;&#039; forces the player to draw three cards. Action cards drawn this way are resolved after all three have been drawn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Second chance&#039;&#039;&#039; prevents the player from busting once, and is discarded once used. (A player may hold only one Second Chance card. If they draw another, it must be given to another player.)&lt;br /&gt;
&lt;br /&gt;
=== Modifier cards ===&lt;br /&gt;
&lt;br /&gt;
Modifier cards increase the score by their value. For example, a hand of 3, 4, 12 and a modifier of +10 gives the player 29 points. Note that the x2 multiplier applies only to the base score, not the score after modification.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
At the end of the round when one or more players has 200 points or more, the player with the most points is the winner.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=24996</id>
		<title>Gamehelpflipseven</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=24996"/>
		<updated>2025-05-17T19:35:02Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
&lt;br /&gt;
There are twelve 12&#039;s , eleven 11&#039;s, ten 10&#039;s... and one 1; though one 0 as well. Also a few Action and Modifier cards: Flip Three (3), Freeze (3), Second Chance (3), and Score Modifiers (one each of +2, +4, +6, +8, +10, and X2). In total, there are 94 cards. &lt;br /&gt;
&lt;br /&gt;
At the end of the round when at least one person hits 200 points, the person with the most points win. You score points based on the total number value of the cards in front of you. The more valuable a card is, the more copies of that card there are in the deck. &lt;br /&gt;
&lt;br /&gt;
If you flipped 7 unique number cards into your line, you automatically end the round and score 15 bonus points. However if you ever draw a second card with the same number as one already in your line, you bust and are out of the round, scoring nothing. &lt;br /&gt;
&lt;br /&gt;
== Gameplay == &lt;br /&gt;
&lt;br /&gt;
Deal one card face up to each player.  Then, each player in turn announce to &#039;&#039;&#039;Hit&#039;&#039;&#039; or &#039;&#039;&#039;Stay&#039;&#039;&#039;. If you &#039;&#039;&#039;Hit&#039;&#039;&#039;, put the number cards in a single row with score modifier cards above them. &lt;br /&gt;
&lt;br /&gt;
The round continues until either: &lt;br /&gt;
&lt;br /&gt;
* there are no active players because all players have either busted or chosen to stay. &lt;br /&gt;
&lt;br /&gt;
* One player can Flip 7 unique number cards ending the round immediately.&lt;br /&gt;
&lt;br /&gt;
=== Action cards ===&lt;br /&gt;
&lt;br /&gt;
If an &#039;&#039;&#039;Action Card&#039;&#039;&#039; comes up in dealing, the player who drew it must choose a player (including themselves) to give it to. There are three types of action cards in the game: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Freeze&#039;&#039;&#039; scores the player their current cards and blocks them from playing in the remaining round.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flip three&#039;&#039;&#039; forces the player to draw three cards. Action cards drawn this way are resolved after all three have been drawn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Second chance&#039;&#039;&#039; prevents the player from busting once. It is discarded once used. (A player may hold only one Second Chance card.  If they draw another, it must be given to another player.)&lt;br /&gt;
&lt;br /&gt;
=== Modifier cards ===&lt;br /&gt;
&lt;br /&gt;
Modifier cards increase the score by their value. For example, a hand of 3, 4, 12 and a modifier of +10 gives the player 29 points. Note that the x2 multiplier applies only to the base score, not the score after modification.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
At the end of the round when one or more players has 200 points or more, the player with the most points is the winner.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=24995</id>
		<title>Gamehelpflipseven</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=24995"/>
		<updated>2025-05-17T19:34:01Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
&lt;br /&gt;
There are twelve 12&#039;s , eleven 11&#039;s, ten 10&#039;s... and one 1; though also one 0. There are also a few Action and Modifier cards: Flip Three (3), Freeze (3), Second Chance (3), and Score Modifiers (one each of +2, +4, +6, +8, +10, and X2). In total, there are 94 cards. &lt;br /&gt;
&lt;br /&gt;
