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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-26T00:08:32Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplasvegan&amp;diff=31928</id>
		<title>Gamehelplasvegan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplasvegan&amp;diff=31928"/>
		<updated>2026-10-20T18:03:12Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Minor grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game objective ==&lt;br /&gt;
&lt;br /&gt;
The objective is to have more cabbages than other players at the end of the game. Each player starts the game with 15 cabbages.  Unfortunately, this being a casino, it&#039;s easier to lose cabbages than to win them.&lt;br /&gt;
&lt;br /&gt;
== Game overview ==&lt;br /&gt;
&lt;br /&gt;
There are four &#039;suits&#039; - red, purple, green and blue - each of which contains cards from 0 through 9. &lt;br /&gt;
&lt;br /&gt;
There is one golden casino card and three ordinary casino cards. The ordinary casino cards are replaced each round. Ordinary casino cards can be either a number or a suit.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
The game consists of one to four rounds.  Each round comprises a number of tricks, depending on the number of players. Each player plays a card in turn. Each card must follow the suit of the leading card, unless the player does not have a card of that suit. The trick is won by the highest card of the leading card&#039;s suit, unless a 0 of another suit has been played, in which case the last 0 of a different suit wins the trick.&lt;br /&gt;
&lt;br /&gt;
The winner of the trick becomes the leader for the next trick.&lt;br /&gt;
&lt;br /&gt;
If a trick is won containing a 7, for each 7 the trick winner can place a token one of the casino cards, as follows:&lt;br /&gt;
&lt;br /&gt;
* the golden token can only be placed on the golden casino card, either designating &#039;min&#039; or &#039;max&#039;.&lt;br /&gt;
&lt;br /&gt;
* the ordinary tokens can only be placed on the ordinary casino cards, provided they do not already contain a token.&lt;br /&gt;
&lt;br /&gt;
When all cards have been played, the round is scored, as follows:&lt;br /&gt;
* the player who has fulfilled the golden casino card condition (either least or most tricks won) takes the golden casino penalty, designated by the golden token.&lt;br /&gt;
* players who fulfill the ordinary casino card conditions take the corresponding penalty or bonus:&lt;br /&gt;
:- where the condition is a number, for each card of that number in their won tricks.&lt;br /&gt;
:- where the condition is a suit, for each group of three of that suit in their won tricks&lt;br /&gt;
&lt;br /&gt;
The game ends when the agreed number of rounds (four) have been completed or a player has lost all their cabbages. The player with the most remaining cabbages wins.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=31526</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=31526"/>
		<updated>2026-09-22T19:06:37Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Updates Required for this &amp;quot;How to Play&amp;quot;:&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;Standardize the use of bulleted lists (style/colour).&lt;br /&gt;
&lt;br /&gt;
Complete some sections for the later Adventures&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to ... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story.&lt;br /&gt;
== Features ==&lt;br /&gt;
&#039;&#039;&#039;Toggle safe/help mode&#039;&#039;&#039; - this toggle displays ? help in areas of the game board where tooltip information is available.  It also safely disables gameplay click actions in these areas to avoid unwanted gameplay while using help.  Reset the toggle to continue normal gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;View Player/Opponent Game Play Area&#039;&#039;&#039; - To cycle through the Player/Opponent game play areas 1) click the arrows beside the Player Name OR 2) click on an Opponents scoring tableau.&lt;br /&gt;
== Standard Rules ==&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next.&lt;br /&gt;
&lt;br /&gt;
On BGA, all 8 Adventures are now available: (1) The Launch, (2) The Journey, (3) The Colony, (4) The Mine, (5) The Dome, (6) The Virus, (7) The Escape and (8) The Battle.&lt;br /&gt;
&lt;br /&gt;
Starship cards are numbered from 1 to 15.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Card Distribution&lt;br /&gt;
!Number&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
|-&lt;br /&gt;
|Cards in Deck&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
=== Game Turn ===&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1 - Flip 3 Starship Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;2 - Pick a Number/Action Combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;3 - Write Down a Number (Compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone.&lt;br /&gt;
* Adventure 1: numbers must ascend from left to right, in each floor level.&lt;br /&gt;
* Adventure 2: numbers must ascend from the lower end of the string of spaces to the higher end.&lt;br /&gt;
* Adventure 3: numbers must ascend in rows from left to right, &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; in columns from bottom to top.&lt;br /&gt;
* Adventure 4: numbers must ascend in rows from left to right in each of the three underground mine levels.&lt;br /&gt;
* Adventure 5: numbers must ascend in columns from bottom to top, being filled starting from the middle transition ground level, sequentially outward, up and down.&lt;br /&gt;
* Adventure 6: numbers must ascend in rows from left to right in each of the five laboratory levels.&lt;br /&gt;
* Adventure 7: numbers must ascend in rows from left to right in each of the five space ships.&lt;br /&gt;
* Adventure 8: numbers must ascend in circular rows around each planet.&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).&lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;4 - Use the Action (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination.&lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played.  Using an Action is always optional.&lt;br /&gt;
&lt;br /&gt;
NOTE:  Actions are only used in Adventure #1 to locate the area for insertion of the number.&lt;br /&gt;
* &#039;&#039;&#039;The Robot action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Water and Plant actions:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Energy action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Astronaut action:&#039;&#039;&#039; Allows you to add or subtract 0, 1, or 2 from the number before placing&lt;br /&gt;
* &#039;&#039;&#039;The Planning action:&#039;&#039;&#039; Allows you to fill in an additional space by placing an X, which is then counted as a numbered space&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;5 - Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;6 - Accomplish a Mission (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player(s) to accomplish the mission in the same turn, gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on.&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The Adventure ends immediately at the end of a turn, once one of the players has reached at least one of the following conditions:&lt;br /&gt;
* Accomplished all three missions A, B and C  -or-&lt;br /&gt;
* Crossed off all the System Error boxes     -or-&lt;br /&gt;
&lt;br /&gt;
* Filled in all spaces of the marking area on their sheet, with numbers or X.&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner.&lt;br /&gt;
== Adventures ==&lt;br /&gt;
=== Adventure #1: The Launch ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 3 &amp;amp; 4 - Write Down a Number within the Action Card area (Compulsory) ====&lt;br /&gt;
There are 9 floors in the rocket. Each floor is an independent zone that must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In this Adventure, you won’t perform any action. That means that none of the 6 actions has any effect. Each floor is tied to one of the action symbols (Astronaut, Water, Robot...). The actions only serve to show you where you can write down the number of the combination. So, each turn, you must write down a number on the floor tied to the action associated with that number.&lt;br /&gt;
&lt;br /&gt;
The first floor, at the bottom of the rocket, is a Wild action floor, where any number can be placed, whatever the action of the combination, as long as the ascending order is respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; With a combination “6/Astronaut”, you can write down the 6 on one of the two floors with astronauts or on the Wild action floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you cannot write down any number during a turn, circle one of the System Error boxes (in no particular order) instead of playing.&lt;br /&gt;
&lt;br /&gt;
Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket.&lt;br /&gt;
==== The Quarter Effects ====&lt;br /&gt;
Each floor of the rocket has one or more quarters separated with partition walls. As soon as you complete a quarter of a floor, having written down a number in each space of this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.&lt;br /&gt;
* &#039;&#039;&#039;Building effect:&#039;&#039;&#039; You can write an X in an empty space of your choice, which allows you to complete quarters faster.&lt;br /&gt;
* &#039;&#039;&#039;Rocket Activation effect:&#039;&#039;&#039; There are Active and Inactive Rockets (see the symbols opposite). With the Activation effect, fill in the arrow of an Inactive Rocket in order to activate it, in any quarter that is not fully numbered.&lt;br /&gt;
* &#039;&#039;&#039;Active Rocket effect:&#039;&#039;&#039; Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Near the top, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets remaining, cross off the rockets next to the final scoring space.&lt;br /&gt;
* &#039;&#039;&#039;Sabotage effect:&#039;&#039;&#039; During phase 5, announce a Sabotage. Your opponents must circle a System Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once.&lt;br /&gt;
If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Errors circled with the Active Rocket effects.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents: Trigger Sabotages ====&lt;br /&gt;
The Sabotage effects are announced and triggered at this moment of the turn.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
In this Adventure, an accomplished mission does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet.&lt;br /&gt;
==== End Of Game ====&lt;br /&gt;
The Adventure can end either with one of the 3 end conditions from the standard rules, OR as soon as a player&#039;s rocket is launched.&lt;br /&gt;
&lt;br /&gt;
To launch your rocket and win the game, at the end of the turn, you must have crossed off all the rockets below the 150 scoring box, as well as all the System Error boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie ![tie icon] if several players launched a rocket during the same turn, the winner is the player who has crossed off the most of these rockets.&lt;br /&gt;
&lt;br /&gt;
In case of a standard rules end condition, scores are tallied, and whoever has the highest rocket score is the winner: Your score is equal to the lowest rocket score still visible, from which you must subtract 5 points for each circled System Error box that hasn’t been crossed off.&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
* Number the 3 Astronaut &amp;amp; Water floors completely.&lt;br /&gt;
* Number the 3 Robot &amp;amp; Planning floors completely.&lt;br /&gt;
* Number the Energy floor completely.&lt;br /&gt;
* Number the Plant and Wild floors completely.&lt;br /&gt;
* Write down 10 X with the Building effects.&lt;br /&gt;
* Have 5 System Error boxes circled and not crossed off.&lt;br /&gt;
=== Adventure #2: The Journey ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
At the beginning of the game, the trajectory to the Moon is one long zone that you must number in ascending order from the Earth to the Moon. This trajectory is way too long to be numbered completely. As the game progresses, with the Energy action (see later on), you can split the trajectory into several smaller zones that you can number independently from each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; For each of the first two System Error boxes that you cross off, you get one Energy in compensation: immediately circle an Energy symbol at the top of your sheet. If you have 2 circled Energies, you must immediately use them (see Energy action).&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 4  - Use the Action (Optional) ====&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Energy&#039;&#039;&#039; &#039;&#039;&#039;action:&#039;&#039;&#039; The energy allows you to turn on the engines of your rocket, in order to create a boost to correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet. At the beginning of the game, you start with one energy already circled. Each time you have 2 circled energies, you must &#039;&#039;&#039;immediately&#039;&#039;&#039; cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Water&#039;&#039;&#039; &#039;&#039;&#039;action:&#039;&#039;&#039; If you have written down the number of your combination in a space with a water tank, then, with the Water action, you can circle that water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Robot action:&#039;&#039;&#039; You must program the robots to retrieve the plants from the space stations. The stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station.The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier. The other players must then cross off this multiplier and will be able to get only the lowest multiplier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Plant action:&#039;&#039;&#039;  You must organize the growing of the plants in microgravity in the space stations. These stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. &#039;&#039;&#039;Note that you can circle the Plants of a station even though you have not circled all the robots for this station.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (−2, −1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol. &#039;&#039;&#039;Note&#039;&#039;&#039; that you cannot cross off a Planning symbol without writing down an X in an empty space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions &#039;&#039;&#039;instead&#039;&#039;&#039; of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the Adventure, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Plants:&#039;&#039;&#039;  For each space station, multiply the # of circled plants by the multiplier bonus you circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Water tanks:&#039;&#039;&#039;  Add up the values of each circled water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Longest complete zone:&#039;&#039;&#039;  Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 The most zones complete:&#039;&#039;&#039;  Those who filled in the most zones on their course earn 20 points, the second one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle a multiplier bonus for 3 different space stations with the robots.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory&#039;&#039;&#039; &#039;&#039;&#039;2 zones of 6 numbered spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory 3 zones of numbered spaces: 1 zone of 6 spaces, 1 zone of 4 spaces and 1 zone of 2 spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 6 water tanks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 4 consecutive water tanks on your trajectory.&#039;&#039;&#039;&lt;br /&gt;
=== Adventure #3: The Colony ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
In this Adventure, each building is a space to be numbered.&lt;br /&gt;
&lt;br /&gt;
Each row and each column of buildings forms a zone that you must number in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each horizontal row of buildings must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each vertical column of buildings must be numbered in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column.&lt;br /&gt;
&lt;br /&gt;
The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered.&lt;br /&gt;
&lt;br /&gt;
Moreover the two buildings marked with an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Quarters&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The colony buildings are divided up into four quarters.&lt;br /&gt;
&lt;br /&gt;
The first players to write a number in all the buildings of one quarter, in the same turn, circle the highest bonus of 15 points.&lt;br /&gt;
&lt;br /&gt;
The other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional) ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number of your combination in a building with a water tank, then with the Water action, you can circle that water tank.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse in the same quarter where you have just written down the number of your combination.  You must circle the greenhouses of a quarter from top to bottom. Each greenhouse will earn you 1 plant for the end of the game. The fourth greenhouse, which is larger, will earn you 2 plants.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; In order to dispatch the scientists and the equipment, you must create a network of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket. With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered &#039;&#039;&#039;AND&#039;&#039;&#039; connected to your tunnel network, circle its antenna.  If you connect the observatory on the top right corner, immediately circle its 3 antennas.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Using the energy, you can improve the greenhouses, the water tanks or the network of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas. You must first cross off the box with the lowest value, then the others from top to bottom.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area of your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet. The Planning action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
🌱 &#039;&#039;&#039;Plants, Water Tanks, and Parabolic Antennas:&#039;&#039;&#039; Tally the Plant symbols in your circled greenhouses, the circled Water tanks and the circled antennas.  Write down these numbers in their corresponding scoring areas. For each of these three fields, multiply that number with the highest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🏘️ &#039;&#039;&#039;Complete quarters:&#039;&#039;&#039; Write down and add up the bonuses that you have earned for your completed quarters.&lt;br /&gt;
&lt;br /&gt;
👨‍🚀 &#039;&#039;&#039;Astronauts:&#039;&#039;&#039; The players who have crossed off the most astronauts earn 20 points, the second ones 10 points, and the third ones 5 points.  You do not earn any points if you have not crossed off any astronaut.&lt;br /&gt;
&lt;br /&gt;
🧠 &#039;&#039;&#039;Planning:&#039;&#039;&#039; Subtract the lowest value still visible in the Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 vertical columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 horizontal rows.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the parabolic antennas in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle enough greenhouses in order to have 10 plants.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the water tanks in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
===Adventure #4: The Mine===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory)====&lt;br /&gt;
The mine at the bottom of your sheet has 3 underground levels.&lt;br /&gt;
&lt;br /&gt;
Each horizontal level is an independent zone made up of cavities: spaces you must number in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In the mine, there are 2 types of minerals, &amp;quot;pearls&amp;quot; and &amp;quot;rubies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When you write down a number in a space with a mineral, immediately circle it.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using the Plant or Water actions, you can also circle the plants and waters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extracting resources:&#039;&#039;&#039; You will supply your factories with circled resources when you complete columns of spaces. (in step 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factories:&#039;&#039;&#039; The six columns above the ground are the main factories and control centers. The five small boxes at the top are the secondary factories.&lt;br /&gt;
&lt;br /&gt;
The 4 main factories on the left process plants, water, pearls, and rubies, which you circle from top to bottom.&lt;br /&gt;
&lt;br /&gt;
The 2 control centers on the right use astronauts and planning the same way.&lt;br /&gt;
&lt;br /&gt;
You can increase the points earned by the main factories by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
If you are the first player to circle a resource next to the star-shaped filling bonus, claim that bonus by circling it. All other players cross off that bonus.&lt;br /&gt;
&lt;br /&gt;
The 5 secondary factories along the top give you bonuses in your main factories. You can activate these by crossing off energy and robots.&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number in a cavity next to a Water, you can circle the water.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; If you write down the number in a cavity next to a Plant, you can circle the plant.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the astronaut control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, cross off 1 Planning symbol in the planning control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot and Energy actions:&#039;&#039;&#039; Cross off a robot or energy symbol in any factory or control center.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Upgrading a factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a main factory, cross off the top scoring box in that factory. At the end of the game, the bottom scoring box will apply.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Activating a Secondary Factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a secondary factory, cross off the bonuses and circle or cross off the corresponding symbols in the factories.&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents: Extracting the Resources====&lt;br /&gt;
If you have numbered 3 spaces of a column, then you must extract the resources of this column.&lt;br /&gt;
&lt;br /&gt;
Cross off the circled resources in this column, then for each crossed off resource, circle the resource in the appropriate main factory.&lt;br /&gt;
&lt;br /&gt;
Then circle the extraction pump just above the column.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
(edit)&lt;br /&gt;
====End of Game====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Resource Factories:&#039;&#039;&#039; In each main resource factory, write down the total number of circled resources. Multiply that number by the active value of the factory (the top value if you have not upgraded it, the bottom value if you have completed the upgrade). Add the filling bonus if you obtained it.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Astronaut Control Center:&#039;&#039;&#039; If you did not upgrade the factory, the astronauts do not score. If you upgraded this area, you gain 3 points for each crossed off astronaut symbol&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Planning Control Center:&#039;&#039;&#039; If you did not upgrade the factory, you &#039;&#039;&#039;lose&#039;&#039;&#039; 3 points for each crossed off planning symbol. If you upgraded this area, you do not lose any points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 5 extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 4 adjacent extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Activate the 5 secondary factories located on the top of your sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Upgrade or activate a total of 6 factories, either main or secondary&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 8 plants in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 5 waters in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
===Adventure #5: The Dome===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory)====&lt;br /&gt;
Each skyscraper is an independent zone made up of different levels: spaces that you must in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
The first number that you write down in each skyscraper has to be placed in of the 2 starting levels:&lt;br /&gt;
&lt;br /&gt;
- the first level above the lunar surface&lt;br /&gt;
&lt;br /&gt;
- or the first level below the surface&lt;br /&gt;
&lt;br /&gt;
Afterwards you have to place a number in a level adjacent to an already numbered space, directly above or below it.&lt;br /&gt;
&lt;br /&gt;
The first players to reach highest or lowest level of a skyscraper can circle the highest bonus of this level.&lt;br /&gt;
&lt;br /&gt;
The other players must immediately cross off this highest bonus on their sheet and can now only earn the lowest bonus for this level.&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water and Plant action:&#039;&#039;&#039; Both actions work in the same way. Some skyscraper levels are connected to the same levels of the Water &amp;amp; Plant research tower. With a Water or Plant action you circle a Water or Plant symbol in the level of the tower connected to the skyscraper level where you have just written the number of your combination.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area at the bottom of your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; This action allows you to build a section of the dome. To do that, draw one section of the dome according to the following rules:&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 You can build only one of the 2 sections at the surface level or one section adjacent to an already built section.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 Moreover; each section has a requirement. A section with 1 circle at each end is an odd section type. A section with 2 circles at each end is an even section type. If the number of your combination that you have just written down is even, you can only build an even section type. Likewise with an odd number, you can only build an odd section type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; with an &amp;quot;8 / Robot&amp;quot; combination, you can build the even section type that is located at the base of the dome on the right side, or the first half of the even section on the left side, that has been cut up in half because of a Planning action.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The planning action speeds up the construction of the skyscrapers, but slows down the construction of the dome. The Planning action allows you to fill in a level with an X in addition to the number of your combination: either one of the two starting levels of a skyscraper; or a level adjacent to an already numbered level.&lt;br /&gt;
&lt;br /&gt;
In addition to that, with a line, you must, cut in half one unbuilt section of the dome of your choice. This way, you end up with 2 sections to build instead of one. Both new sections keep the odd/even type of the original section. One section can only be cut up in half once. If there is no more unbuilt section to cut up in half, then you can use the Planning action without having to be subjected to this penalty.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action you can upgrade one of these 4 fields, the result of your &#039;&#039;&#039;accomplished missions&#039;&#039;&#039;, the &#039;&#039;&#039;plant &amp;amp; water&#039;&#039;&#039; research tower, the efficiency of your &#039;&#039;&#039;astronauts&#039;&#039;&#039;, and of your &#039;&#039;&#039;dome&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For that purpose, cross off one scoring box in your scoring area of your choice at the bottom of your sheet. You must&lt;br /&gt;
&lt;br /&gt;
cross off the boxes from top to bottom. The field of the plant &amp;amp; water tower has a triple scoring area. With one Energy action you can cross off 3 boxes at the same level. For example the 3 “2/5/9” boxes. The missions and the astronauts follow the same logic with a double scoring area: cross off 2 boxes at the same level.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
In this Adventure, the missions earn you points that you can upgrade with the Energy action. The first players to accomplish a mission circle the ☆ symbol on the corresponding scoring space, either A, B or C. The other players can then only circle the 8 pointed star symbol.&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Missions&#039;&#039;&#039;: For each accomplished mission, depending on whether you have circled the ☆ or 8 pointed star symbol, write down the lowest visible value of the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and Waters:&#039;&#039;&#039; In the plant &amp;amp; water research tower, you will have levels with 1, 2 or 3 circled symbols (Plant or Water). In the 1st scoring column, write down the number of levels with only one circled symbol. In the 2nd scoring column, write down the number of levels with two circled symbols. In the 3rd scoring column, write down the number of levels with three circled symbols. In each column, multiply the number of levels you just wrote with the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Skyscrapers:&#039;&#039;&#039; Write down and add up the bonuses earned with the highest and lowest levels of the skyscrapers.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Astronauts:&#039;&#039;&#039; Those who have crossed off the most astronauts earn the lowest visible value in the 1st scoring column, the others earn the lowest value of the 2nd scoring column. You do not earn or lose any points if you have not crossed off at least one Astronaut.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Dome:&#039;&#039;&#039; You lose points if your dome is not finished. Write down the number of unbuilt sections of the dome and multiply this number with the highest visible value. Subtract those points to your score.&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number all the levels of one skyscraper.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the last level at the top of 2 skyscrapers&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle at least 2 symbols (2 plants or 1 plant + 1 water) in 3 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle all 3 symbols (the 2 plants + the water) in 2 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 Build all sections of the dome.&lt;br /&gt;
&lt;br /&gt;
🟥 Write down an X in 4 levels with Planning actions.&lt;br /&gt;
&lt;br /&gt;
===Adventure #6: The Virus===&lt;br /&gt;
==== Setup ====&lt;br /&gt;
Before starting the game, select a quarter with an empty virus target . Draw a virus in this target and circle it to signal that this virus is active.&lt;br /&gt;
&lt;br /&gt;
Each player can choose a different quarter for that virus. This is the “grey virus” and it immediately spreads.&lt;br /&gt;
&lt;br /&gt;
A housing space of that quarter is infected: cross off one housing space of your choice in that quarter .&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory)====&lt;br /&gt;
You are in charge of a housing unit composed of 5 floors.&lt;br /&gt;
&lt;br /&gt;
Each floor is an independent zone with housing spaces that you must number in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each floor is divided in 2 or 3 quarters of 5 housing spaces and these quarters are connected to one another by walkways.&lt;br /&gt;
&lt;br /&gt;
Some housing spaces will be infected/crossed off during the game, they will not matter for the ascending order of your numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error -&#039;&#039;&#039;  When you cross off the 2nd and 3rd System Error box, you trigger a propagation of all active viruses, only on your sheet, during Phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses)&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Circle one energy in the quarter where you have written down the number of your combination. Note that at the start of the game, there is already one circled energy in each quarter.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Robot:&#039;&#039;&#039;  With this action, you can quarantine quarters to slow down the propagation of the viruses. Close one walkway of your choice, wherever on your sheet, with a line that will close the walkway. This way, the quarters that were connected with this walkway are no longer connected. This will prevent the propagation of the viruses from one quarter to another. Closing a walkway that connects two quarters of the same floor does not divide the zone and you must still number the whole floor in ascending order.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant &amp;amp; Water action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; Circle a plant in the quarter where you have written down the number of your number/plant combination. Then cross off a Plant symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; Circle the water tank if you have written down the number of your number/water combination in a housing space with a water tank. Then cross off a  Water symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
In the scoring area, you must cross off the Plant and Water symbols from left to right, and from top to bottom starting from the top line.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off the last symbol of a line of the scoring area, cross off the scoring box at the end of this line, as well as the Robot or Energy symbol that you must immediately use. With the Robot, close a walkway. With the Energy, circle one energy in any quarter of your choice, except in a complete quarter, in other words, a quarter with all its housing spaces numbered or crossed off.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off a symbol (Plant or Water) with a virus activation symbol, everyone must immediately activate it on their sheet by circling the corresponding virus target. Everyone must also cross off the same activation symbol on their sheet, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for every player during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses).&lt;br /&gt;
&lt;br /&gt;
Whenever you circle a symbol (Plant or Water) with a Propagation symbol , everyone must cross off this symbol on their sheet, because it can only be activated once. A propagation of all active viruses must be triggered only for your opponents during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses). If several players activate the same Propagation symbol during the same turn, then this propagation does not impact those who have activated it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol at the top of your sheet. Whenever you have 2 crossed off astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a housing space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol at the top of your sheet. Whenever you have 2 crossed off planning, circle a Wild Action symbol. Note that you cannot circle a Planning symbol without writing down an X in a housing space.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents: Propagation of the Active Viruses and Evacuation of the Quarters ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Number and type of Propagation:&#039;&#039;&#039; First of all, you must determine the number and type of propagation of the active viruses that you must trigger.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;The infections:&#039;&#039;&#039;  For each virus that has been activated during the turn, every player must trigger a propagation of all active viruses. Therefore if 2 viruses have been activated during this turn, you must trigger a 1st propagation for all active viruses, then carry on with a 2nd propagation.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water &amp;amp; Plant Propagation:&#039;&#039;&#039; If a Propagation symbol has been triggered with a Plant or Water action, a propagation is triggered for all the players but those who have triggered it.&lt;br /&gt;
&lt;br /&gt;
🔹🔹  &#039;&#039;&#039;System Error Propagation:&#039;&#039;&#039;  If you have crossed off the 2nd or 3rd System Error box, you must trigger a propagation only on your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Trigger one propagation:&#039;&#039;&#039;  On your sheet, each active virus spreads, one by one, in the following order: from left to right, starting with the top floor, then going down floor by floor. A virus spreads by infecting a housing space in the quarter where it is active. Cross off one empty housing space of your choice in this quarter.&lt;br /&gt;
&lt;br /&gt;
If the quarter is complete, with all its housing spaces numbered or crossed off, then the virus spreads to all the neighboring quarters directly connected to that quarter by a walkway. You must then cross off one housing space of your choice in each of these quarters. However the virus does not spread in a neighboring quarter if the walkway is closed. Likewise, the virus does not spread into a complete neighboring quarter and does not spread further on.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Evacuation of the complete quarters:&#039;&#039;&#039; A quarter is complete when all its housing spaces are numbered or infected/crossed off. Then you must immediately score the points of this quarter. For that, multiply the number of numbered housing spaces by the number of circled energies in this quarter.&lt;br /&gt;
&lt;br /&gt;
Write down this score in the corresponding space in the scoring area at the bottom of your sheet 18. You do not earn any points with the infected/crossed off housing spaces. Finally, circle this evacuated quarter. A quarter can only be evacuated and scored once.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
Whenever a mission is accomplished for the first time in the game, each player must activate the virus (red, purple or yellow) shown on the mission, by circling on their sheet the corresponding virus targets. Each player must also cross off the activation symbol of this virus in the scoring mission area, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for everyone. For that purpose, carry out the previous phase 5 again&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The 3 end game conditions from the standard rules apply. Note that the game will end if all your housing spaces are filled with a number or an X or crossed off due to an infection.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and water:&#039;&#039;&#039;: Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Evacuated quarters:&#039;&#039;&#039; Evacuate all the remaining incomplete quarters and score their points on your sheet (multiply the number of numbered housing spaces by the number of circled energies). Then add up the points of all your quarters.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Infected housing spaces:&#039;&#039;&#039; You lose 1 point for each infected/crossed off housing space.&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Evacuate 2 quarters. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Evacuate all the quarters of one floor. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine 3 quarters by closing all the walkways giving access to them. Each quarter must be independently quarantined from one another.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine the quarter with the green virus and the quarter with the blue virus, by closing all the walkways giving access to them.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the energies on 2 floors.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the plants and all the water tanks on 2 floors.&lt;br /&gt;
===Adventure #7: The Escape===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
The starships are stacked horizontally, and each starship is an independent zone that must be numbered in ascending order from left to right. Each starship has 2 or 3 modules with several spaces each, as well as one greenhouse for the plants.&lt;br /&gt;
&lt;br /&gt;
The modules, the greenhouses and the starships are connected to each other by airlocks. The problem is that these airlocks are not activated. You can only number a module or a greenhouse after having activated an airlock that gives access to it.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, you can only access the two modules of the lowest starship. You can write down numbers only in the spaces of these two modules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robot Bonus:&#039;&#039;&#039; When you write down a number in a space with a Robot symbol, you get a Robot bonus that you must immediately use by activating an airlock (see further: Robot action). This Robot bonus does not replace the action of your combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greenhouses x2 Bonus:&#039;&#039;&#039; The first players to write down a number in a greenhouse can circle the x2 bonus of this greenhouse. The other players must immediately cross off the x2 bonus of this greenhouse on their sheet and will not be able to get it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you have to cross off a System Error box, the two first give you a compensation and allow you to immediately activate an airlock (see further: Robot action).&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; With this action, you can activate an airlock. For that purpose, draw a line on an airlock between two modules or between a module and a greenhouse. You can activate an airlock only if it is connected to a module or a greenhouse already connected. That way you will access new modules, greenhouses and starships so that you can number them.&lt;br /&gt;
&lt;br /&gt;
Do not forget that each starship is a zone that must be numbered in ascending order. The airlocks, activated or not, do not change the numbering constraint of these zones.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you have written down the number of your combination in a space with a water tank, then you can circle that water tank.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You can circle a plant in a greenhouse in the same starship in which you just have written down the number of your combination. You can circle a plant in a greenhouse even though it is not yet connected with an airlock.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, some plants are already circled.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action, you can circle a reactor at the end of the same starship in which you just have written down the number of your combination.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, some reactors are already circled.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in an accessible space with an X, in addition to the number of your combination. Moreover, you must immediately cross off the box with the lowest value available in the Planning scoring area, at the bottom of your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down, (-2, -1, 0, +1, or +2 ). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronaut symbols, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Greenhouses:&#039;&#039;&#039; Write down the score of each numbered greenhouse in the corresponding starship scoring space. A greenhouse earns you 2 points with 1 circled plant, 4 points with 2 circled plants, 7 points with 3 circled plants. If you have circled its x2 bonus, the value of the greenhouse is doubled. You do not earn any points for a greenhouse without a number or without any circled plant.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Modules:&#039;&#039;&#039; For each starship, write down the cumulative value of the modules that form it. For each starship, a fully numbered module earns you 2 points with 1 circled reactor, 4 points with 2 circled reactors, 7 points with 3 circled reactors. If you have circled its water tank, the value of the module is doubled. You do not earn any points for a module that is not fully numbered.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plannings:&#039;&#039;&#039; Subtract the lowest visible value in the planning scoring area.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number 3 greenhouses with their 3 circled plants.&lt;br /&gt;
&lt;br /&gt;
🟥 Number 7 modules completely.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all reactors of 3 starships.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the greenhouse of the highest starship with its 3 circled plants.&lt;br /&gt;
&lt;br /&gt;
🟥 Number 3 starships completely.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all water tanks of 3 starships.&lt;br /&gt;
&lt;br /&gt;
===Adventure #8: The Battle===&lt;br /&gt;
==== Setup ====&lt;br /&gt;
In this Adventure, you play on 2 sheets that you share with your 2 neighbors. Each player will have a unique insignia (star, square, triangle...) assigned to them.&lt;br /&gt;
&lt;br /&gt;
During the game, you will alternate playing on 2 sheets. On the first turn, each player plays on their left sheet. On the next turn, each player plays on their right sheet, and so on. Thus no player ever plays on the same sheet at the same time.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number or Rather Draw an Insignia (Compulsory)====&lt;br /&gt;
In this Adventure, you will not write down numbers. Use the number of the combination you picked to draw your insignia on a planet allowing this number.&lt;br /&gt;
&lt;br /&gt;
For example: with a number 7, you can draw your insignia in a space of the blue 5-6-7 planet or the grey 7-8-9 planet.&lt;br /&gt;
&lt;br /&gt;
You must draw your insignia in the first available space of the planet starting with the space with a red outline. If the space in which you draw your insignia has a Bonus symbol, you can immediately use it in addition to the action of your combination (see further: Bonus symbols).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Control a planet:&#039;&#039;&#039; As soon as an insignia is drawn in the last space of a planet, the control of this planet is awarded to the player who has the most insignia on this planet. You must also take into account the insignia that have been drawn on the moon of the planet, using the Planning action (see further: Planning action). Then draw on the flag the insignia of the player who controls the planet.&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the control of the planet is shared and you must draw your insignia as well as the insignia of your opponent.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant and Water action:&#039;&#039;&#039; On the planet on which you have just drawn your insignia, cross off an available Plant symbol with the Plant action or an available Water action with the Water action. Then cross off the scoring box of the lowest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
If there is no available symbol corresponding to your action on the planet, then you cannot use the action.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; With this action, you can mine an asteroid field. For that purpose, draw your insignia on the first available asteroid. If there are one or several Bonus symbols on this asteroid, you must cross them off and immediately use them (see further: Bonus symbols). You must draw your insignia on the asteroids starting from your side of the sheet and then progressing towards your opponent.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; You can improve the value of the planets that you control. There are 3 types of planets: green, blue, and grey ones. In your scoring area, there is a column for each of the 3 types of planets. Cross off the scoring box with the lowest visible value in the column of your choice.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Planning:&#039;&#039;&#039; In addition to drawing your insignia on a planet with the number of your combination, with this action, you can draw your insignia on a moon of a planet of your choice. Then you must cross off the scoring box of the lowest visible value in your Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
Note that there are only 2 available spots on each moon and that both can be occupied by the same player. You cannot draw your insignia on a moon of a planet that is already complete, and whose control has been awarded.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you draw your insignia (-2, -1, 0, +1, +2). Moreover, circle 1 Astronaut symbol in your scoring area. On a next turn on the same sheet, in addition to the action of your combination you can use this circled astronaut symbol as a bonus to modify the value of the number of your combination. When this Astronaut symbol is used, cross it off. The use of this Astronaut symbol allows you to modify the number, but not circle a new Astronaut symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Bonus symbols:&#039;&#039;&#039; With a Water or Plant symbol, simply cross off the lowest scoring box in your corresponding scoring area. With a Robot symbol, draw your insignia on an asteroid and immediately use the Bonus symbols of this asteroid. With an Energy symbol, cross off a scoring box to improve the value of a type of planet. With a Planning symbol, draw your insignia on a moon but without crossing off a scoring box in your scoring area.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The game ends at the end of the turn, if you have accomplished the 3 missions, or if you have crossed off the 2 System Error boxes on one of your sheets, or if all the spaces of the planets are filled in on one of your sheets.&lt;br /&gt;
&lt;br /&gt;
You must tally up the scores of both sheets to get your final score. in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plants and water:&#039;&#039;&#039; Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planets:&#039;&#039;&#039; Award the control of the remaining incomplete planets. Then write down the number of planets of each type that you control and multiply these numbers by the corresponding lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plannings:&#039;&#039;&#039; Subtract the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Control 4 planets on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Control 1 planet of each type on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, draw your insignia on 7 asteroids on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Cross off 6 scoring boxes for the plants and 4 scoring boxes for the water on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Improve the value twice for each type of planet on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the Planning actions, draw your insignia on 4 different moons on the same sheet.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=31525</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=31525"/>
		<updated>2026-09-22T19:03:31Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Updates Required for this &amp;quot;How to Play&amp;quot;:&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;Standardize the use of bulleted lists (style/colour).&lt;br /&gt;
&lt;br /&gt;
Complete some sections for the later Adventures&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to ... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story.&lt;br /&gt;
== Features ==&lt;br /&gt;
&#039;&#039;&#039;Toggle safe/help mode&#039;&#039;&#039; - this toggle displays ? help in areas of the game board where tooltip information is available.  It also safely disables gameplay click actions in these areas to avoid unwanted gameplay while using help.  Reset the toggle to continue normal gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;View Player/Opponent Game Play Area&#039;&#039;&#039; - To cycle through the Player/Opponent game play areas 1) click the arrows beside the Player Name OR 2) click on an Opponents scoring tableau.&lt;br /&gt;
== Standard Rules ==&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next.&lt;br /&gt;
&lt;br /&gt;
On BGA, all 8 Adventures are now available: (1) The Launch, (2) The Journey, (3) The Colony, (4) The Mine, (5) The Dome, (6) The Virus, (7) The Escape and (8) The Battle.&lt;br /&gt;
&lt;br /&gt;
Starship cards are numbered from 1 to 15.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Card Distribution&lt;br /&gt;
!Number&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
|-&lt;br /&gt;
|Cards in Deck&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
=== Game Turn ===&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1 - Flip 3 Starship Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;2 - Pick a Number/Action Combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;3 - Write Down a Number (Compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone.&lt;br /&gt;
* Adventure 1: numbers must ascend from left to right, in each floor level.&lt;br /&gt;
* Adventure 2: numbers must ascend from the lower end of the string of spaces to the higher end.&lt;br /&gt;
* Adventure 3: numbers must ascend in rows from left to right, &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; in columns from bottom to top.&lt;br /&gt;
* Adventure 4: numbers must ascend in rows from left to right in each of the three underground mine levels.&lt;br /&gt;