At the end of the round when at least one person hits 200 points, the person with the most points win. You score points based on the total number value of the cards in front of you. The more valuable a card is, the more copies of that card there are in the deck. &lt;br /&gt;
&lt;br /&gt;
If you flipped 7 unique number cards into your line, you automatically end the round and score 15 bonus points. However if you ever draw a second card with the same number as one already in your line, you bust and are out of the round, scoring nothing. &lt;br /&gt;
&lt;br /&gt;
== Gameplay == &lt;br /&gt;
&lt;br /&gt;
Deal one card face up to each player.  Then, each player in turn announce to &#039;&#039;&#039;Hit&#039;&#039;&#039; or &#039;&#039;&#039;Stay&#039;&#039;&#039;. If you &#039;&#039;&#039;Hit&#039;&#039;&#039;, put the number cards in a single row with score modifier cards above them. &lt;br /&gt;
&lt;br /&gt;
The round continues until either: &lt;br /&gt;
&lt;br /&gt;
* there are no active players because all players have either busted or chosen to stay. &lt;br /&gt;
&lt;br /&gt;
* One player can Flip 7 unique number cards ending the round immediately.&lt;br /&gt;
&lt;br /&gt;
=== Action cards ===&lt;br /&gt;
&lt;br /&gt;
If an &#039;&#039;&#039;Action Card&#039;&#039;&#039; comes up in dealing, the player who drew it must choose a player (including themselves) to give it to. There are three types of action cards in the game: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Freeze&#039;&#039;&#039; scores the player their current cards and blocks them from playing in the remaining round.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flip three&#039;&#039;&#039; forces the player to draw three cards. Action cards drawn this way are resolved after all three have been drawn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Second chance&#039;&#039;&#039; prevents the player from busting once. It is discarded once used. (A player may hold only one Second Chance card.  If they draw another, it must be given to another player.)&lt;br /&gt;
&lt;br /&gt;
=== Modifier cards ===&lt;br /&gt;
&lt;br /&gt;
Modifier cards increase the score by their value. For example, a hand of 3, 4, 12 and a modifier of +10 gives the player 29 points. Note that the x2 multiplier applies only to the base score, not the score after modification.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
At the end of the round when one or more players has 200 points or more, the player with the most points is the winner.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfaraway&amp;diff=19525</id>
		<title>Gamehelpfaraway</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfaraway&amp;diff=19525"/>
		<updated>2024-01-12T01:04:01Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
You create and satisfy 8 objectives that you choose, which are presented across 8 rounds.&lt;br /&gt;
&lt;br /&gt;
Your regions will score BACKWARDS (that is, right to left), not in the order you played them!&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
# First, everyone picks a card to play as their next region card. The card goes AFTER the previous card they played (if any). &lt;br /&gt;
# Each player checks the top left number (Exploration Duration) of the card they just played. If it&#039;s greater than the previous card&#039;s number, the player draws 1 Sanctuary card plus one per Clue (map) that they will choose between for the next phase.&lt;br /&gt;
# Based on this top left number (from lowest to highest) of the card they just played, players in order draw a new Region card from the supply to replenish their hand.&lt;br /&gt;
# Then they choose one of their Sanctuary cards to play (if they drew any earlier).&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the 8th round.&lt;br /&gt;
&lt;br /&gt;
To score, keep your Sanctuaries face up, but flip all your regions face down for scoring. &lt;br /&gt;
&lt;br /&gt;
Reveal the rightmost Region card and score it if it meets the requirements in the middle right by adding the points at the lower right to your total. (Note this may be a fixed number or depend on other symbols in your cards&#039; top right corner.)&lt;br /&gt;
&lt;br /&gt;
(At this point, only your Sanctuaries and one other card are face up).&lt;br /&gt;
&lt;br /&gt;
Then reveal the next Region to the left and score it, and so forth until you score all 8 regions right to left. So, your cards that were placed earlier will still be face down and thus will NOT help score cards placed later in the game, so plan accordingly.&lt;br /&gt;
&lt;br /&gt;
Once all regions have been scored and are now face up, score the Sanctuaries, and the player with the highest score wins! (Tiebreaker is lowest total Exploration Duration.)&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfaraway&amp;diff=19524</id>
		<title>Gamehelpfaraway</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfaraway&amp;diff=19524"/>
		<updated>2024-01-12T01:03:27Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
You create and satisfy 8 objectives that you choose, which are presented across 8 rounds.&lt;br /&gt;
&lt;br /&gt;
Your regions will score BACKWARDS (that is, right to left), not in the order you played them!&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
# First, everyone picks a card to play as their next region card. The card goes AFTER the previous card they played (if any). &lt;br /&gt;
&lt;br /&gt;
# Each player checks the top left number (Exploration Duration) of the card they just played. If it&#039;s greater than the previous card&#039;s number, the player draws 1 Sanctuary card plus one per Clue (map) that they will choose between for the next phase.&lt;br /&gt;
&lt;br /&gt;
# Based on this top left number (from lowest to highest) of the card they just played, players in order draw a new Region card from the supply to replenish their hand.&lt;br /&gt;
&lt;br /&gt;
# Then they choose one of their Sanctuary cards to play (if they drew any earlier). &lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the 8th round.&lt;br /&gt;
&lt;br /&gt;
To score, keep your Sanctuaries face up, but flip all your regions face down for scoring. &lt;br /&gt;
&lt;br /&gt;
Reveal the rightmost Region card and score it if it meets the requirements in the middle right by adding the points at the lower right to your total. (Note this may be a fixed number or depend on other symbols in your cards&#039; top right corner.)&lt;br /&gt;
&lt;br /&gt;
(At this point, only your Sanctuaries and one other card are face up).&lt;br /&gt;
&lt;br /&gt;
Then reveal the next Region to the left and score it, and so forth until you score all 8 regions right to left. So, your cards that were placed earlier will still be face down and thus will NOT help score cards placed later in the game, so plan accordingly.&lt;br /&gt;
&lt;br /&gt;
Once all regions have been scored and are now face up, score the Sanctuaries, and the player with the highest score wins! (Tiebreaker is lowest total Exploration Duration.)&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdaybreak&amp;diff=17354</id>
		<title>Gamehelpdaybreak</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdaybreak&amp;diff=17354"/>
		<updated>2023-07-02T18:56:46Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Start a Local Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
This is a co-operative game in which the players collectively need to win within 6 rounds or less, by sequestering more carbon than they produce and then surviving that round&#039;s crises.&lt;br /&gt;
&lt;br /&gt;
===Start of game===&lt;br /&gt;
&lt;br /&gt;
Players each start as a particular region/faction, each with their own starting values and starting projects. During the game, players can strengthen their projects by adding/stacking cards on their projects. &lt;br /&gt;
&lt;br /&gt;
The goal is to decrease emissions to meet the current sequestered amount. Having too many communities in crisis, too high a temperature, or taking too many rounds can cause game loss.&lt;br /&gt;
&lt;br /&gt;
===Stages in a Round===&lt;br /&gt;
The following stage headings below are followed each round. See each section for what that stage includes.&lt;br /&gt;
&lt;br /&gt;
=== Global Stage ===&lt;br /&gt;
Draw new crisis cards, putting one face up and others face down. The amount put out is listed next to the current level on the Thermometer.&lt;br /&gt;
&lt;br /&gt;
Draw 2 Global Project cards, pick one as a group to keep, and discard the other. If there&#039;s already 4 Global Projects out, then discard down to 4 as well.&lt;br /&gt;
&lt;br /&gt;
=== Local Stage ===&lt;br /&gt;
Each player draws 5 cards and reveals them. Players take actions at the same time, using these cards to interact with their card stacks in a few ways. &lt;br /&gt;
&lt;br /&gt;
==== Start a Local Project ====&lt;br /&gt;
This action allows you to play a new card on top of a pre-existing stack. When this happens, the ability of the old card is no longer available, but its symbols remain. (You don&#039;t have to meet a card&#039;s requirements to play the card, only use to it.)&lt;br /&gt;
&lt;br /&gt;
==== Take a Local Action ====&lt;br /&gt;