* Adventure 5: numbers must ascend in columns from bottom to top, being filled starting from the middle transition ground level, sequentially outward, up and down.&lt;br /&gt;
* Adventure 6: numbers must ascend in rows from left to right in each of the five laboratory levels.&lt;br /&gt;
* Adventure 7: numbers must ascend in rows from left to right in each of the five space ships.&lt;br /&gt;
* Adventure 8: numbers must ascend in circular rows around each planet.&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).&lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;4 - Use the Action (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination.&lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played.  Using an Action is always optional.&lt;br /&gt;
&lt;br /&gt;
NOTE:  Actions are only used in Adventure #1 to locate the area for insertion of the number.&lt;br /&gt;
* &#039;&#039;&#039;The Robot action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Water and Plant actions:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Energy action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Astronaut action:&#039;&#039;&#039; Allows you to add or subtract 0, 1, or 2 from the number before placing&lt;br /&gt;
* &#039;&#039;&#039;The Planning action:&#039;&#039;&#039; Allows you to fill in an additional space by placing an X, which is then counted as a numbered space&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;5 - Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;6 - Accomplish a Mission (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player(s) to accomplish the mission in the same turn, gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on.&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The Adventure ends immediately at the end of a turn, once one of the players has reached at least one of the following conditions:&lt;br /&gt;
* Accomplished all three missions A, B and C  -or-&lt;br /&gt;
* Crossed off all the System Error boxes     -or-&lt;br /&gt;
&lt;br /&gt;
* Filled in all spaces of the marking area on their sheet, with numbers or X.&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner.&lt;br /&gt;
== Adventures ==&lt;br /&gt;
=== Adventure #1: The Launch ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 3 &amp;amp; 4 - Write Down a Number within the Action Card area (Compulsory) ====&lt;br /&gt;
There are 9 floors in the rocket. Each floor is an independent zone that must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In this Adventure, you won’t perform any action. That means that none of the 6 actions has any effect. Each floor is tied to one of the action symbols (Astronaut, Water, Robot...). The actions only serve to show you where you can write down the number of the combination. So, each turn, you must write down a number on the floor tied to the action associated with that number.&lt;br /&gt;
&lt;br /&gt;
The first floor, at the bottom of the rocket, is a Wild action floor, where any number can be placed, whatever the action of the combination, as long as the ascending order is respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; With a combination “6/Astronaut”, you can write down the 6 on one of the two floors with astronauts or on the Wild action floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you cannot write down any number during a turn, circle one of the System Error boxes (in no particular order) instead of playing.&lt;br /&gt;
&lt;br /&gt;
Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket.&lt;br /&gt;
==== The Quarter Effects ====&lt;br /&gt;
Each floor of the rocket has one or more quarters separated with partition walls. As soon as you complete a quarter of a floor, having written down a number in each space of this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.&lt;br /&gt;
* &#039;&#039;&#039;Building effect:&#039;&#039;&#039; You can write an X in an empty space of your choice, which allows you to complete quarters faster.&lt;br /&gt;
* &#039;&#039;&#039;Rocket Activation effect:&#039;&#039;&#039; There are Active and Inactive Rockets (see the symbols opposite). With the Activation effect, fill in the arrow of an Inactive Rocket in order to activate it, in any quarter that is not fully numbered.&lt;br /&gt;
* &#039;&#039;&#039;Active Rocket effect:&#039;&#039;&#039; Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Near the top, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets remaining, cross off the rockets next to the final scoring space.&lt;br /&gt;
* &#039;&#039;&#039;Sabotage effect:&#039;&#039;&#039; During phase 5, announce a Sabotage. Your opponents must circle a System Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once.&lt;br /&gt;
If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Errors circled with the Active Rocket effects.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents: Trigger Sabotages ====&lt;br /&gt;
The Sabotage effects are announced and triggered at this moment of the turn.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
In this Adventure, an accomplished mission does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet.&lt;br /&gt;
==== End Of Game ====&lt;br /&gt;
The Adventure can end either with one of the 3 end conditions from the standard rules, OR as soon as a player&#039;s rocket is launched.&lt;br /&gt;
&lt;br /&gt;
To launch your rocket and win the game, at the end of the turn, you must have crossed off all the rockets below the 150 scoring box, as well as all the System Error boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie ![tie icon] if several players launched a rocket during the same turn, the winner is the player who has crossed off the most of these rockets.&lt;br /&gt;
&lt;br /&gt;
In case of a standard rules end condition, scores are tallied, and whoever has the highest rocket score is the winner: Your score is equal to the lowest rocket score still visible, from which you must subtract 5 points for each circled System Error box that hasn’t been crossed off.&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
* Number the 3 Astronaut &amp;amp; Water floors completely.&lt;br /&gt;
* Number the 3 Robot &amp;amp; Planning floors completely.&lt;br /&gt;
* Number the Energy floor completely.&lt;br /&gt;
* Number the Plant and Wild floors completely.&lt;br /&gt;
* Write down 10 X with the Building effects.&lt;br /&gt;
* Have 5 System Error boxes circled and not crossed off.&lt;br /&gt;
=== Adventure #2: The Journey ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
At the beginning of the game, the trajectory to the Moon is one long zone that you must number in ascending order from the Earth to the Moon. This trajectory is way too long to be numbered completely. As the game progresses, with the Energy action (see later on), you can split the trajectory into several smaller zones that you can number independently from each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; For each of the first two System Error boxes that you cross off, you get one Energy in compensation: immediately circle an Energy symbol at the top of your sheet. If you have 2 circled Energies, you must immediately use them (see Energy action).&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 4  - Use the Action (Optional) ====&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Energy&#039;&#039;&#039; &#039;&#039;&#039;action:&#039;&#039;&#039; The energy allows you to turn on the engines of your rocket, in order to create a boost to correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet. At the beginning of the game, you start with one energy already circled. Each time you have 2 circled energies, you must &#039;&#039;&#039;immediately&#039;&#039;&#039; cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Water&#039;&#039;&#039; &#039;&#039;&#039;action:&#039;&#039;&#039; If you have written down the number of your combination in a space with a water tank, then, with the Water action, you can circle that water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Robot action:&#039;&#039;&#039; You must program the robots to retrieve the plants from the space stations. The stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station.The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier. The other players must then cross off this multiplier and will be able to get only the lowest multiplier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Plant action:&#039;&#039;&#039;  You must organize the growing of the plants in microgravity in the space stations. These stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. &#039;&#039;&#039;Note that you can circle the Plants of a station even though you have not circled all the robots for this station.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (−2, −1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol. &#039;&#039;&#039;Note&#039;&#039;&#039; that you cannot cross off a Planning symbol without writing down an X in an empty space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions &#039;&#039;&#039;instead&#039;&#039;&#039; of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the Adventure, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Plants:&#039;&#039;&#039;  For each space station, multiply the # of circled plants by the multiplier bonus you circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Water tanks:&#039;&#039;&#039;  Add up the values of each circled water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Longest complete zone:&#039;&#039;&#039;  Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 The most zones complete:&#039;&#039;&#039;  Those who filled in the most zones on their course earn 20 points, the second one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle a multiplier bonus for 3 different space stations with the robots.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory&#039;&#039;&#039; &#039;&#039;&#039;2 zones of 6 numbered spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory 3 zones of numbered spaces: 1 zone of 6 spaces, 1 zone of 4 spaces and 1 zone of 2 spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 6 water tanks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 4 consecutive water tanks on your trajectory.&#039;&#039;&#039;&lt;br /&gt;
=== Adventure #3: The Colony ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
In this Adventure, each building is a space to be numbered.&lt;br /&gt;
&lt;br /&gt;
Each row and each column of buildings forms a zone that you must number in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each horizontal row of buildings must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each vertical column of buildings must be numbered in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column.&lt;br /&gt;
&lt;br /&gt;
The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered.&lt;br /&gt;
&lt;br /&gt;
Moreover the two buildings marked with an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.&lt;br /&gt;
==== The Quarters ====&lt;br /&gt;
The colony buildings are divided up into four quarters.&lt;br /&gt;
&lt;br /&gt;
The first players to write a number in all the buildings of one quarter, in the same turn, circle the highest bonus of 15 points.&lt;br /&gt;
&lt;br /&gt;
The other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional) ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number of your combination in a building with a water tank, then with the Water action, you can circle that water tank.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse in the same quarter where you have just written down the number of your combination.  You must circle the greenhouses of a quarter from top to bottom. Each greenhouse will earn you 1 plant for the end of the game. The fourth greenhouse, which is larger, will earn you 2 plants.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; In order to dispatch the scientists and the equipment, you must create a network of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket. With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered &#039;&#039;&#039;AND&#039;&#039;&#039; connected to your tunnel network, circle its antenna.  If you connect the observatory on the top right corner, immediately circle its 3 antennas.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Using the energy, you can improve the greenhouses, the water tanks or the network of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas. You must first cross off the box with the lowest value, then the others from top to bottom.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area of your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet. The Planning action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
🌱 &#039;&#039;&#039;Plants, Water Tanks, and Parabolic Antennas:&#039;&#039;&#039; Tally the Plant symbols in your circled greenhouses, the circled Water tanks and the circled antennas.  Write down these numbers in their corresponding scoring areas. For each of these three fields, multiply that number with the highest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🏘️ &#039;&#039;&#039;Complete quarters:&#039;&#039;&#039; Write down and add up the bonuses that you have earned for your completed quarters.&lt;br /&gt;
&lt;br /&gt;
👨‍🚀 &#039;&#039;&#039;Astronauts:&#039;&#039;&#039; The players who have crossed off the most astronauts earn 20 points, the second ones 10 points, and the third ones 5 points.  You do not earn any points if you have not crossed off any astronaut.&lt;br /&gt;
&lt;br /&gt;
🧠 &#039;&#039;&#039;Planning:&#039;&#039;&#039; Subtract the lowest value still visible in the Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 vertical columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 horizontal rows.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the parabolic antennas in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle enough greenhouses in order to have 10 plants.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the water tanks in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
===Adventure #4: The Mine===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory)====&lt;br /&gt;
The mine at the bottom of your sheet has 3 underground levels.&lt;br /&gt;
&lt;br /&gt;
Each horizontal level is an independent zone made up of cavities: spaces you must number in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In the mine, there are 2 types of minerals, &amp;quot;pearls&amp;quot; and &amp;quot;rubies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When you write down a number in a space with a mineral, immediately circle it.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using the Plant or Water actions, you can also circle the plants and waters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extracting resources:&#039;&#039;&#039; You will supply your factories with circled resources when you complete columns of spaces. (in step 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factories:&#039;&#039;&#039; The six columns above the ground are the main factories and control centers. The five small boxes at the top are the secondary factories.&lt;br /&gt;
&lt;br /&gt;
The 4 main factories on the left process plants, water, pearls, and rubies, which you circle from top to bottom.&lt;br /&gt;
&lt;br /&gt;
The 2 control centers on the right use astronauts and planning the same way.&lt;br /&gt;
&lt;br /&gt;
You can increase the points earned by the main factories by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
If you are the first player to circle a resource next to the star-shaped filling bonus, claim that bonus by circling it. All other players cross off that bonus.&lt;br /&gt;
&lt;br /&gt;
The 5 secondary factories along the top give you bonuses in your main factories. You can activate these by crossing off energy and robots.&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number in a cavity next to a Water, you can circle the water.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; If you write down the number in a cavity next to a Plant, you can circle the plant.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the astronaut control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, cross off 1 Planning symbol in the planning control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot and Energy actions:&#039;&#039;&#039; Cross off a robot or energy symbol in any factory or control center.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Upgrading a factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a main factory, cross off the top scoring box in that factory. At the end of the game, the bottom scoring box will apply.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Activating a Secondary Factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a secondary factory, cross off the bonuses and circle or cross off the corresponding symbols in the factories.&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents: Extracting the Resources====&lt;br /&gt;
If you have numbered 3 spaces of a column, then you must extract the resources of this column.&lt;br /&gt;
&lt;br /&gt;
Cross off the circled resources in this column, then for each crossed off resource, circle the resource in the appropriate main factory.&lt;br /&gt;
&lt;br /&gt;
Then circle the extraction pump just above the column.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
(edit)&lt;br /&gt;
====End of Game====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Resource Factories:&#039;&#039;&#039; In each main resource factory, write down the total number of circled resources. Multiply that number by the active value of the factory (the top value if you have not upgraded it, the bottom value if you have completed the upgrade). Add the filling bonus if you obtained it.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Astronaut Control Center:&#039;&#039;&#039; If you did not upgrade the factory, the astronauts do not score. If you upgraded this area, you gain 3 points for each crossed off astronaut symbol&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Planning Control Center:&#039;&#039;&#039; If you did not upgrade the factory, you &#039;&#039;&#039;lose&#039;&#039;&#039; 3 points for each crossed off planning symbol. If you upgraded this area, you do not lose any points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 5 extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 4 adjacent extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Activate the 5 secondary factories located on the top of your sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Upgrade or activate a total of 6 factories, either main or secondary&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 8 plants in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 5 waters in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
===Adventure #5: The Dome===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory)====&lt;br /&gt;
Each skyscraper is an independent zone made up of different levels: spaces that you must in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
The first number that you write down in each skyscraper has to be placed in of the 2 starting levels:&lt;br /&gt;
&lt;br /&gt;
- the first level above the lunar surface&lt;br /&gt;
&lt;br /&gt;
- or the first level below the surface&lt;br /&gt;
&lt;br /&gt;
Afterwards you have to place a number in a level adjacent to an already numbered space, directly above or below it.&lt;br /&gt;
&lt;br /&gt;
The first players to reach highest or lowest level of a skyscraper can circle the highest bonus of this level.&lt;br /&gt;
&lt;br /&gt;
The other players must immediately cross off this highest bonus on their sheet and can now only earn the lowest bonus for this level.&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water and Plant action:&#039;&#039;&#039; Both actions work in the same way. Some skyscraper levels are connected to the same levels of the Water &amp;amp; Plant research tower. With a Water or Plant action you circle a Water or Plant symbol in the level of the tower connected to the skyscraper level where you have just written the number of your combination.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area at the bottom of your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; This action allows you to build a section of the dome. To do that, draw one section of the dome according to the following rules:&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 You can build only one of the 2 sections at the surface level or one section adjacent to an already built section.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 Moreover; each section has a requirement. A section with 1 circle at each end is an odd section type. A section with 2 circles at each end is an even section type. If the number of your combination that you have just written down is even, you can only build an even section type. Likewise with an odd number, you can only build an odd section type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; with an &amp;quot;8 / Robot&amp;quot; combination, you can build the even section type that is located at the base of the dome on the right side, or the first half of the even section on the left side, that has been cut up in half because of a Planning action.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The planning action speeds up the construction of the skyscrapers, but slows down the construction of the dome. The Planning action allows you to fill in a level with an X in addition to the number of your combination: either one of the two starting levels of a skyscraper; or a level adjacent to an already numbered level.&lt;br /&gt;
&lt;br /&gt;
In addition to that, with a line, you must, cut in half one unbuilt section of the dome of your choice. This way, you end up with 2 sections to build instead of one. Both new sections keep the odd/even type of the original section. One section can only be cut up in half once. If there is no more unbuilt section to cut up in half, then you can use the Planning action without having to be subjected to this penalty.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action you can upgrade one of these 4 fields, the result of your &#039;&#039;&#039;accomplished missions&#039;&#039;&#039;, the &#039;&#039;&#039;plant &amp;amp; water&#039;&#039;&#039; research tower, the efficiency of your &#039;&#039;&#039;astronauts&#039;&#039;&#039;, and of your &#039;&#039;&#039;dome&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For that purpose, cross off one scoring box in your scoring area of your choice at the bottom of your sheet. You must&lt;br /&gt;
&lt;br /&gt;
cross off the boxes from top to bottom. The field of the plant &amp;amp; water tower has a triple scoring area. With one Energy action you can cross off 3 boxes at the same level. For example the 3 “2/5/9” boxes. The missions and the astronauts follow the same logic with a double scoring area: cross off 2 boxes at the same level.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
In this Adventure, the missions earn you points that you can upgrade with the Energy action. The first players to accomplish a mission circle the ☆ symbol on the corresponding scoring space, either A, B or C. The other players can then only circle the 8 pointed star symbol.&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Missions&#039;&#039;&#039;: For each accomplished mission, depending on whether you have circled the ☆ or 8 pointed star symbol, write down the lowest visible value of the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and Waters:&#039;&#039;&#039; In the plant &amp;amp; water research tower, you will have levels with 1, 2 or 3 circled symbols (Plant or Water). In the 1st scoring column, write down the number of levels with only one circled symbol. In the 2nd scoring column, write down the number of levels with two circled symbols. In the 3rd scoring column, write down the number of levels with three circled symbols. In each column, multiply the number of levels you just wrote with the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Skyscrapers:&#039;&#039;&#039; Write down and add up the bonuses earned with the highest and lowest levels of the skyscrapers.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Astronauts:&#039;&#039;&#039; Those who have crossed off the most astronauts earn the lowest visible value in the 1st scoring column, the others earn the lowest value of the 2nd scoring column. You do not earn or lose any points if you have not crossed off at least one Astronaut.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Dome:&#039;&#039;&#039; You lose points if your dome is not finished. Write down the number of unbuilt sections of the dome and multiply this number with the highest visible value. Subtract those points to your score.&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number all the levels of one skyscraper.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the last level at the top of 2 skyscrapers&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle at least 2 symbols (2 plants or 1 plant + 1 water) in 3 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle all 3 symbols (the 2 plants + the water) in 2 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 Build all sections of the dome.&lt;br /&gt;
&lt;br /&gt;
🟥 Write down an X in 4 levels with Planning actions.&lt;br /&gt;
&lt;br /&gt;
===Adventure #6: The Virus===&lt;br /&gt;
==== Setup ====&lt;br /&gt;
Before starting the game, select a quarter with an empty virus target . Draw a virus in this target and circle it to signal that this virus is active.&lt;br /&gt;
&lt;br /&gt;
Each player can choose a different quarter for that virus. This is the “grey virus” and it immediately spreads.&lt;br /&gt;
&lt;br /&gt;
A housing space of that quarter is infected: cross off one housing space of your choice in that quarter .&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory)====&lt;br /&gt;
You are in charge of a housing unit composed of 5 floors.&lt;br /&gt;
&lt;br /&gt;
Each floor is an independent zone with housing spaces that you must number in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each floor is divided in 2 or 3 quarters of 5 housing spaces and these quarters are connected to one another by walkways.&lt;br /&gt;
&lt;br /&gt;