This allows you to use the top ability in a stack. Some cards become stronger, the more of a particular symbol is in their stack, and some cards requires certain symbols to be in the card&#039;s stack in order to use it.  &lt;br /&gt;
&lt;br /&gt;
You may use the top action in the Local Stage as many times as you can, even coming back to it later, up to limits on the card. (The game will track this for you, using carbon cubes.) &lt;br /&gt;
&lt;br /&gt;
Note you can use a project&#039;s action, cover the old project with a new one, then use the new project&#039;s action in the same turn. This allows you to take several actions in one turn with the same stack.&lt;br /&gt;
&lt;br /&gt;
==== Support a Card ====&lt;br /&gt;
You can tuck a card behind an existing project to simply contribute its symbols. This can be used on Local, Global, and/or Crisis cards. On Local cards, it may make the action stronger. On Global cards, it helps unlock the ability. On Crisis cards, it will reduce or cancel the effect.&lt;br /&gt;
&lt;br /&gt;
=== Emissions Stage ===&lt;br /&gt;
&lt;br /&gt;
==== Check energy demand and emissions ====&lt;br /&gt;
First, if any player&#039;s Energy Demand is less than their Total Energy count (Clean + Dirty), they must take Community in Crisis Tokens equal to the difference.&lt;br /&gt;
&lt;br /&gt;
Then each player adds carbon cubes to the main board equal to their Dirty Energy + Emissions, (This is unaffected by meeting or failing to meet your Energy Demand.)&lt;br /&gt;
&lt;br /&gt;
Finally, remove one cube per Tree, Ocean, and Direct Air Capture token present from the board -- this is the sequestered amount.&lt;br /&gt;
&lt;br /&gt;
==== Check for Drawdown ====&lt;br /&gt;
If you can&#039;t remove enough carbon cubes (there are more Tree, Ocean, and Direct Air Capture tokens than carbon cubes just added), then &amp;quot;Drawdown&amp;quot; occurs, meaning you just need to survive this round&#039;s crises and you win. Take whatever cubes you couldn&#039;t remove from the thermometer instead.&lt;br /&gt;
&lt;br /&gt;
Otherwise if Drawdown did not trigger, add any remaining cubes to the thermometer. The Thermometer is filled bottom to top, left to right -- one column per player (for example, in a 3 player game, the rightmost space each row will be empty). &lt;br /&gt;
&lt;br /&gt;
Note each Thermometer space has room for 5 Carbon Cubes, stacked like a pyramid. When a row is completely filled (i.e. 5/10/15/20 Carbon Cubes) the cubes are wiped off and replaced with a Temperature Band. More temperature bands means more dice rolls, more hazards, and possibly stronger crisis effects. (If you complete a row which has more Crisis cards, add a new face down Crisis card to be resolved.)&lt;br /&gt;
&lt;br /&gt;
===Crisis Stage===&lt;br /&gt;
&lt;br /&gt;
==== Planetary Die ====&lt;br /&gt;
Roll the Planetary Die once per temperature band, and resolve the dice roll by adding a token to the corresponding row. If this token goes on a tipping point (or the row is already full), an additional hazard occurs:&lt;br /&gt;
&lt;br /&gt;
* Change in Major Weather Systems: Draw 2 more Crisis Cards to reveal&lt;br /&gt;
&lt;br /&gt;
* Desertification: Remove 1 tree per player&lt;br /&gt;
&lt;br /&gt;
* Dieback of the Amazon: Add 1 Carbon Cube per player AND Remove 1 tree per player&lt;br /&gt;
&lt;br /&gt;
* Loss of Arctic Sea Ice: Add 2 Carbon Cubes per player DIRECTLY to Thermometer&lt;br /&gt;
&lt;br /&gt;
* Thawing Permafrost: Add 2 Carbon Cubes per player&lt;br /&gt;
&lt;br /&gt;
* Ocean Acidification: Remove 1 Ocean per player&lt;br /&gt;
&lt;br /&gt;
==== Crisis Cards ====&lt;br /&gt;
Resolve all Crisis cards in order. Examples of Crisis effects:  &lt;br /&gt;
&lt;br /&gt;
* All players must discard one card per temperature band (reduced by resilience)&lt;br /&gt;
* All players gain 1 community in crisis per temperature band (reduced by resilience)&lt;br /&gt;
* All players lose 1 social resilience&lt;br /&gt;
* The player with the most pink symbols must discard two cards with them&lt;br /&gt;
* Passive: Players may not remove dirty energy (tuck to remove this)&lt;br /&gt;
* Passive: No crisis cards may be revealed/forecast (tuck to remove this)&lt;br /&gt;
&lt;br /&gt;
====Resolving Crisis Effects====&lt;br /&gt;
Resilience can be gained through individual local projects. Note each person reduces the crisis effect individually according to their own resilience. Resilience level is not used up when decreasing a crisis&#039;s effect.  &lt;br /&gt;
&lt;br /&gt;