Some housing spaces will be infected/crossed off during the game, they will not matter for the ascending order of your numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error -&#039;&#039;&#039;  When you cross off the 2nd and 3rd System Error box, you trigger a propagation of all active viruses, only on your sheet, during Phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses)&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Circle one energy in the quarter where you have written down the number of your combination. Note that at the start of the game, there is already one circled energy in each quarter.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Robot:&#039;&#039;&#039;  With this action, you can quarantine quarters to slow down the propagation of the viruses. Close one walkway of your choice, wherever on your sheet, with a line that will close the walkway. This way, the quarters that were connected with this walkway are no longer connected. This will prevent the propagation of the viruses from one quarter to another. Closing a walkway that connects two quarters of the same floor does not divide the zone and you must still number the whole floor in ascending order.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant &amp;amp; Water action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; Circle a plant in the quarter where you have written down the number of your number/plant combination. Then cross off a Plant symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; Circle the water tank if you have written down the number of your number/water combination in a housing space with a water tank. Then cross off a  Water symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
In the scoring area, you must cross off the Plant and Water symbols from left to right, and from top to bottom starting from the top line.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off the last symbol of a line of the scoring area, cross off the scoring box at the end of this line, as well as the Robot or Energy symbol that you must immediately use. With the Robot, close a walkway. With the Energy, circle one energy in any quarter of your choice, except in a complete quarter, in other words, a quarter with all its housing spaces numbered or crossed off.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off a symbol (Plant or Water) with a virus activation symbol, everyone must immediately activate it on their sheet by circling the corresponding virus target. Everyone must also cross off the same activation symbol on their sheet, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for every player during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses).&lt;br /&gt;
&lt;br /&gt;
Whenever you circle a symbol (Plant or Water) with a Propagation symbol , everyone must cross off this symbol on their sheet, because it can only be activated once. A propagation of all active viruses must be triggered only for your opponents during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses). If several players activate the same Propagation symbol during the same turn, then this propagation does not impact those who have activated it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol at the top of your sheet. Whenever you have 2 crossed off astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a housing space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol at the top of your sheet. Whenever you have 2 crossed off planning, circle a Wild Action symbol. Note that you cannot circle a Planning symbol without writing down an X in a housing space.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents: Propagation of the Active Viruses and Evacuation of the Quarters ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Number and type of Propagation:&#039;&#039;&#039; First of all, you must determine the number and type of propagation of the active viruses that you must trigger.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;The infections:&#039;&#039;&#039;  For each virus that has been activated during the turn, every player must trigger a propagation of all active viruses. Therefore if 2 viruses have been activated during this turn, you must trigger a 1st propagation for all active viruses, then carry on with a 2nd propagation.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water &amp;amp; Plant Propagation:&#039;&#039;&#039; If a Propagation symbol has been triggered with a Plant or Water action, a propagation is triggered for all the players but those who have triggered it.&lt;br /&gt;
&lt;br /&gt;
🔹🔹  &#039;&#039;&#039;System Error Propagation:&#039;&#039;&#039;  If you have crossed off the 2nd or 3rd System Error box, you must trigger a propagation only on your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Trigger one propagation:&#039;&#039;&#039;  On your sheet, each active virus spreads, one by one, in the following order: from left to right, starting with the top floor, then going down floor by floor. A virus spreads by infecting a housing space in the quarter where it is active. Cross off one empty housing space of your choice in this quarter.&lt;br /&gt;
&lt;br /&gt;
If the quarter is complete, with all its housing spaces numbered or crossed off, then the virus spreads to all the neighboring quarters directly connected to that quarter by a walkway. You must then cross off one housing space of your choice in each of these quarters. However the virus does not spread in a neighboring quarter if the walkway is closed. Likewise, the virus does not spread into a complete neighboring quarter and does not spread further on.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Evacuation of the complete quarters:&#039;&#039;&#039; A quarter is complete when all its housing spaces are numbered or infected/crossed off. Then you must immediately score the points of this quarter. For that, multiply the number of numbered housing spaces by the number of circled energies in this quarter.&lt;br /&gt;
&lt;br /&gt;
Write down this score in the corresponding space in the scoring area at the bottom of your sheet 18. You do not earn any points with the infected/crossed off housing spaces. Finally, circle this evacuated quarter. A quarter can only be evacuated and scored once.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
Whenever a mission is accomplished for the first time in the game, each player must activate the virus (red, purple or yellow) shown on the mission, by circling on their sheet the corresponding virus targets. Each player must also cross off the activation symbol of this virus in the scoring mission area, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for everyone. For that purpose, carry out the previous phase 5 again&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The 3 end game conditions from the standard rules apply. Note that the game will end if all your housing spaces are filled with a number or an X or crossed off due to an infection.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and water:&#039;&#039;&#039;: Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Evacuated quarters:&#039;&#039;&#039; Evacuate all the remaining incomplete quarters and score their points on your sheet (multiply the number of numbered housing spaces by the number of circled energies). Then add up the points of all your quarters.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Infected housing spaces:&#039;&#039;&#039; You lose 1 point for each infected/crossed off housing space.&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Evacuate 2 quarters. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Evacuate all the quarters of one floor. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine 3 quarters by closing all the walkways giving access to them. Each quarter must be independently quarantined from one another.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine the quarter with the green virus and the quarter with the blue virus, by closing all the walkways giving access to them.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the energies on 2 floors.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the plants and all the water tanks on 2 floors.&lt;br /&gt;
===Adventure #7: The Escape===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
The starships are stacked horizontally, and each starship is an independent zone that must be numbered in ascending order from left to right. Each starship has 2 or 3 modules with several spaces each, as well as one greenhouse for the plants.&lt;br /&gt;
&lt;br /&gt;
The modules, the greenhouses and the starships are connected to each other by airlocks. The problem is that these airlocks are not activated. You can only number a module or a greenhouse after having activated an airlock that gives access to it.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, you can only access the two modules of the lowest starship. You can write down numbers only in the spaces of these two modules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robot Bonus:&#039;&#039;&#039; When you write down a number in a space with a Robot symbol, you get a Robot bonus that you must immediately use by activating an airlock (see further: Robot action). This Robot bonus does not replace the action of your combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greenhouses x2 Bonus:&#039;&#039;&#039; The first players to write down a number in a greenhouse can circle the x2 bonus of this greenhouse. The other players must immediately cross off the x2 bonus of this greenhouse on their sheet and will not be able to get it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you have to cross off a System Error box, the two first give you a compensation and allow you to immediately activate an airlock (see further: Robot action).&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; With this action, you can activate an airlock. For that purpose, draw a line on an airlock between two modules or between a module and a greenhouse. You can activate an airlock only if it is connected to a module or a greenhouse already connected. That way you will access new modules, greenhouses and starships so that you can number them.&lt;br /&gt;
&lt;br /&gt;
Do not forget that each starship is a zone that must be numbered in ascending order. The airlocks, activated or not, do not change the numbering constraint of these zones.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you have written down the number of your combination in a space with a water tank, then you can circle that water tank.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You can circle a plant in a greenhouse in the same starship in which you just have written down the number of your combination. You can circle a plant in a greenhouse even though it is not yet connected with an airlock.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, some plants are already circled.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action, you can circle a reactor at the end of the same starship in which you just have written down the number of your combination.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, some reactors are already circled.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in an accessible space with an X, in addition to the number of your combination. Moreover, you must immediately cross off the box with the lowest value available in the Planning scoring area, at the bottom of your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down, (-2, -1, 0, +1, or +2 ). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronaut symbols, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Greenhouses:&#039;&#039;&#039; Write down the score of each numbered greenhouse in the corresponding starship scoring space. A greenhouse earns you 2 points with 1 circled plant, 4 points with 2 circled plants, 7 points with 3 circled plants. If you have circled its x2 bonus, the value of the greenhouse is doubled. You do not earn any points for a greenhouse without a number or without any circled plant.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Modules:&#039;&#039;&#039; For each starship, write down the cumulative value of the modules that form it. For each starship, a fully numbered module earns you 2 points with 1 circled reactor, 4 points with 2 circled reactors, 7 points with 3 circled reactors. If you have circled its water tank, the value of the module is doubled. You do not earn any points for a module that is not fully numbered.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plannings:&#039;&#039;&#039; Subtract the lowest visible value in the planning scoring area.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number 3 greenhouses with their 3 circled plants.&lt;br /&gt;
&lt;br /&gt;
🟥 Number 7 modules completely.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all reactors of 3 starships.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the greenhouse of the highest starship with its 3 circled plants.&lt;br /&gt;
&lt;br /&gt;
🟥 Number 3 starships completely.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all water tanks of 3 starships.&lt;br /&gt;
&lt;br /&gt;
===Adventure #8: The Battle===&lt;br /&gt;
==== Setup ====&lt;br /&gt;
In this Adventure, you play on 2 sheets that you share with your 2 neighbors. Each player will have a unique insignia (star, square, triangle...) assigned to them.&lt;br /&gt;
&lt;br /&gt;
During the game, you will alternate playing on 2 sheets. On the first turn, each player plays on their left sheet. On the next turn, each player plays on their right sheet, and so on. Thus no player ever plays on the same sheet at the same time.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number or Rather Draw an Insignia (Compulsory)====&lt;br /&gt;
In this Adventure, you will not write down numbers. Use the number of the combination you picked to draw your insignia on a planet allowing this number.&lt;br /&gt;
&lt;br /&gt;
For example: with a number 7, you can draw your insignia in a space of the blue 5-6-7 planet or the grey 7-8-9 planet.&lt;br /&gt;
&lt;br /&gt;
You must draw your insignia in the first available space of the planet starting with the space with a red outline. If the space in which you draw your insignia has a Bonus symbol, you can immediately use it in addition to the action of your combination (see further: Bonus symbols).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Control a planet:&#039;&#039;&#039; As soon as an insignia is drawn in the last space of a planet, the control of this planet is awarded to the player who has the most insignia on this planet. You must also take into account the insignia that have been drawn on the moon of the planet, using the Planning action (see further: Planning action). Then draw on the flag the insignia of the player who controls the planet.&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the control of the planet is shared and you must draw your insignia as well as the insignia of your opponent.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant and Water action:&#039;&#039;&#039; On the planet on which you have just drawn your insignia, cross off an available Plant symbol with the Plant action or an available Water action with the Water action. Then cross off the scoring box of the lowest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
If there is no available symbol corresponding to your action on the planet, then you cannot use the action.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; With this action, you can mine an asteroid field. For that purpose, draw your insignia on the first available asteroid. If there are one or several Bonus symbols on this asteroid, you must cross them off and immediately use them (see further: Bonus symbols). You must draw your insignia on the asteroids starting from your side of the sheet and then progressing towards your opponent.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; You can improve the value of the planets that you control. There are 3 types of planets: green, blue, and grey ones. In your scoring area, there is a column for each of the 3 types of planets. Cross off the scoring box with the lowest visible value in the column of your choice.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Planning:&#039;&#039;&#039; In addition to drawing your insignia on a planet with the number of your combination, with this action, you can draw your insignia on a moon of a planet of your choice. Then you must cross off the scoring box of the lowest visible value in your Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
Note that there are only 2 available spots on each moon and that both can be occupied by the same player. You cannot draw your insignia on a moon of a planet that is already complete, and whose control has been awarded.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you draw your insignia (-2, -1, 0, +1, +2). Moreover, circle 1 Astronaut symbol in your scoring area. On a next turn on the same sheet, in addition to the action of your combination you can use this circled astronaut symbol as a bonus to modify the value of the number of your combination. When this Astronaut symbol is used, cross it off. The use of this Astronaut symbol allows you to modify the number, but not circle a new Astronaut symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Bonus symbols:&#039;&#039;&#039; With a Water or Plant symbol, simply cross off the lowest scoring box in your corresponding scoring area. With a Robot symbol, draw your insignia on an asteroid and immediately use the Bonus symbols of this asteroid. With an Energy symbol, cross off a scoring box to improve the value of a type of planet. With a Planning symbol, draw your insignia on a moon but without crossing off a scoring box in your scoring area.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The game ends at the end of the turn, if you have accomplished the 3 missions, or if you have crossed off the 2 System Error boxes on one of your sheets, or if all the spaces of the planets are filled in on one of your sheets.&lt;br /&gt;
&lt;br /&gt;
You must tally up the scores of both sheets to get your final score. in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plants and water:&#039;&#039;&#039; Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planets:&#039;&#039;&#039; Award the control of the remaining incomplete planets. Then write down the number of planets of each type that you control and multiply these numbers by the corresponding lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plannings:&#039;&#039;&#039; Subtract the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Control 4 planets on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Control 1 planet of each type on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, draw your insignia on 7 asteroids on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Cross off 6 scoring boxes for the plants and 4 scoring boxes for the water on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Improve the value twice for each type of planet on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the Planning actions, draw your insignia on 4 different moons on the same sheet.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=31522</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=31522"/>
		<updated>2026-09-22T18:52:46Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Updates Required for this &amp;quot;How to Play&amp;quot;:&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;Standardize the use of bulleted lists (style/colour).&lt;br /&gt;
&lt;br /&gt;
Complete some sections for the later Adventures&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to ... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story.&lt;br /&gt;
== Features ==&lt;br /&gt;
&#039;&#039;&#039;Toggle safe/help mode&#039;&#039;&#039; - this toggle displays ? help in areas of the game board where tooltip information is available.  It also safely disables gameplay click actions in these areas to avoid unwanted gameplay while using help.  Reset the toggle to continue normal gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;View Player/Opponent Game Play Area&#039;&#039;&#039; - To cycle through the Player/Opponent game play areas 1) click the arrows beside the Player Name OR 2) click on an Opponents scoring tableau.&lt;br /&gt;
== Standard Rules ==&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next.&lt;br /&gt;
&lt;br /&gt;
On BGA, all 8 Adventures are now available: (1) The Launch, (2) The Journey, (3) The Colony, (4) The Mine, (5) The Dome, (6) The Virus, (7) The Escape and (8) The Battle.&lt;br /&gt;
&lt;br /&gt;
Starship cards are numbered from 1 to 15.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Card Distribution&lt;br /&gt;
!Number&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
|-&lt;br /&gt;
|Cards in Deck&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
=== Game Turn ===&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1 - Flip 3 Starship Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;2 - Pick a Number/Action Combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;3 - Write Down a Number (Compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone.&lt;br /&gt;
* Adventure 1: numbers must ascend from left to right, in each floor level.&lt;br /&gt;
* Adventure 2: numbers must ascend from the lower end of the string of spaces to the higher end.&lt;br /&gt;
* Adventure 3: numbers must ascend in rows from left to right, &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; in columns from bottom to top.&lt;br /&gt;
* Adventure 4: numbers must ascend in rows from left to right in each of the three underground mine levels.&lt;br /&gt;
* Adventure 5: numbers must ascend in columns from bottom to top, being filled starting from the middle transition ground level, sequentially outward, up and down.&lt;br /&gt;
* Adventure 6: numbers must ascend in rows from left to right in each of the five laboratory levels.&lt;br /&gt;
* Adventure 7: numbers must ascend in rows from left to right in each of the five space ships.&lt;br /&gt;
* Adventure 8: numbers must ascend in circular rows around each planet.&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).&lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;4 - Use the Action (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination.&lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played.  Using an Action is always optional.&lt;br /&gt;
&lt;br /&gt;
NOTE:  Actions are only used in Adventure #1 to locate the area for insertion of the number.&lt;br /&gt;
* &#039;&#039;&#039;The Robot action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Water and Plant actions:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Energy action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Astronaut action:&#039;&#039;&#039; Allows you to add or subtract 0, 1, or 2 from the number before placing&lt;br /&gt;
* &#039;&#039;&#039;The Planning action:&#039;&#039;&#039; Allows you to fill in an additional space by placing an X, which is then counted as a numbered space&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;5 - Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;6 - Accomplish a Mission (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player(s) to accomplish the mission in the same turn, gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on.&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The Adventure ends immediately at the end of a turn, once one of the players has reached at least one of the following conditions:&lt;br /&gt;
* Accomplished all three missions A, B and C  -or-&lt;br /&gt;
* Crossed off all the System Error boxes     -or-&lt;br /&gt;
&lt;br /&gt;
* Filled in all spaces of the marking area on their sheet, with numbers or X.&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner.&lt;br /&gt;
== Adventures ==&lt;br /&gt;
=== Adventure #1: The Launch ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 3 &amp;amp; 4 - Write Down a Number within the Action Card area (Compulsory) ====&lt;br /&gt;
There are 9 floors in the rocket. Each floor is an independent zone that must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In this Adventure, you won’t perform any action. That means that none of the 6 actions has any effect. Each floor is tied to one of the action symbols (Astronaut, Water, Robot...). The actions only serve to show you where you can write down the number of the combination. So, each turn, you must write down a number on the floor tied to the action associated with that number.&lt;br /&gt;
&lt;br /&gt;
The first floor, at the bottom of the rocket, is a Wild action floor, where any number can be placed, whatever the action of the combination, as long as the ascending order is respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; With a combination “6/Astronaut”, you can write down the 6 on one of the two floors with astronauts or on the Wild action floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you cannot write down any number during a turn, circle one of the System Error boxes (in no particular order) instead of playing.&lt;br /&gt;
&lt;br /&gt;
Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket.&lt;br /&gt;
==== The Quarter Effects ====&lt;br /&gt;
Each floor of the rocket has one or more quarters separated with partition walls. As soon as you complete a quarter of a floor, having written down a number in each space of this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.&lt;br /&gt;
* &#039;&#039;&#039;Building effect:&#039;&#039;&#039; You can write an X in an empty space of your choice, which allows you to complete quarters faster.&lt;br /&gt;
* &#039;&#039;&#039;Rocket Activation effect:&#039;&#039;&#039; There are Active and Inactive Rockets (see the symbols opposite). With the Activation effect, fill in the arrow of an Inactive Rocket in order to activate it, in any quarter that is not fully numbered.&lt;br /&gt;
* &#039;&#039;&#039;Active Rocket effect:&#039;&#039;&#039; Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Near the top, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets remaining, cross off the rockets next to the final scoring space.&lt;br /&gt;
* &#039;&#039;&#039;Sabotage effect:&#039;&#039;&#039; During phase 5, announce a Sabotage. Your opponents must circle a System Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once.&lt;br /&gt;
If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Errors circled with the Active Rocket effects.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents: Trigger Sabotages ====&lt;br /&gt;
The Sabotage effects are announced and triggered at this moment of the turn.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
In this Adventure, an accomplished mission does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet.&lt;br /&gt;
==== End Of Game ====&lt;br /&gt;
The Adventure can end either with one of the 3 end conditions from the standard rules, OR as soon as a player&#039;s rocket is launched.&lt;br /&gt;
&lt;br /&gt;
To launch your rocket and win the game, at the end of the turn, you must have crossed off all the rockets below the 150 scoring box, as well as all the System Error boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie ![tie icon] if several players launched a rocket during the same turn, the winner is the player who has crossed off the most of these rockets.&lt;br /&gt;
&lt;br /&gt;
In case of a standard rules end condition, scores are tallied, and whoever has the highest rocket score is the winner: Your score is equal to the lowest rocket score still visible, from which you must subtract 5 points for each circled System Error box that hasn’t been crossed off.&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
* Number the 3 Astronaut &amp;amp; Water floors completely.&lt;br /&gt;
* Number the 3 Robot &amp;amp; Planning floors completely.&lt;br /&gt;
* Number the Energy floor completely.&lt;br /&gt;
* Number the Plant and Wild floors completely.&lt;br /&gt;
* Write down 10 X with the Building effects.&lt;br /&gt;
* Have 5 System Error boxes circled and not crossed off.&lt;br /&gt;
=== Adventure #2: The Journey ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
At the beginning of the game, the trajectory to the Moon is one long zone that you must number in ascending order from the Earth to the Moon. This trajectory is way too long to be numbered completely. As the game progresses, with the Energy action (see later on), you can split the trajectory into several smaller zones that you can number independently from each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; For each of the first two System Error boxes that you cross off, you get one Energy in compensation: immediately circle an Energy symbol at the top of your sheet. If you have 2 circled Energies, you must immediately use them (see Energy action).&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 4  - Use the Action (Optional) ====&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Energy&#039;&#039;&#039; &#039;&#039;&#039;action:&#039;&#039;&#039; The energy allows you to turn on the engines of your rocket, in order to create a boost to correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet. At the beginning of the game, you start with one energy already circled. Each time you have 2 circled energies, you must &#039;&#039;&#039;immediately&#039;&#039;&#039; cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Water&#039;&#039;&#039; &#039;&#039;&#039;action:&#039;&#039;&#039; If you have written down the number of your combination in a space with a water tank, then, with the Water action, you can circle that water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Robot action:&#039;&#039;&#039; You must program the robots to retrieve the plants from the space stations. The stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station.The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier. The other players must then cross off this multiplier and will be able to get only the lowest multiplier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Plant action:&#039;&#039;&#039;  You must organize the growing of the plants in microgravity in the space stations. These stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. &#039;&#039;&#039;Note that you can circle the Plants of a station even though you have not circled all the robots for this station.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (−2, −1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol. &#039;&#039;&#039;Note&#039;&#039;&#039; that you cannot cross off a Planning symbol without writing down an X in an empty space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions &#039;&#039;&#039;instead&#039;&#039;&#039; of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the Adventure, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Plants:&#039;&#039;&#039;  For each space station, multiply the # of circled plants by the multiplier bonus you circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Water tanks:&#039;&#039;&#039;  Add up the values of each circled water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Longest complete zone:&#039;&#039;&#039;  Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 The most zones complete:&#039;&#039;&#039;  Those who filled in the most zones on their course earn 20 points, the second one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle a multiplier bonus for 3 different space stations with the robots.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory&#039;&#039;&#039; &#039;&#039;&#039;2 zones of 6 numbered spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory 3 zones of numbered spaces: 1 zone of 6 spaces, 1 zone of 4 spaces and 1 zone of 2 spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 6 water tanks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 4 consecutive water tanks on your trajectory.&#039;&#039;&#039;&lt;br /&gt;
=== Adventure #3: The Colony ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
In this Adventure, each building is a space to be numbered.&lt;br /&gt;
&lt;br /&gt;
Each row and each column of buildings forms a zone that you must number in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each horizontal row of buildings must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each vertical column of buildings must be numbered in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column.&lt;br /&gt;
&lt;br /&gt;
The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered.&lt;br /&gt;
&lt;br /&gt;
Moreover the two buildings marked with an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.&lt;br /&gt;
==== The Quarters ====&lt;br /&gt;
The colony buildings are divided up into four quarters.&lt;br /&gt;
&lt;br /&gt;
The first players to write a number in all the buildings of one quarter, in the same turn, circle the highest bonus of 15 points.&lt;br /&gt;
&lt;br /&gt;
The other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional) ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number of your combination in a building with a water tank, then with the Water action, you can circle that water tank.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse in the same quarter where you have just written down the number of your combination.  You must circle the greenhouses of a quarter from top to bottom. Each greenhouse will earn you 1 plant for the end of the game. The fourth greenhouse, which is larger, will earn you 2 plants.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; In order to dispatch the scientists and the equipment, you must create a network of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket. With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered &#039;&#039;&#039;AND&#039;&#039;&#039; connected to your tunnel network, circle its antenna.  If you connect the observatory on the top right corner, immediately circle its 3 antennas.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Using the energy, you can improve the greenhouses, the water tanks or the network of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas. You must first cross off the box with the lowest value, then the others from top to bottom.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area of your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet. The Planning action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
🌱 &#039;&#039;&#039;Plants, Water Tanks, and Parabolic Antennas:&#039;&#039;&#039; Tally the Plant symbols in your circled greenhouses, the circled Water tanks and the circled antennas.  Write down these numbers in their corresponding scoring areas. For each of these three fields, multiply that number with the highest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🏘️ &#039;&#039;&#039;Complete quarters:&#039;&#039;&#039; Write down and add up the bonuses that you have earned for your completed quarters.&lt;br /&gt;
&lt;br /&gt;
👨‍🚀 &#039;&#039;&#039;Astronauts:&#039;&#039;&#039; The players who have crossed off the most astronauts earn 20 points, the second ones 10 points, and the third ones 5 points.  You do not earn any points if you have not crossed off any astronaut.&lt;br /&gt;
&lt;br /&gt;
🧠 &#039;&#039;&#039;Planning:&#039;&#039;&#039; Subtract the lowest value still visible in the Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 vertical columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 horizontal rows.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the parabolic antennas in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle enough greenhouses in order to have 10 plants.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the water tanks in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
===Adventure #4: The Mine===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory)====&lt;br /&gt;
The mine at the bottom of your sheet has 3 underground levels.&lt;br /&gt;
&lt;br /&gt;
Each horizontal level is an independent zone made up of cavities: spaces you must number in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In the mine, there are 2 types of minerals, &amp;quot;pearls&amp;quot; and &amp;quot;rubies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When you write down a number in a space with a mineral, immediately circle it.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using the Plant or Water actions, you can also circle the plants and waters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extracting resources:&#039;&#039;&#039; You will supply your factories with circled resources when you complete columns of spaces. (in step 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factories:&#039;&#039;&#039; The six columns above the ground are the main factories and control centers. The five small boxes at the top are the secondary factories.&lt;br /&gt;
&lt;br /&gt;
The 4 main factories on the left process plants, water, pearls, and rubies, which you circle from top to bottom.&lt;br /&gt;
&lt;br /&gt;
The 2 control centers on the right use astronauts and planning the same way.&lt;br /&gt;
&lt;br /&gt;
You can increase the points earned by the main factories by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
If you are the first player to circle a resource next to the star-shaped filling bonus, claim that bonus by circling it. All other players cross off that bonus.&lt;br /&gt;
&lt;br /&gt;
The 5 secondary factories along the top give you bonuses in your main factories. You can activate these by crossing off energy and robots.&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number in a cavity next to a Water, you can circle the water.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; If you write down the number in a cavity next to a Plant, you can circle the plant.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the astronaut control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, cross off 1 Planning symbol in the planning control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot and Energy actions:&#039;&#039;&#039; Cross off a robot or energy symbol in any factory or control center.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Upgrading a factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a main factory, cross off the top scoring box in that factory. At the end of the game, the bottom scoring box will apply.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Activating a Secondary Factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a secondary factory, cross off the bonuses and circle or cross off the corresponding symbols in the factories.&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents: Extracting the Resources====&lt;br /&gt;
If you have numbered 3 spaces of a column, then you must extract the resources of this column.&lt;br /&gt;
&lt;br /&gt;
Cross off the circled resources in this column, then for each crossed off resource, circle the resource in the appropriate main factory.&lt;br /&gt;
&lt;br /&gt;
Then circle the extraction pump just above the column.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
(edit)&lt;br /&gt;
====End of Game====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Resource Factories:&#039;&#039;&#039; In each main resource factory, write down the total number of circled resources. Multiply that number by the active value of the factory (the top value if you have not upgraded it, the bottom value if you have completed the upgrade). Add the filling bonus if you obtained it.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Astronaut Control Center:&#039;&#039;&#039; If you did not upgrade the factory, the astronauts do not score. If you upgraded this area, you gain 3 points for each crossed off astronaut symbol&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Planning Control Center:&#039;&#039;&#039; If you did not upgrade the factory, you &#039;&#039;&#039;lose&#039;&#039;&#039; 3 points for each crossed off planning symbol. If you upgraded this area, you do not lose any points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 5 extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 4 adjacent extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Activate the 5 secondary factories located on the top of your sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Upgrade or activate a total of 6 factories, either main or secondary&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 8 plants in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 5 waters in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
===Adventure #5: The Dome===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory)====&lt;br /&gt;
Each skyscraper is an independent zone made up of different levels: spaces that you must in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
The first number that you write down in each skyscraper has to be placed in of the 2 starting levels:&lt;br /&gt;
&lt;br /&gt;
- the first level above the lunar surface&lt;br /&gt;
&lt;br /&gt;
- or the first level below the surface&lt;br /&gt;
&lt;br /&gt;
Afterwards you have to place a number in a level adjacent to an already numbered space, directly above or below it.&lt;br /&gt;
&lt;br /&gt;
The first players to reach highest or lowest level of a skyscraper can circle the highest bonus of this level.&lt;br /&gt;
&lt;br /&gt;
The other players must immediately cross off this highest bonus on their sheet and can now only earn the lowest bonus for this level.&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water and Plant action:&#039;&#039;&#039; Both actions work in the same way. Some skyscraper levels are connected to the same levels of the Water &amp;amp; Plant research tower. With a Water or Plant action you circle a Water or Plant symbol in the level of the tower connected to the skyscraper level where you have just written the number of your combination.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area at the bottom of your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; This action allows you to build a section of the dome. To do that, draw one section of the dome according to the following rules:&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 You can build only one of the 2 sections at the surface level or one section adjacent to an already built section.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 Moreover; each section has a requirement. A section with 1 circle at each end is an odd section type. A section with 2 circles at each end is an even section type. If the number of your combination that you have just written down is even, you can only build an even section type. Likewise with an odd number, you can only build an odd section type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; with an &amp;quot;8 / Robot&amp;quot; combination, you can build the even section type that is located at the base of the dome on the right side, or the first half of the even section on the left side, that has been cut up in half because of a Planning action.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The planning action speeds up the construction of the skyscrapers, but slows down the construction of the dome. The Planning action allows you to fill in a level with an X in addition to the number of your combination: either one of the two starting levels of a skyscraper; or a level adjacent to an already numbered level.&lt;br /&gt;
&lt;br /&gt;
In addition to that, with a line, you must, cut in half one unbuilt section of the dome of your choice. This way, you end up with 2 sections to build instead of one. Both new sections keep the odd/even type of the original section. One section can only be cut up in half once. If there is no more unbuilt section to cut up in half, then you can use the Planning action without having to be subjected to this penalty.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action you can upgrade one of these 4 fields, the result of your &#039;&#039;&#039;accomplished missions&#039;&#039;&#039;, the &#039;&#039;&#039;plant &amp;amp; water&#039;&#039;&#039; research tower, the efficiency of your &#039;&#039;&#039;astronauts&#039;&#039;&#039;, and of your &#039;&#039;&#039;dome&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For that purpose, cross off one scoring box in your scoring area of your choice at the bottom of your sheet. You must&lt;br /&gt;
&lt;br /&gt;
cross off the boxes from top to bottom. The field of the plant &amp;amp; water tower has a triple scoring area. With one Energy action you can cross off 3 boxes at the same level. For example the 3 “2/5/9” boxes. The missions and the astronauts follow the same logic with a double scoring area: cross off 2 boxes at the same level.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
In this Adventure, the missions earn you points that you can upgrade with the Energy action. The first players to accomplish a mission circle the ☆ symbol on the corresponding scoring space, either A, B or C. The other players can then only circle the 8 pointed star symbol.&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Missions&#039;&#039;&#039;: For each accomplished mission, depending on whether you have circled the ☆ or 8 pointed star symbol, write down the lowest visible value of the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and Waters:&#039;&#039;&#039; In the plant &amp;amp; water research tower, you will have levels with 1, 2 or 3 circled symbols (Plant or Water). In the 1st scoring column, write down the number of levels with only one circled symbol. In the 2nd scoring column, write down the number of levels with two circled symbols. In the 3rd scoring column, write down the number of levels with three circled symbols. In each column, multiply the number of levels you just wrote with the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Skyscrapers:&#039;&#039;&#039; Write down and add up the bonuses earned with the highest and lowest levels of the skyscrapers.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Astronauts:&#039;&#039;&#039; Those who have crossed off the most astronauts earn the lowest visible value in the 1st scoring column, the others earn the lowest value of the 2nd scoring column. You do not earn or lose any points if you have not crossed off at least one Astronaut.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Dome:&#039;&#039;&#039; You lose points if your dome is not finished. Write down the number of unbuilt sections of the dome and multiply this number with the highest visible value. Subtract those points to your score.&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number all the levels of one skyscraper.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the last level at the top of 2 skyscrapers&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle at least 2 symbols (2 plants or 1 plant + 1 water) in 3 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle all 3 symbols (the 2 plants + the water) in 2 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 Build all sections of the dome.&lt;br /&gt;
&lt;br /&gt;
🟥 Write down an X in 4 levels with Planning actions.&lt;br /&gt;
&lt;br /&gt;
===Adventure #6: The Virus===&lt;br /&gt;
==== Setup ====&lt;br /&gt;
Before starting the game, select a quarter with an empty virus target . Draw a virus in this target and circle it to signal that this virus is active.&lt;br /&gt;
&lt;br /&gt;
Each player can choose a different quarter for that virus. This is the “grey virus” and it immediately spreads.&lt;br /&gt;
&lt;br /&gt;
A housing space of that quarter is infected: cross off one housing space of your choice in that quarter .&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory)====&lt;br /&gt;
You are in charge of a housing unit composed of 5 floors.&lt;br /&gt;
&lt;br /&gt;
Each floor is an independent zone with housing spaces that you must number in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each floor is divided in 2 or 3 quarters of 5 housing spaces and these quarters are connected to one another by walkways.&lt;br /&gt;
&lt;br /&gt;
Some housing spaces will be infected/crossed off during the game, they will not matter for the ascending order of your numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error -&#039;&#039;&#039;  When you cross off the 2nd and 3rd System Error box, you trigger a propagation of all active viruses, only on your sheet, during Phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses)&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Circle one energy in the quarter where you have written down the number of your combination. Note that at the start of the game, there is already one circled energy in each quarter.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Robot:&#039;&#039;&#039;  With this action, you can quarantine quarters to slow down the propagation of the viruses. Close one walkway of your choice, wherever on your sheet, with a line that will close the walkway. This way, the quarters that were connected with this walkway are no longer connected. This will prevent the propagation of the viruses from one quarter to another. Closing a walkway that connects two quarters of the same floor does not divide the zone and you must still number the whole floor in ascending order.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant &amp;amp; Water action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; Circle a plant in the quarter where you have written down the number of your number/plant combination. Then cross off a Plant symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; Circle the water tank if you have written down the number of your number/water combination in a housing space with a water tank. Then cross off a  Water symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
In the scoring area, you must cross off the Plant and Water symbols from left to right, and from top to bottom starting from the top line.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off the last symbol of a line of the scoring area, cross off the scoring box at the end of this line, as well as the Robot or Energy symbol that you must immediately use. With the Robot, close a walkway. With the Energy, circle one energy in any quarter of your choice, except in a complete quarter, in other words, a quarter with all its housing spaces numbered or crossed off.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off a symbol (Plant or Water) with a virus activation symbol, everyone must immediately activate it on their sheet by circling the corresponding virus target. Everyone must also cross off the same activation symbol on their sheet, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for every player during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses).&lt;br /&gt;
&lt;br /&gt;
Whenever you circle a symbol (Plant or Water) with a Propagation symbol , everyone must cross off this symbol on their sheet, because it can only be activated once. A propagation of all active viruses must be triggered only for your opponents during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses). If several players activate the same Propagation symbol during the same turn, then this propagation does not impact those who have activated it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol at the top of your sheet. Whenever you have 2 crossed off astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a housing space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol at the top of your sheet. Whenever you have 2 crossed off planning, circle a Wild Action symbol. Note that you cannot circle a Planning symbol without writing down an X in a housing space.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents: Propagation of the Active Viruses and Evacuation of the Quarters ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Number and type of Propagation:&#039;&#039;&#039; First of all, you must determine the number and type of propagation of the active viruses that you must trigger.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;The infections:&#039;&#039;&#039;  For each virus that has been activated during the turn, every player must trigger a propagation of all active viruses. Therefore if 2 viruses have been activated during this turn, you must trigger a 1st propagation for all active viruses, then carry on with a 2nd propagation.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water &amp;amp; Plant Propagation:&#039;&#039;&#039; If a Propagation symbol has been triggered with a Plant or Water action, a propagation is triggered for all the players but those who have triggered it.&lt;br /&gt;
&lt;br /&gt;
🔹🔹  &#039;&#039;&#039;System Error Propagation:&#039;&#039;&#039;  If you have crossed off the 2nd or 3rd System Error box, you must trigger a propagation only on your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Trigger one propagation:&#039;&#039;&#039;  On your sheet, each active virus spreads, one by one, in the following order: from left to right, starting with the top floor, then going down floor by floor. A virus spreads by infecting a housing space in the quarter where it is active. Cross off one empty housing space of your choice in this quarter.&lt;br /&gt;
&lt;br /&gt;
If the quarter is complete, with all its housing spaces numbered or crossed off, then the virus spreads to all the neighboring quarters directly connected to that quarter by a walkway. You must then cross off one housing space of your choice in each of these quarters. However the virus does not spread in a neighboring quarter if the walkway is closed. Likewise, the virus does not spread into a complete neighboring quarter and does not spread further on.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Evacuation of the complete quarters:&#039;&#039;&#039; A quarter is complete when all its housing spaces are numbered or infected/crossed off. Then you must immediately score the points of this quarter. For that, multiply the number of numbered housing spaces by the number of circled energies in this quarter.&lt;br /&gt;