If you need to lose a card, token, resilience, and don&#039;t have one, take a Community in Crisis token instead.&lt;br /&gt;
&lt;br /&gt;
When adding Community in Crisis tokens, add them left to right, top to bottom. A player with 4 or more will draw 1 fewer Local Card, and a player with 8 or more will draw 2 fewer Local Cards. &lt;br /&gt;
&lt;br /&gt;
When discarding a card from your play area, you may choose any card -- not just the top one, though if you do discard the top one, this will allow the effect just beneath it to be usable.&lt;br /&gt;
&lt;br /&gt;
===Growth Stage===&lt;br /&gt;
&lt;br /&gt;
If you had achieved the &amp;quot;Drawdown&amp;quot; earlier and didn&#039;t lose, then you win!&lt;br /&gt;
&lt;br /&gt;
If not, advance the round tracker (if this was round 6, you lose), Then advance your energy demand based on your society (U.S. &amp;amp; Europe +1, China +2, Majority World +3)&lt;br /&gt;
===End of Game===&lt;br /&gt;
&lt;br /&gt;
Everyone wins during Growth if you reached &amp;quot;Drawdown&amp;quot; and survived the Crisis stage.&lt;br /&gt;
&lt;br /&gt;
Everyone loses if any of the following are reached&lt;br /&gt;
&lt;br /&gt;
* The Thermometer reaches (8 Bands)&lt;br /&gt;
* Any player has 12 or more communities in crisis&lt;br /&gt;
* You haven&#039;t won at the end of round 6 (start of round 7)&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdaybreak&amp;diff=17353</id>
		<title>Gamehelpdaybreak</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdaybreak&amp;diff=17353"/>
		<updated>2023-07-02T18:49:29Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Global Stage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
This is a co-operative game in which the players collectively need to win within 6 rounds or less, by sequestering more carbon than they produce and then surviving that round&#039;s crises.&lt;br /&gt;
&lt;br /&gt;
===Start of game===&lt;br /&gt;
&lt;br /&gt;
Players each start as a particular region/faction, each with their own starting values and starting projects. During the game, players can strengthen their projects by adding/stacking cards on their projects. &lt;br /&gt;
&lt;br /&gt;
The goal is to decrease emissions to meet the current sequestered amount. Having too many communities in crisis, too high a temperature, or too many rounds can cause game loss.&lt;br /&gt;
&lt;br /&gt;
===Stages in a Round===&lt;br /&gt;
The following stage headings below are followed each round. See each section for what that stage includes.&lt;br /&gt;
&lt;br /&gt;
=== Global Stage ===&lt;br /&gt;
Draw new crisis cards, putting one face up and others face down. The amount put out is listed next to the top band on the Thermometer.&lt;br /&gt;
&lt;br /&gt;
Draw 2 Global Project cards, pick one as a group to keep and discard the other. Also choose a Global Project to discard if there&#039;s already 4 of them out.&lt;br /&gt;
&lt;br /&gt;
=== Local Stage ===&lt;br /&gt;
Each player draws 5 cards and reveals them. Players take actions at the same time, using these cards to interact with their card stacks in a few ways. &lt;br /&gt;
&lt;br /&gt;
==== Start a Local Project ====&lt;br /&gt;
This action allows you to play a new card on top of a pre-existing stack. When this happens, the ability of the old card is no longer available, but its symbols remain&lt;br /&gt;
&lt;br /&gt;
==== Take a Local Action ====&lt;br /&gt;
This allows you to use the top ability in a stack. You may use the top action in the Local Stage as many times as you can, even coming back to it later, up to limits on the card. (The game will track this for you, using carbon cubes.) &lt;br /&gt;
&lt;br /&gt;
Note you can use a project&#039;s action, cover the old project with a new one, then use the new project&#039;s action in the same turn. This allows you to take several actions in one turn with the same stack.&lt;br /&gt;
&lt;br /&gt;
==== Support a Card ====&lt;br /&gt;
You can tuck a card behind an existing project to simply contributes its symbols. This can be used on Local, Global, and/or Crisis cards. On Local cards, it may make the action stronger. On Global cards, it helps unlock the ability. On Crisis cards, it will reduce or cancel the effect.&lt;br /&gt;
&lt;br /&gt;
=== Emissions Stage ===&lt;br /&gt;
&lt;br /&gt;
==== Check energy demand and emissions ====&lt;br /&gt;
First, if any player&#039;s Energy Demand is less than their Total Energy count (Clean + Dirty), they must take Community in Crisis Tokens equal to the difference.&lt;br /&gt;
&lt;br /&gt;