&lt;br /&gt;
Write down this score in the corresponding space in the scoring area at the bottom of your sheet 18. You do not earn any points with the infected/crossed off housing spaces. Finally, circle this evacuated quarter. A quarter can only be evacuated and scored once.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
Whenever a mission is accomplished for the first time in the game, each player must activate the virus (red, purple or yellow) shown on the mission, by circling on their sheet the corresponding virus targets. Each player must also cross off the activation symbol of this virus in the scoring mission area, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for everyone. For that purpose, carry out the previous phase 5 again&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The 3 end game conditions from the standard rules apply. Note that the game will end if all your housing spaces are filled with a number or an X or crossed off due to an infection.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and water:&#039;&#039;&#039;: Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Evacuated quarters:&#039;&#039;&#039; Evacuate all the remaining incomplete quarters and score their points on your sheet (multiply the number of numbered housing spaces by the number of circled energies). Then add up the points of all your quarters.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Infected housing spaces:&#039;&#039;&#039; You lose 1 point for each infected/crossed off housing space.&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Evacuate 2 quarters. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Evacuate all the quarters of one floor. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine 3 quarters by closing all the walkways giving access to them. Each quarter must be independently quarantined from one another.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine the quarter with the green virus and the quarter with the blue virus, by closing all the walkways giving access to them.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the energies on 2 floors.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the plants and all the water tanks on 2 floors.&lt;br /&gt;
===Adventure #7: The Escape===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
The starships are stacked horizontally, and each starship is an independent zone that must be numbered in ascending order from left to right. Each starship has 2 or 3 modules with several spaces each, as well as one greenhouse for the plants.&lt;br /&gt;
&lt;br /&gt;
The modules, the greenhouses and the starships are connected to each other by airlocks. The problem is that these airlocks are not activated. You can only number a module or a greenhouse after having activated an airlock that gives access to it.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, you can only access the two modules of the lowest starship. You can write down numbers only in the spaces of these two modules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robot Bonus:&#039;&#039;&#039; When you write down a number in a space with a Robot symbol, you get a Robot bonus that you must immediately use by activating an airlock (see further: Robot action). This Robot bonus does not replace the action of your combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greenhouses x2 Bonus:&#039;&#039;&#039; The first players to write down a number in a greenhouse can circle the x2 bonus of this greenhouse. The other players must immediately cross off the x2 bonus of this greenhouse on their sheet and will not be able to get it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you have to cross off a System Error box, the two first give you a compensation and allow you to immediately activate an airlock (see further: Robot action).&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; With this action, you can activate an airlock. For that purpose, draw a line on an airlock between two modules or between a module and a greenhouse. You can activate an airlock only if it is connected to a module or a greenhouse already connected. That way you will access new modules, greenhouses and starships so that you can number them.&lt;br /&gt;
&lt;br /&gt;
Do not forget that each starship is a zone that must be numbered in ascending order. The airlocks, activated or not, do not change the numbering constraint of these zones.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you have written down the number of your combination in a space with a water tank, then you can circle that water tank.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You can circle a plant in a greenhouse in the same starship in which you just have written down the number of your combination. You can circle a plant in a greenhouse even though it is not yet connected with an airlock.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, some plants are already circled.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action, you can circle a reactor at the end of the same starship in which you just have written down the number of your combination.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, some reactors are already circled.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in an accessible space with an X, in addition to the number of your combination. Moreover, you must immediately cross off the box with the lowest value available in the Planning scoring area, at the bottom of your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down, (-2, -1, 0, +1, or +2 ). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronaut symbols, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Greenhouses:&#039;&#039;&#039; Write down the score of each numbered greenhouse in the corresponding starship scoring space. A greenhouse earns you 2 points with 1 circled plant, 4 points with 2 circled plants, 7 points with 3 circled plants. If you have circled its x2 bonus, the value of the greenhouse is doubled. You do not earn any points for a greenhouse without a number or without any circled plant.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Modules:&#039;&#039;&#039; For each starship, write down the cumulative value of the modules that form it. For each starship, a fully numbered module earns you 2 points with 1 circled reactor, 4 points with 2 circled reactors, 7 points with 3 circled reactors. If you have circled its water tank, the value of the module is doubled. You do not earn any points for a module that is not fully numbered.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plannings:&#039;&#039;&#039; Subtract the lowest visible value in the planning scoring area.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number 3 greenhouses with their 3 circled plants.&lt;br /&gt;
&lt;br /&gt;
🟥 Number 7 modules completely.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all reactors of 3 starships.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the greenhouse of the highest starship with its 3 circled plants.&lt;br /&gt;
&lt;br /&gt;
🟥 Number 3 starships completely.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all water tanks of 3 starships.&lt;br /&gt;
&lt;br /&gt;
===Adventure #8: The Battle===&lt;br /&gt;
==== Setup ====&lt;br /&gt;
In this Adventure, you play on 2 sheets that you share with your 2 neighbors. Each player will have a unique insignia (star, square, triangle...) assigned to them.&lt;br /&gt;
&lt;br /&gt;
During the game, you will alternate playing on 2 sheets. On the first turn, each player plays on their left sheet. On the next turn, each player plays on their right sheet, and so on. Thus no player ever plays on the same sheet at the same time.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 1 &amp;amp; 2 - Performed as per the Standard Rules section above ====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number or Rather Draw an Insignia (Compulsory)====&lt;br /&gt;
In this Adventure, you will not write down numbers. Use the number of the combination you picked to draw your insignia on a planet allowing this number.&lt;br /&gt;
&lt;br /&gt;
For example: with a number 7, you can draw your insignia in a space of the blue 5-6-7 planet or the grey 7-8-9 planet.&lt;br /&gt;
&lt;br /&gt;
You must draw your insignia in the first available space of the planet starting with the space with a red outline. If the space in which you draw your insignia has a Bonus symbol, you can immediately use it in addition to the action of your combination (see further: Bonus symbols).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Control a planet:&#039;&#039;&#039; As soon as an insignia is drawn in the last space of a planet, the control of this planet is awarded to the player who has the most insignia on this planet. You must also take into account the insignia that have been drawn on the moon of the planet, using the Planning action (see further: Planning action). Then draw on the flag the insignia of the player who controls the planet.&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the control of the planet is shared and you must draw your insignia as well as the insignia of your opponent.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant and Water action:&#039;&#039;&#039; On the planet on which you have just drawn your insignia, cross off an available Plant symbol with the Plant action or an available Water action with the Water action. Then cross off the scoring box of the lowest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
If there is no available symbol corresponding to your action on the planet, then you cannot use the action.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; With this action, you can mine an asteroid field. For that purpose, draw your insignia on the first available asteroid. If there are one or several Bonus symbols on this asteroid, you must cross them off and immediately use them (see further: Bonus symbols). You must draw your insignia on the asteroids starting from your side of the sheet and then progressing towards your opponent.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; You can improve the value of the planets that you control. There are 3 types of planets: green, blue, and grey ones. In your scoring area, there is a column for each of the 3 types of planets. Cross off the scoring box with the lowest visible value in the column of your choice.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Planning:&#039;&#039;&#039; In addition to drawing your insignia on a planet with the number of your combination, with this action, you can draw your insignia on a moon of a planet of your choice. Then you must cross off the scoring box of the lowest visible value in your Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
Note that there are only 2 available spots on each moon and that both can be occupied by the same player. You cannot draw your insignia on a moon of a planet that is already complete, and whose control has been awarded.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you draw your insignia (-2, -1, 0, +1, +2). Moreover, circle 1 Astronaut symbol in your scoring area. On a next turn on the same sheet, in addition to the action of your combination you can use this circled astronaut symbol as a bonus to modify the value of the number of your combination. When this Astronaut symbol is used, cross it off. The use of this Astronaut symbol allows you to modify the number, but not circle a new Astronaut symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Bonus symbols:&#039;&#039;&#039; With a Water or Plant symbol, simply cross off the lowest scoring box in your corresponding scoring area. With a Robot symbol, draw your insignia on an asteroid and immediately use the Bonus symbols of this asteroid. With an Energy symbol, cross off a scoring box to improve the value of a type of planet. With a Planning symbol, draw your insignia on a moon but without crossing off a scoring box in your scoring area.&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The game ends at the end of the turn, if you have accomplished the 3 missions, or if you have crossed off the 2 System Error boxes on one of your sheets, or if all the spaces of the planets are filled in on one of your sheets.&lt;br /&gt;
&lt;br /&gt;
You must tally up the scores of both sheets to get your final score. in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plants and water:&#039;&#039;&#039; Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planets:&#039;&#039;&#039; Award the control of the remaining incomplete planets. Then write down the number of planets of each type that you control and multiply these numbers by the corresponding lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plannings:&#039;&#039;&#039; Subtract the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Control 4 planets on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Control 1 planet of each type on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, draw your insignia on 7 asteroids on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Cross off 6 scoring boxes for the plants and 4 scoring boxes for the water on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Improve the value twice for each type of planet on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the Planning actions, draw your insignia on 4 different moons on the same sheet.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=31521</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=31521"/>
		<updated>2026-09-22T17:04:14Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Additional Rules Clarifications and Updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Updates Required for this &amp;quot;How to Play&amp;quot;:&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;Standardize the use of bulleted lists (style/colour).&lt;br /&gt;
&lt;br /&gt;
Complete some sections for the later Adventures&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to ... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story.&lt;br /&gt;
== Features ==&lt;br /&gt;
&#039;&#039;&#039;Toggle safe/help mode&#039;&#039;&#039; - this toggle displays ? help in areas of the game board where tooltip information is available.  It also safely disables gameplay click actions in these areas to avoid unwanted gameplay while using help.  Reset the toggle to continue normal gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;View Player/Opponent Game Play Area&#039;&#039;&#039; - To cycle through the Player/Opponent game play areas 1) click the arrows beside the Player Name OR 2) click on an Opponents scoring tableau.&lt;br /&gt;
== Standard Rules ==&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next.&lt;br /&gt;
&lt;br /&gt;
On BGA, all 8 Adventures are now available: (1) The Launch, (2) The Journey, (3) The Colony, (4) The Mine, (5) The Dome, (6) The Virus, (7) The Escape and (8) The Battle.&lt;br /&gt;
&lt;br /&gt;
Starship cards are numbered from 1 to 15.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Card Distribution&lt;br /&gt;
!Number&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
|-&lt;br /&gt;
|Cards in Deck&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
=== Game Turn ===&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1 - Flip 3 Starship Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;2 - Pick a Number/Action Combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;3 - Write Down a Number (Compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone.&lt;br /&gt;
* Adventure 1: numbers must ascend from left to right, in each floor level.&lt;br /&gt;
* Adventure 2: numbers must ascend from the lower end of the string of spaces to the higher end.&lt;br /&gt;
* Adventure 3: numbers must ascend in rows from left to right, &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; in columns from bottom to top.&lt;br /&gt;
* Adventure 4: numbers must ascend in rows from left to right in each of the three underground mine levels.&lt;br /&gt;
* Adventure 5: numbers must ascend in columns from bottom to top, being filled starting from the middle transition ground level, sequentially outward, up and down.&lt;br /&gt;
* Adventure 6: numbers must ascend in rows from left to right in each of the five laboratory levels.&lt;br /&gt;
* Adventure 7: numbers must ascend in rows from left to right in each of the five space ships.&lt;br /&gt;
* Adventure 8: numbers must ascend in circular rows around each planet.&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).&lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;4 - Use the Action (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination.&lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played.  Using an Action is always optional.&lt;br /&gt;
&lt;br /&gt;
NOTE:  Actions are NOT used in Adventure #1.&lt;br /&gt;
* &#039;&#039;&#039;The Robot action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Water and Plant actions:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Energy action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Astronaut action:&#039;&#039;&#039; Allows you to add or subtract 0, 1, or 2 from the number before placing&lt;br /&gt;
* &#039;&#039;&#039;The Planning action:&#039;&#039;&#039; Allows you to fill in an additional space by placing an X, which is then counted as a numbered space&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;5 - Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;&#039;6 - Accomplish a Mission (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player(s) to accomplish the mission in the same turn, gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on.&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The Adventure ends immediately at the end of a turn, once one of the players has reached at least one of the following conditions:&lt;br /&gt;
* Accomplished all three missions A, B and C  -or-&lt;br /&gt;
* Crossed off all the System Error boxes     -or-&lt;br /&gt;
&lt;br /&gt;
* Filled in all spaces of the marking area on their sheet, with numbers or X.&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner.&lt;br /&gt;
== Adventures ==&lt;br /&gt;
=== Adventure #1: The Launch ===&lt;br /&gt;
==== &#039;&#039;&#039;Phases&#039;&#039;&#039; 3 &amp;amp; 4 - Write Down a Number Using the Action (Compulsory) ====&lt;br /&gt;
There are 9 floors in the rocket. Each floor is an independent zone that must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In this Adventure, you won’t perform any action. That means that none of the 6 actions has any effect. Each floor is tied to one of the action symbols (Astronaut, Water, Robot...). The actions only serve to show you where you can write down the number of the combination. So, each turn, you must write down a number on the floor tied to the action associated with that number.&lt;br /&gt;
&lt;br /&gt;
The first floor, at the bottom of the rocket, is a Wild action floor, where any number can be placed, whatever the action of the combination, as long as the ascending order is respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; With a combination “6/Astronaut”, you can write down the 6 on one of the two floors with astronauts or on the Wild action floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you cannot write down any number during a turn, circle one of the System Error box (in no particular order) instead of playing.&lt;br /&gt;
&lt;br /&gt;
Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket.&lt;br /&gt;
==== The Quarter Effects ====&lt;br /&gt;
Each floor of the rocket has one or more quarters separated with partition walls. As soon as you complete a quarter of a floor, having written down a number in each space of this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.&lt;br /&gt;
* &#039;&#039;&#039;Building effect:&#039;&#039;&#039; You can write an X in an empty space of your choice, which allows you to complete quarters faster.&lt;br /&gt;
* &#039;&#039;&#039;Rocket Activation effect:&#039;&#039;&#039; There are Active and Inactive Rockets (see the symbols opposite). With the Activation effect, fill in the arrow of an Inactive Rocket in order to activate it, in any quarter that is not fully numbered.&lt;br /&gt;
* &#039;&#039;&#039;Active Rocket effect:&#039;&#039;&#039; Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Then, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets to cross off, cross off the rockets next to the final scoring space.&lt;br /&gt;
* &#039;&#039;&#039;Sabotage effect:&#039;&#039;&#039; During phase 5, announce a Sabotage. Your opponents must circle a System Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once.&lt;br /&gt;
If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Errors circled with the Active Rocket effects.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents: Trigger Sabotages ====&lt;br /&gt;
The Sabotage effects are announced and triggered at this moment of the turn.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
In this Adventure, an accomplished mission does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet.&lt;br /&gt;
==== End Of Game ====&lt;br /&gt;
The Adventure can end either with one of the 3 end conditions from the standard rules, OR as soon as a player&#039;s rocket is launched.&lt;br /&gt;
&lt;br /&gt;
To launch your rocket and win the game, at the end of the turn, you must have crossed off all the rockets below the 150 scoring box, as well as all the System Error boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie ![tie icon] if several players launched a rocket during the same turn, the winner is the player who has crossed off the most of these rockets.&lt;br /&gt;
&lt;br /&gt;
In case of a standard rules end condition, scores are tallied, and whoever has the highest rocket score is the winner: Your score is equal to the lowest rocket score still visible, from which you must subtract 5 points for each circled System Error box that hasn’t been crossed off.&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
* Number the 3 Astronaut &amp;amp; Water floors completely.&lt;br /&gt;
* Number the 3 Robot &amp;amp; Planning floors completely.&lt;br /&gt;
* Number the Energy floor completely.&lt;br /&gt;
* Number the Plant and Wild floors completely.&lt;br /&gt;
* Write down 10 X with the Building effects.&lt;br /&gt;
* Have 5 System Error boxes circled and not crossed off.&lt;br /&gt;
=== Adventure #2: The Journey ===&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
At the beginning of the game, the trajectory to the Moon is one long zone that you must number in ascending order from the Earth to the Moon. This trajectory is way too long to be numbered completely. As the game progresses, with the Energy action (see later on), you can split the trajectory into several smaller zones that you can number independently from each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; For each of the first two System Error boxes that you cross off, you get one Energy in compensation: immediately circle an Energy symbol at the top of your sheet. If you have 2 circled Energies, you must immediately use them (see Energy action).&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 4  - Use the Action (Optional) ====&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Energy&#039;&#039;&#039; &#039;&#039;&#039;action:&#039;&#039;&#039; The energy allows you to turn on the engines of your rocket, in order to create a boost to correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet. At the beginning of the game, you start with one energy already circled. Each time you have 2 circled energies, you must &#039;&#039;&#039;immediately&#039;&#039;&#039; cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Water&#039;&#039;&#039; &#039;&#039;&#039;action:&#039;&#039;&#039; If you have written down the number of your combination in a space with a water tank, then, with the Water action, you can circle that water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Robot action:&#039;&#039;&#039; You must program the robots to retrieve the plants from the space stations. The stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station.The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier. The other players must then cross off this multiplier and will be able to get only the lowest multiplier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Plant action:&#039;&#039;&#039;  You must organize the growing of the plants in microgravity in the space stations. These stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. &#039;&#039;&#039;Note that you can circle the Plants of a station even though you have not circled all the robots for this station.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (−2, −1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol. &#039;&#039;&#039;Note&#039;&#039;&#039; that you cannot cross off a Planning symbol without writing down an X in an empty space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions &#039;&#039;&#039;instead&#039;&#039;&#039; of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the Adventure, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Plants:&#039;&#039;&#039;  For each space station, multiply the # of circled plants by the multiplier bonus you circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Water tanks:&#039;&#039;&#039;  Add up the values of each circled water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Longest complete zone:&#039;&#039;&#039;  Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 The most zones complete:&#039;&#039;&#039;  Those who filled in the most zones on their course earn 20 points, the second one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle a multiplier bonus for 3 different space stations with the robots.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory&#039;&#039;&#039; &#039;&#039;&#039;2 zones of 6 numbered spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory 3 zones of numbered spaces: 1 zone of 6 spaces, 1 zone of 4 spaces and 1 zone of 2 spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 6 water tanks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 4 consecutive water tanks on your trajectory.&#039;&#039;&#039;&lt;br /&gt;
=== Adventure #3: The Colony ===&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
In this Adventure, each building is a space to be numbered.&lt;br /&gt;
&lt;br /&gt;
Each row and each column of buildings forms a zone that you must number in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each horizontal row of buildings must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each vertical column of buildings must be numbered in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column.&lt;br /&gt;
&lt;br /&gt;
The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered.&lt;br /&gt;
&lt;br /&gt;
Moreover the two buildings marked with an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.&lt;br /&gt;
==== The Quarters ====&lt;br /&gt;
The colony buildings are divided up into four quarters.&lt;br /&gt;
&lt;br /&gt;
The first players to write a number in all the buildings of one quarter, in the same turn, circle the highest bonus of 15 points.&lt;br /&gt;
&lt;br /&gt;
The other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional) ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number of your combination in a building with a water tank, then with the Water action, you can circle that water tank.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse in the same quarter where you have just written down the number of your combination.  You must circle the greenhouses of a quarter from top to bottom. Each greenhouse will earn you 1 plant for the end of the game. The fourth greenhouse, which is larger, will earn you 2 plants.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; In order to dispatch the scientists and the equipment, you must create a network of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket. With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered &#039;&#039;&#039;AND&#039;&#039;&#039; connected to your tunnel network, circle its antenna.  If you connect the observatory on the top right corner, immediately circle its 3 antennas.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Using the energy, you can improve the greenhouses, the water tanks or the network of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas. You must first cross off the box with the lowest value, then the others from top to bottom.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area of your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet. The Planning action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
🌱 &#039;&#039;&#039;Plants, Water Tanks, and Parabolic Antennas:&#039;&#039;&#039; Tally the Plant symbols in your circled greenhouses, the circled Water tanks and the circled antennas.  Write down these numbers in their corresponding scoring areas. For each of these three fields, multiply that number with the highest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🏘️ &#039;&#039;&#039;Complete quarters:&#039;&#039;&#039; Write down and add up the bonuses that you have earned for your completed quarters.&lt;br /&gt;
&lt;br /&gt;
👨‍🚀 &#039;&#039;&#039;Astronauts:&#039;&#039;&#039; The players who have crossed off the most astronauts earn 20 points, the second ones 10 points, and the third ones 5 points.  You do not earn any points if you have not crossed off any astronaut.&lt;br /&gt;
&lt;br /&gt;
🧠 &#039;&#039;&#039;Planning:&#039;&#039;&#039; Subtract the lowest value still visible in the Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 vertical columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 horizontal rows.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the parabolic antennas in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle enough greenhouses in order to have 10 plants.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the water tanks in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
===Adventure #4: The Mine===&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory)====&lt;br /&gt;
The mine at the bottom of your sheet has 3 underground levels.&lt;br /&gt;
&lt;br /&gt;
Each horizontal level is an independent zone made up of cavities: spaces you must number in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In the mine, there are 2 types of minerals, &amp;quot;pearls&amp;quot; and &amp;quot;rubies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When you write down a number in a space with a mineral, immediately circle it.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using the Plant or Water actions, you can also circle the plants and waters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extracting resources:&#039;&#039;&#039; You will supply your factories with circled resources when you complete columns of spaces. (in step 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factories:&#039;&#039;&#039; The six columns above the ground are the main factories and control centers. The five small boxes at the top are the secondary factories.&lt;br /&gt;
&lt;br /&gt;
The 4 main factories on the left process plants, water, pearls, and rubies, which you circle from top to bottom.&lt;br /&gt;
&lt;br /&gt;
The 2 control centers on the right use astronauts and planning the same way.&lt;br /&gt;
&lt;br /&gt;
You can increase the points earned by the main factories by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
If you are the first player to circle a resource next to the star-shaped filling bonus, claim that bonus by circling it. All other players cross off that bonus.&lt;br /&gt;
&lt;br /&gt;
The 5 secondary factories along the top give you bonuses in your main factories. You can activate these by crossing off energy and robots.&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number in a cavity next to a Water, you can circle the water.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; If you write down the number in a cavity next to a Plant, you can circle the plant.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the astronaut control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, cross off 1 Planning symbol in the planning control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot and Energy actions:&#039;&#039;&#039; Cross off a robot or energy symbol in any factory or control center.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Upgrading a factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a main factory, cross off the top scoring box in that factory. At the end of the game, the bottom scoring box will apply.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Activating a Secondary Factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a secondary factory, cross off the bonuses and circle or cross off the corresponding symbols in the factories.&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents: Extracting the Resources====&lt;br /&gt;
If you have numbered 3 spaces of a column, then you must extract the resources of this column.&lt;br /&gt;
&lt;br /&gt;
Cross off the circled resources in this column, then for each crossed off resource, circle the resource in the appropriate main factory.&lt;br /&gt;
&lt;br /&gt;
Then circle the extraction pump just above the column.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission ====&lt;br /&gt;
(edit)&lt;br /&gt;
====End of Game====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Resource Factories:&#039;&#039;&#039; In each main resource factory, write down the total number of circled resources. Multiply that number by the active value of the factory (the top value if you have not upgraded it, the bottom value if you have completed the upgrade). Add the filling bonus if you obtained it.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Astronaut Control Center:&#039;&#039;&#039; If you did not upgrade the factory, the astronauts do not score. If you upgraded this area, you gain 3 points for each crossed off astronaut symbol&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Planning Control Center:&#039;&#039;&#039; If you did not upgrade the factory, you &#039;&#039;&#039;lose&#039;&#039;&#039; 3 points for each crossed off planning symbol. If you upgraded this area, you do not lose any points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 5 extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 4 adjacent extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Activate the 5 secondary factories located on the top of your sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Upgrade or activate a total of 6 factories, either main or secondary&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 8 plants in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 5 waters in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
===Adventure #5: The Dome===&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory)====&lt;br /&gt;
Each skyscraper is an independent zone made up of different levels: spaces that you must in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
The first number that you write down in each skyscraper has to be placed in of the 2 starting levels:&lt;br /&gt;
&lt;br /&gt;
- the first level above the lunar surface&lt;br /&gt;
&lt;br /&gt;
- or the first level below the surface&lt;br /&gt;
&lt;br /&gt;
Afterwards you have to place a number in a level adjacent to an already numbered space, directly above or below it.&lt;br /&gt;
&lt;br /&gt;
The first players to reach highest or lowest level of a skyscraper can circle the highest bonus of this level.&lt;br /&gt;
&lt;br /&gt;
The other players must immediately cross off this highest bonus on their sheet and can now only earn the lowest bonus for this level.&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water and Plant action:&#039;&#039;&#039; Both actions work in the same way. Some skyscraper levels are connected to the same levels of the Water &amp;amp; Plant research tower. With a Water or Plant action you circle a Water or Plant symbol in the level of the tower connected to the skyscraper level where you have just written the number of your combination.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area at the bottom of your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; This action allows you to build a section of the dome. To do that, draw one section of the dome according to the following rules:&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 You can build only one of the 2 sections at the surface level or one section adjacent to an already built section.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 Moreover; each section has a requirement. A section with 1 circle at each end is an odd section type. A section with 2 circles at each end is an even section type. If the number of your combination that you have just written down is even, you can only build an even section type. Likewise with an odd number, you can only build an odd section type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; with an &amp;quot;8 / Robot&amp;quot; combination, you can build the even section type that is located at the base of the dome on the right side, or the first half of the even section on the left side, that has been cut up in half because of a Planning action.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The planning action speeds up the construction of the skyscrapers, but slows down the construction of the dome. The Planning action allows you to fill in a level with an X in addition to the number of your combination: either one of the two starting levels of a skyscraper; or a level adjacent to an already numbered level.&lt;br /&gt;
&lt;br /&gt;
In addition to that, with a line, you must, cut in half one unbuilt section of the dome of your choice. This way, you end up with 2 sections to build instead of one. Both new sections keep the odd/even type of the original section. One section can only be cut up in half once. If there is no more unbuilt section to cut up in half, then you can use the Planning action without having to be subjected to this penalty.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action you can upgrade one of these 4 fields, the result of your &#039;&#039;&#039;accomplished missions&#039;&#039;&#039;, the &#039;&#039;&#039;plant &amp;amp; water&#039;&#039;&#039; research tower, the efficiency of your &#039;&#039;&#039;astronauts&#039;&#039;&#039;, and of your &#039;&#039;&#039;dome&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For that purpose, cross off one scoring box in your scoring area of your choice at the bottom of your sheet. You must&lt;br /&gt;
&lt;br /&gt;
cross off the boxes from top to bottom. The field of the plant &amp;amp; water tower has a triple scoring area. With one Energy action you can cross off 3 boxes at the same level. For example the 3 “2/5/9” boxes. The missions and the astronauts follow the same logic with a double scoring area: cross off 2 boxes at the same level.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
In this Adventure, the missions earn you points that you can upgrade with the Energy action. The first players to accomplish a mission circle the ☆ symbol on the corresponding scoring space, either A, B or C. The other players can then only circle the 8 pointed star symbol.&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Missions&#039;&#039;&#039;: For each accomplished mission, depending on whether you have circled the ☆ or 8 pointed star symbol, write down the lowest visible value of the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and Waters:&#039;&#039;&#039; In the plant &amp;amp; water research tower, you will have levels with 1, 2 or 3 circled symbols (Plant or Water). In the 1st scoring column, write down the number of levels with only one circled symbol. In the 2nd scoring column, write down the number of levels with two circled symbols. In the 3rd scoring column, write down the number of levels with three circled symbols. In each column, multiply the number of levels you just wrote with the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Skyscrapers:&#039;&#039;&#039; Write down and add up the bonuses earned with the highest and lowest levels of the skyscrapers.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Astronauts:&#039;&#039;&#039; Those who have crossed off the most astronauts earn the lowest visible value in the 1st scoring column, the others earn the lowest value of the 2nd scoring column. You do not earn or lose any points if you have not crossed off at least one Astronaut.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Dome:&#039;&#039;&#039; You lose points if your dome is not finished. Write down the number of unbuilt sections of the dome and multiply this number with the highest visible value. Subtract those points to your score.&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number all the levels of one skyscraper.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the last level at the top of 2 skyscrapers&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle at least 2 symbols (2 plants or 1 plant + 1 water) in 3 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle all 3 symbols (the 2 plants + the water) in 2 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 Build all sections of the dome.&lt;br /&gt;
&lt;br /&gt;
🟥 Write down an X in 4 levels with Planning actions.&lt;br /&gt;
&lt;br /&gt;
===Adventure #6: The Virus===&lt;br /&gt;
==== Setup ====&lt;br /&gt;
Before starting the game, select a quarter with an empty virus target . Draw a virus in this target and circle it to signal that this virus is active.&lt;br /&gt;
&lt;br /&gt;
Each player can choose a different quarter for that virus. This is the “grey virus” and it immediately spreads.&lt;br /&gt;
&lt;br /&gt;
A housing space of that quarter is infected: cross off one housing space of your choice in that quarter .&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory)====&lt;br /&gt;
You are in charge of a housing unit composed of 5 floors.&lt;br /&gt;
&lt;br /&gt;
Each floor is an independent zone with housing spaces that you must number in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each floor is divided in 2 or 3 quarters of 5 housing spaces and these quarters are connected to one another by walkways.&lt;br /&gt;
&lt;br /&gt;
Some housing spaces will be infected/crossed off during the game, they will not matter for the ascending order of your numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error -&#039;&#039;&#039;  When you cross off the 2nd and 3rd System Error box, you trigger a propagation of all active viruses, only on your sheet, during Phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses)&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Circle one energy in the quarter where you have written down the number of your combination. Note that at the start of the game, there is already one circled energy in each quarter.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Robot:&#039;&#039;&#039;  With this action, you can quarantine quarters to slow down the propagation of the viruses. Close one walkway of your choice, wherever on your sheet, with a line that will close the walkway. This way, the quarters that were connected with this walkway are no longer connected. This will prevent the propagation of the viruses from one quarter to another. Closing a walkway that connects two quarters of the same floor does not divide the zone and you must still number the whole floor in ascending order.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant &amp;amp; Water action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; Circle a plant in the quarter where you have written down the number of your number/plant combination. Then cross off a Plant symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; Circle the water tank if you have written down the number of your number/water combination in a housing space with a water tank. Then cross off a  Water symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
In the scoring area, you must cross off the Plant and Water symbols from left to right, and from top to bottom starting from the top line.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off the last symbol of a line of the scoring area, cross off the scoring box at the end of this line, as well as the Robot or Energy symbol that you must immediately use. With the Robot, close a walkway. With the Energy, circle one energy in any quarter of your choice, except in a complete quarter, in other words, a quarter with all its housing spaces numbered or crossed off.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off a symbol (Plant or Water) with a virus activation symbol, everyone must immediately activate it on their sheet by circling the corresponding virus target. Everyone must also cross off the same activation symbol on their sheet, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for every player during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses).&lt;br /&gt;
&lt;br /&gt;
Whenever you circle a symbol (Plant or Water) with a Propagation symbol , everyone must cross off this symbol on their sheet, because it can only be activated once. A propagation of all active viruses must be triggered only for your opponents during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses). If several players activate the same Propagation symbol during the same turn, then this propagation does not impact those who have activated it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol at the top of your sheet. Whenever you have 2 crossed off astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a housing space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol at the top of your sheet. Whenever you have 2 crossed off planning, circle a Wild Action symbol. Note that you cannot circle a Planning symbol without writing down an X in a housing space.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 5 - Incidents: Propagation of the Active Viruses and Evacuation of the Quarters ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Number and type of Propagation:&#039;&#039;&#039; First of all, you must determine the number and type of propagation of the active viruses that you must trigger.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;The infections:&#039;&#039;&#039;  For each virus that has been activated during the turn, every player must trigger a propagation of all active viruses. Therefore if 2 viruses have been activated during this turn, you must trigger a 1st propagation for all active viruses, then carry on with a 2nd propagation.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water &amp;amp; Plant Propagation:&#039;&#039;&#039; If a Propagation symbol has been triggered with a Plant or Water action, a propagation is triggered for all the players but those who have triggered it.&lt;br /&gt;
&lt;br /&gt;
🔹🔹  &#039;&#039;&#039;System Error Propagation:&#039;&#039;&#039;  If you have crossed off the 2nd or 3rd System Error box, you must trigger a propagation only on your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Trigger one propagation:&#039;&#039;&#039;  On your sheet, each active virus spreads, one by one, in the following order: from left to right, starting with the top floor, then going down floor by floor. A virus spreads by infecting a housing space in the quarter where it is active. Cross off one empty housing space of your choice in this quarter.&lt;br /&gt;
&lt;br /&gt;
If the quarter is complete, with all its housing spaces numbered or crossed off, then the virus spreads to all the neighboring quarters directly connected to that quarter by a walkway. You must then cross off one housing space of your choice in each of these quarters. However the virus does not spread in a neighboring quarter if the walkway is closed. Likewise, the virus does not spread into a complete neighboring quarter and does not spread further on.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Evacuation of the complete quarters:&#039;&#039;&#039; A quarter is complete when all its housing spaces are numbered or infected/crossed off. Then you must immediately score the points of this quarter. For that, multiply the number of numbered housing spaces by the number of circled energies in this quarter.&lt;br /&gt;
&lt;br /&gt;
Write down this score in the corresponding space in the scoring area at the bottom of your sheet 18. You do not earn any points with the infected/crossed off housing spaces. Finally, circle this evacuated quarter. A quarter can only be evacuated and scored once.&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
Whenever a mission is accomplished for the first time in the game, each player must activate the virus (red, purple or yellow) shown on the mission, by circling on their sheet the corresponding virus targets. Each player must also cross off the activation symbol of this virus in the scoring mission area, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for everyone. For that purpose, carry out the previous phase 5 again&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The 3 end game conditions from the standard rules apply. Note that the game will end if all your housing spaces are filled with a number or an X or crossed off due to an infection.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and water:&#039;&#039;&#039;: Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Evacuated quarters:&#039;&#039;&#039; Evacuate all the remaining incomplete quarters and score their points on your sheet (multiply the number of numbered housing spaces by the number of circled energies). Then add up the points of all your quarters.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Infected housing spaces:&#039;&#039;&#039; You lose 1 point for each infected/crossed off housing space.&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Evacuate 2 quarters. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Evacuate all the quarters of one floor. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine 3 quarters by closing all the walkways giving access to them. Each quarter must be independently quarantined from one another.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine the quarter with the green virus and the quarter with the blue virus, by closing all the walkways giving access to them.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the energies on 2 floors.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the plants and all the water tanks on 2 floors.&lt;br /&gt;
===Adventure #7: The Escape===&lt;br /&gt;
==== &#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
The starships are stacked horizontally, and each starship is an independent zone that must be numbered in ascending order from left to right. Each starship has 2 or 3 modules with several spaces each, as well as one greenhouse for the plants.&lt;br /&gt;
&lt;br /&gt;
The modules, the greenhouses and the starships are connected to each other by airlocks. The problem is that these airlocks are not activated. You can only number a module or a greenhouse after having activated an airlock that gives access to it.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, you can only access the two modules of the lowest starship. You can write down numbers only in the spaces of these two modules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robot Bonus:&#039;&#039;&#039; When you write down a number in a space with a Robot symbol, you get a Robot bonus that you must immediately use by activating an airlock (see further: Robot action). This Robot bonus does not replace the action of your combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greenhouses x2 Bonus:&#039;&#039;&#039; The first players to write down a number in a greenhouse can circle the x2 bonus of this greenhouse. The other players must immediately cross off the x2 bonus of this greenhouse on their sheet and will not be able to get it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you have to cross off a System Error box, the two first give you a compensation and allow you to immediately activate an airlock (see further: Robot action).&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; With this action, you can activate an airlock. For that purpose, draw a line on an airlock between two modules or between a module and a greenhouse. You can activate an airlock only if it is connected to a module or a greenhouse already connected. That way you will access new modules, greenhouses and starships so that you can number them.&lt;br /&gt;
&lt;br /&gt;