Then each player adds carbon cubes to the main board equal to their Dirty Energy + Emissions, (This is unaffected by meeting or failing to meet your Energy Demand.)&lt;br /&gt;
&lt;br /&gt;
Finally, remove one cube per Tree, Ocean, and Direct Air Capture token present from the board -- this is the sequestered amount.&lt;br /&gt;
&lt;br /&gt;
==== Check for Drawdown ====&lt;br /&gt;
If you can&#039;t remove enough carbon cubes (there are more Tree, Ocean, and Direct Air Capture tokens than carbon cubes just added), then &amp;quot;Drawdown&amp;quot; occurs, meaning you just need to survive this round&#039;s crises and you win. Take whatever cubes you couldn&#039;t remove from the thermometer instead.&lt;br /&gt;
&lt;br /&gt;
Otherwise if Drawdown did not trigger, add any remaining cubes to the thermometer. The Thermometer is filled bottom to top, left to right -- one column per player (for example, in a 3 player game, the rightmost space each row will be empty). &lt;br /&gt;
&lt;br /&gt;
Note each Thermometer space has room for 5 Carbon Cubes, stacked like a pyramid. When a row is completely filled (i.e. 5/10/15/20 Carbon Cubes) the cubes are wiped off and replaced with a Temperature Band. More temperature bands means more dice rolls, more hazards, and possibly stronger crisis effects. (If you complete a row which has more Crisis cards, add a new face down Crisis card to be resolved.)&lt;br /&gt;
&lt;br /&gt;
===Crisis Stage===&lt;br /&gt;
&lt;br /&gt;
==== Planetary Die ====&lt;br /&gt;
Roll the Planetary Die once per temperature band, and resolve the dice roll by adding a token to the corresponding row. If this token goes on a tipping point (or the row is already full), an additional hazard occurs:&lt;br /&gt;
&lt;br /&gt;
* Change in Major Weather Systems: Draw 2 more Crisis Cards to reveal&lt;br /&gt;
&lt;br /&gt;
* Desertification: Remove 1 tree per player&lt;br /&gt;
&lt;br /&gt;
* Dieback of the Amazon: Add 1 Carbon Cube per player AND Remove 1 tree per player&lt;br /&gt;
&lt;br /&gt;
* Loss of Arctic Sea Ice: Add 2 Carbon Cubes per player DIRECTLY to Thermometer&lt;br /&gt;
&lt;br /&gt;
* Thawing Permafrost: Add 2 Carbon Cubes per player&lt;br /&gt;
&lt;br /&gt;
* Ocean Acidification: Remove 1 Ocean per player&lt;br /&gt;
&lt;br /&gt;
==== Crisis Cards ====&lt;br /&gt;
Resolve all Crisis cards in order. Examples of Crisis effects:  &lt;br /&gt;
&lt;br /&gt;
* All players must discard one card per temperature band (reduced by resilience)&lt;br /&gt;
* All players gain 1 community in crisis per temperature band (reduced by resilience)&lt;br /&gt;
* All players lose 1 social resilience&lt;br /&gt;
* The player with the most pink symbols must discard two cards with them&lt;br /&gt;
* Passive: Players may not remove dirty energy (tuck to remove this)&lt;br /&gt;
* Passive: No crisis cards may be revealed/forecast (tuck to remove this)&lt;br /&gt;
&lt;br /&gt;
====Resolving Crisis Effects====&lt;br /&gt;
Resilience can be gained through individual local projects. Note each person reduces the crisis effect individually according to their own resilience. Resilience level is not used up when decreasing a crisis&#039;s effect.  &lt;br /&gt;
&lt;br /&gt;
If you need to lose a card, token, resilience, and don&#039;t have one, take a Community in Crisis token instead.&lt;br /&gt;
&lt;br /&gt;
When adding Community in Crisis tokens, add them left to right, top to bottom. A player with 4 or more will draw 1 fewer Local Card, and a player with 8 or more will draw 2 fewer Local Cards. &lt;br /&gt;
&lt;br /&gt;
When discarding a card from your play area, you may choose any card -- not just the top one, though if you do discard the top one, this will allow the effect just beneath it to be usable.&lt;br /&gt;
&lt;br /&gt;
===Growth Stage===&lt;br /&gt;
&lt;br /&gt;
If you had achieved the &amp;quot;Drawdown&amp;quot; earlier and didn&#039;t lose, then you win!&lt;br /&gt;
&lt;br /&gt;
If not, advance the round tracker (if this was round 6, you lose), Then advance your energy demand based on your society (U.S. &amp;amp; Europe +1, China +2, Majority World +3)&lt;br /&gt;
===End of Game===&lt;br /&gt;
&lt;br /&gt;
Everyone wins during Growth if you reached &amp;quot;Drawdown&amp;quot; and survived the Crisis stage.&lt;br /&gt;
&lt;br /&gt;
Everyone loses if any of the following are reached&lt;br /&gt;
&lt;br /&gt;
* The Thermometer reaches (8 Bands)&lt;br /&gt;
* Any player has 12 or more communities in crisis&lt;br /&gt;
* You haven&#039;t won at the end of round 6 (start of round 7)&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
</feed>