Do not forget that each starship is a zone that must be numbered in ascending order. The airlocks, activated or not, do not change the numbering constraint of these zones.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you have written down the number of your combination in a space with a water tank, then you can circle that water tank.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You can circle a plant in a greenhouse in the same starship in which you just have written down the number of your combination. You can circle a plant in a greenhouse even though it is not yet connected with an airlock.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, some plants are already circled.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action, you can circle a reactor at the end of the same starship in which you just have written down the number of your combination.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, some reactors are already circled.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in an accessible space with an X, in addition to the number of your combination. Moreover, you must immediately cross off the box with the lowest value available in the Planning scoring area, at the bottom of your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down, (-2, -1, 0, +1, or +2 ). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronaut symbols, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Greenhouses:&#039;&#039;&#039; Write down the score of each numbered greenhouse in the corresponding starship scoring space. A greenhouse earns you 2 points with 1 circled plant, 4 points with 2 circled plants, 7 points with 3 circled plants. If you have circled its x2 bonus, the value of the greenhouse is doubled. You do not earn any points for a greenhouse without a number or without any circled plant.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Modules:&#039;&#039;&#039; For each starship, write down the cumulative value of the modules that form it. For each starship, a fully numbered module earns you 2 points with 1 circled reactor, 4 points with 2 circled reactors, 7 points with 3 circled reactors. If you have circled its water tank, the value of the module is doubled. You do not earn any points for a module that is not fully numbered.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plannings:&#039;&#039;&#039; Subtract the lowest visible value in the planning scoring area.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number 3 greenhouses with their 3 circled plants.&lt;br /&gt;
&lt;br /&gt;
🟥 Number 7 modules completely.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all reactors of 3 starships.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the greenhouse of the highest starship with its 3 circled plants.&lt;br /&gt;
&lt;br /&gt;
🟥 Number 3 starships completely.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all water tanks of 3 starships.&lt;br /&gt;
&lt;br /&gt;
===Adventure #8: The Battle===&lt;br /&gt;
==== Setup ====&lt;br /&gt;
In this Adventure, you play on 2 sheets that you share with your 2 neighbors. Each player will have a unique insignia (star, square, triangle...) assigned to them.&lt;br /&gt;
&lt;br /&gt;
During the game, you will alternate playing on 2 sheets. On the first turn, each player plays on their left sheet. On the next turn, each player plays on their right sheet, and so on. Thus no player ever plays on the same sheet at the same time.&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 3 - Write Down a Number or Rather Draw an Insignia (Compulsory)====&lt;br /&gt;
In this Adventure, you will not write down numbers. Use the number of the combination you picked to draw your insignia on a planet allowing this number.&lt;br /&gt;
&lt;br /&gt;
For example: with a number 7, you can draw your insignia in a space of the blue 5-6-7 planet or the grey 7-8-9 planet.&lt;br /&gt;
&lt;br /&gt;
You must draw your insignia in the first available space of the planet starting with the space with a red outline. If the space in which you draw your insignia has a Bonus symbol, you can immediately use it in addition to the action of your combination (see further: Bonus symbols).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Control a planet:&#039;&#039;&#039; As soon as an insignia is drawn in the last space of a planet, the control of this planet is awarded to the player who has the most insignia on this planet. You must also take into account the insignia that have been drawn on the moon of the planet, using the Planning action (see further: Planning action). Then draw on the flag the insignia of the player who controls the planet.&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the control of the planet is shared and you must draw your insignia as well as the insignia of your opponent.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Phase&#039;&#039;&#039; 4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant and Water action:&#039;&#039;&#039; On the planet on which you have just drawn your insignia, cross off an available Plant symbol with the Plant action or an available Water action with the Water action. Then cross off the scoring box of the lowest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
If there is no available symbol corresponding to your action on the planet, then you cannot use the action.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; With this action, you can mine an asteroid field. For that purpose, draw your insignia on the first available asteroid. If there are one or several Bonus symbols on this asteroid, you must cross them off and immediately use them (see further: Bonus symbols). You must draw your insignia on the asteroids starting from your side of the sheet and then progressing towards your opponent.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; You can improve the value of the planets that you control. There are 3 types of planets: green, blue, and grey ones. In your scoring area, there is a column for each of the 3 types of planets. Cross off the scoring box with the lowest visible value in the column of your choice.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Planning:&#039;&#039;&#039; In addition to drawing your insignia on a planet with the number of your combination, with this action, you can draw your insignia on a moon of a planet of your choice. Then you must cross off the scoring box of the lowest visible value in your Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
Note that there are only 2 available spots on each moon and that both can be occupied by the same player. You cannot draw your insignia on a moon of a planet that is already complete, and whose control has been awarded.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you draw your insignia (-2, -1, 0, +1, +2). Moreover, circle 1 Astronaut symbol in your scoring area. On a next turn on the same sheet, in addition to the action of your combination you can use this circled astronaut symbol as a bonus to modify the value of the number of your combination. When this Astronaut symbol is used, cross it off. The use of this Astronaut symbol allows you to modify the number, but not circle a new Astronaut symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Bonus symbols:&#039;&#039;&#039; With a Water or Plant symbol, simply cross off the lowest scoring box in your corresponding scoring area. With a Robot symbol, draw your insignia on an asteroid and immediately use the Bonus symbols of this asteroid. With an Energy symbol, cross off a scoring box to improve the value of a type of planet. With a Planning symbol, draw your insignia on a moon but without crossing off a scoring box in your scoring area.&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The game ends at the end of the turn, if you have accomplished the 3 missions, or if you have crossed off the 2 System Error boxes on one of your sheets, or if all the spaces of the planets are filled in on one of your sheets.&lt;br /&gt;
&lt;br /&gt;
You must tally up the scores of both sheets to get your final score. in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plants and water:&#039;&#039;&#039; Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planets:&#039;&#039;&#039; Award the control of the remaining incomplete planets. Then write down the number of planets of each type that you control and multiply these numbers by the corresponding lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plannings:&#039;&#039;&#039; Subtract the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Control 4 planets on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Control 1 planet of each type on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, draw your insignia on 7 asteroids on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Cross off 6 scoring boxes for the plants and 4 scoring boxes for the water on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Improve the value twice for each type of planet on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the Planning actions, draw your insignia on 4 different moons on the same sheet.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpwelcometothemoon&amp;diff=27828</id>
		<title>Talk:Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpwelcometothemoon&amp;diff=27828"/>
		<updated>2025-12-22T18:38:34Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Remove - not an issue anymore) Why is the &amp;quot;Welcome To ... BGA Wiki&amp;quot; link provided as a reference right in the middle of this instruction page?  [[User:SquashEngineer|SquashEngineer]] ([[User talk:SquashEngineer|talk]]) 17:49, 19 March 2025 (CET)&lt;br /&gt;
&lt;br /&gt;
I am proposing each Adventure section follows the same format (for familiarity for the player) including paragraphs for Setup, 3. Number, 4. Action, 5. Incidents ... etc regardless of how much/little detail is needed for each Adventure. [[User:SquashEngineer|SquashEngineer]] ([[User talk:SquashEngineer|talk]]) 18:33, 12 December 2025 (CET)&lt;br /&gt;
&lt;br /&gt;
Can the paragraph numbering system from the Table of Contents be applied to each title in the document - for ease of reference/navigation by the user? (I&#039;m not sure how to set that up)  [[User:SquashEngineer|SquashEngineer]] ([[User talk:SquashEngineer|talk]]) 18:33, 12 December 2025 (CET)&lt;br /&gt;
&lt;br /&gt;
I have added placeholder formatted paragraphs for Adventures 7 &amp;amp; 8.  [[User:SquashEngineer|SquashEngineer]] ([[User talk:SquashEngineer|talk]]) 18:33, 12 December 2025 (CET)&lt;br /&gt;
&lt;br /&gt;
Is there a means to condense the Card Distribution table to take up less space?  Possibly full left justification? [[User:SquashEngineer|SquashEngineer]] ([[User talk:SquashEngineer|talk]]) 19:38, 22 December 2025 (CET)&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=27827</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=27827"/>
		<updated>2025-12-22T18:35:39Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Minor format update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required:&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;Standardize the use of bulleted lists (style/colour).&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to ... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story.&lt;br /&gt;
== Features ==&lt;br /&gt;
&#039;&#039;&#039;Toggle safe/help mode&#039;&#039;&#039; - this toggle displays ? help in areas of the game board where tooltip information is available.  It also safely disables gameplay click actions in these areas to avoid unwanted gameplay while using help.  Reset the toggle to continue normal gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;View Player/Opponent Game Play Area&#039;&#039;&#039; - To cycle through the Player/Opponent game play areas 1) click the arrows beside the Player Name OR 2) click on an Opponents scoring tableau.&lt;br /&gt;
== Standard Rules ==&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next.&lt;br /&gt;
&lt;br /&gt;
On BGA, all 8 Adventures are now available: (1) The Launch, (2) The Journey, (3) The Colony, (4) The Mine, (5) The Dome, (6) The Virus, (7) The Escape and (8) The Battle.&lt;br /&gt;
&lt;br /&gt;
Starship cards are numbered from 1 to 15.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Card Distribution&lt;br /&gt;
!Number&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
|-&lt;br /&gt;
|Cards in Deck&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
=== Game Turn ===&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 - Flip 3 Starship Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 - Pick a Number/Action Combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 - Write Down a Number (Compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone.&lt;br /&gt;
* Adventure 1: numbers must ascend from left to right&lt;br /&gt;
* Adventure 2:  numbers ascend from the lower end of the string of spaces to the higher end&lt;br /&gt;
* Adventure 3: numbers must ascend in rows from left right and in columns from bottom to top&lt;br /&gt;
* Adventure 4: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 5: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 6: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 7: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 8: numbers must ascend in rows from ...&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).&lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 - Use the Action (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination.&lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played.  Using an Action is always optional.&lt;br /&gt;
* &#039;&#039;&#039;The Robot action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Water and Plant actions:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Energy action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Astronaut action:&#039;&#039;&#039; Allows you to add or subtract 0, 1, or 2 from the number before placing&lt;br /&gt;
* &#039;&#039;&#039;The Planning action:&#039;&#039;&#039; Allows you to fill in an additional space by placing an X, which is then counted as a numbered space&lt;br /&gt;
&#039;&#039;&#039;5 - Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 - Accomplish a Mission (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player(s) to accomplish the mission in the same turn, gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on.&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The Adventure ends immediately at the end of a turn, once one of the players has reached at least one of the following conditions:&lt;br /&gt;
* Accomplished all three missions A, B and C  -or-&lt;br /&gt;
* Crossed off all the System Error boxes     -or-&lt;br /&gt;
&lt;br /&gt;
* Filled in all spaces of the marking area on their sheet, with numbers or X.&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner.&lt;br /&gt;
== Adventures ==&lt;br /&gt;
=== Adventure #1: The Launch ===&lt;br /&gt;
==== 3 &amp;amp; 4 - Write Down a Number Using the Action (Compulsory) ====&lt;br /&gt;
There are 9 floors in the rocket. Each floor is an independent zone that must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In this Adventure, you won’t perform any action. That means that none of the 6 actions has any effect. Each floor is tied to one of the action symbols (Astronaut, Water, Robot...). The actions only serve to show you where you can write down the number of the combination. So, each turn, you must write down a number on the floor tied to the action associated with that number.&lt;br /&gt;
&lt;br /&gt;
The first floor, at the bottom of the rocket, is a Wild action floor, where any number can be placed, whatever the action of the combination, as long as the ascending order is respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; With a combination “6/Astronaut”, you can write down the 6 on one of the two floors with astronauts or on the Wild action floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you cannot write down any number during a turn, circle one of the System Error box (in no particular order) instead of playing.&lt;br /&gt;
&lt;br /&gt;
Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket.&lt;br /&gt;
==== The Quarter Effects ====&lt;br /&gt;
Each floor of the rocket has one or more quarters separated with partition walls. As soon as you complete a quarter of a floor, having written down a number in each space of this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.&lt;br /&gt;
* &#039;&#039;&#039;Building effect:&#039;&#039;&#039; You can write an X in an empty space of your choice, which allows you to complete quarters faster.&lt;br /&gt;
* &#039;&#039;&#039;Rocket Activation effect:&#039;&#039;&#039; There are Active and Inactive Rockets (see the symbols opposite). With the Activation effect, fill in the arrow of an Inactive Rocket in order to activate it, in any quarter that is not fully numbered.&lt;br /&gt;
* &#039;&#039;&#039;Active Rocket effect:&#039;&#039;&#039; Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Then, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets to cross off, cross off the rockets next to the final scoring space.&lt;br /&gt;
* &#039;&#039;&#039;Sabotage effect:&#039;&#039;&#039; During phase 5, announce a Sabotage. Your opponents must circle a System Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once.&lt;br /&gt;
If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Errors circled with the Active Rocket effects.&lt;br /&gt;
==== 5 - Incidents: Trigger Sabotages ====&lt;br /&gt;
The Sabotage effects are announced and triggered at this moment of the turn.&lt;br /&gt;
==== 6 - Accomplish a Mission ====&lt;br /&gt;
In this Adventure, an accomplished mission does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet.&lt;br /&gt;
==== End Of Game ====&lt;br /&gt;
The Adventure can end either with one of the 3 end conditions from the standard rules, OR as soon as a player&#039;s rocket is launched.&lt;br /&gt;
&lt;br /&gt;
To launch your rocket and win the game, at the end of the turn, you must have crossed off all the rockets below the 150 scoring box, as well as all the System Error boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie ![tie icon] if several players launched a rocket during the same turn, the winner is the player who has crossed off the most of these rockets.&lt;br /&gt;
&lt;br /&gt;
In case of a standard rules end condition, scores are tallied, and whoever has the highest rocket score is the winner: Your score is equal to the lowest rocket score still visible, from which you must subtract 5 points for each circled System Error box that hasn’t been crossed off.&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
* Number the 3 Astronaut &amp;amp; Water floors completely.&lt;br /&gt;
* Number the 3 Robot &amp;amp; Planning floors completely.&lt;br /&gt;
* Number the Energy floor completely.&lt;br /&gt;
* Number the Plant and Wild floors completely.&lt;br /&gt;
* Write down 10 X with the Building effects.&lt;br /&gt;
* Have 5 System Error boxes circled and not crossed off.&lt;br /&gt;
=== Adventure #2: The Journey ===&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
At the beginning of the game, the trajectory to the Moon is one long zone that you must number in ascending order from the Earth to the Moon. This trajectory is way too long to be numbered completely. As the game progresses, with the Energy action (see later on), you can split the trajectory into several smaller zones that you can number independently from each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; For each of the first two System Error boxes that you cross off, you get one Energy in compensation: immediately circle an Energy symbol at the top of your sheet. If you have 2 circled Energies, you must immediately use them (see Energy action).&lt;br /&gt;
==== 4  - Use the Action (Optional) ====&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Energy&#039;&#039;&#039; &#039;&#039;&#039;action:&#039;&#039;&#039; The energy allows you to turn on the engines of your rocket, in order to create a boost to correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet. At the beginning of the game, you start with one energy already circled. Each time you have 2 circled energies, you must &#039;&#039;&#039;immediately&#039;&#039;&#039; cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Water&#039;&#039;&#039; &#039;&#039;&#039;action:&#039;&#039;&#039; If you have written down the number of your combination in a space with a water tank, then, with the Water action, you can circle that water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Robot action:&#039;&#039;&#039; You must program the robots to retrieve the plants from the space stations. The stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station.The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier. The other players must then cross off this multiplier and will be able to get only the lowest multiplier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Plant action:&#039;&#039;&#039;  You must organize the growing of the plants in microgravity in the space stations. These stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. &#039;&#039;&#039;Note that you can circle the Plants of a station even though you have not circled all the robots for this station.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (−2, −1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol. &#039;&#039;&#039;Note&#039;&#039;&#039; that you cannot cross off a Planning symbol without writing down an X in an empty space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions &#039;&#039;&#039;instead&#039;&#039;&#039; of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== 6 - Accomplish a Mission ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the Adventure, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Plants:&#039;&#039;&#039;  For each space station, multiply the # of circled plants by the multiplier bonus you circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Water tanks:&#039;&#039;&#039;  Add up the values of each circled water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Longest complete zone:&#039;&#039;&#039;  Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 The most zones complete:&#039;&#039;&#039;  Those who filled in the most zones on their course earn 20 points, the second one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle a multiplier bonus for 3 different space stations with the robots.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory&#039;&#039;&#039; &#039;&#039;&#039;2 zones of 6 numbered spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory 3 zones of numbered spaces: 1 zone of 6 spaces, 1 zone of 4 spaces and 1 zone of 2 spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 6 water tanks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 4 consecutive water tanks on your trajectory.&#039;&#039;&#039;&lt;br /&gt;
=== Adventure #3: The Colony ===&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
In this Adventure, each building is a space to be numbered.&lt;br /&gt;
&lt;br /&gt;
Each row and each column of buildings forms a zone that you must number in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each horizontal row of buildings must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each vertical column of buildings must be numbered in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column.&lt;br /&gt;
&lt;br /&gt;
The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered.&lt;br /&gt;
&lt;br /&gt;
Moreover the two buildings marked with an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.&lt;br /&gt;
==== The Quarters ====&lt;br /&gt;
The colony buildings are divided up into four quarters.&lt;br /&gt;
&lt;br /&gt;
The first players to write a number in all the buildings of one quarter, in the same turn, circle the highest bonus of 15 points.&lt;br /&gt;
&lt;br /&gt;
The other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.&lt;br /&gt;
==== 4 - Use the Action (Optional) ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number of your combination in a building with a water tank, then with the Water action, you can circle that water tank.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse in the same quarter where you have just written down the number of your combination.  You must circle the greenhouses of a quarter from top to bottom. Each greenhouse will earn you 1 plant for the end of the game. The fourth greenhouse, which is larger, will earn you 2 plants.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; In order to dispatch the scientists and the equipment, you must create a network of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket. With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered &#039;&#039;&#039;AND&#039;&#039;&#039; connected to your tunnel network, circle its antenna.  If you connect the observatory on the top right corner, immediately circle its 3 antennas.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Using the energy, you can improve the greenhouses, the water tanks or the network of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas. You must first cross off the box with the lowest value, then the others from top to bottom.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area of your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet. The Planning action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.&lt;br /&gt;
==== 5 - Incidents ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== 6 - Accomplish a Mission ====&lt;br /&gt;
(edit)&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
🌱 &#039;&#039;&#039;Plants, Water Tanks, and Parabolic Antennas:&#039;&#039;&#039; Tally the Plant symbols in your circled greenhouses, the circled Water tanks and the circled antennas.  Write down these numbers in their corresponding scoring areas. For each of these three fields, multiply that number with the highest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🏘️ &#039;&#039;&#039;Complete quarters:&#039;&#039;&#039; Write down and add up the bonuses that you have earned for your completed quarters.&lt;br /&gt;
&lt;br /&gt;
👨‍🚀 &#039;&#039;&#039;Astronauts:&#039;&#039;&#039; The players who have crossed off the most astronauts earn 20 points, the second ones 10 points, and the third ones 5 points.  You do not earn any points if you have not crossed off any astronaut.&lt;br /&gt;
&lt;br /&gt;
🧠 &#039;&#039;&#039;Planning:&#039;&#039;&#039; Subtract the lowest value still visible in the Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 vertical columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 horizontal rows.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the parabolic antennas in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle enough greenhouses in order to have 10 plants.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the water tanks in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
===Adventure #4: The Mine===&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
The mine at the bottom of your sheet has 3 underground levels.&lt;br /&gt;
&lt;br /&gt;
Each horizontal level is an independent zone made up of cavities: spaces you must number in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In the mine, there are 2 types of minerals, &amp;quot;pearls&amp;quot; and &amp;quot;rubies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When you write down a number in a space with a mineral, immediately circle it.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using the Plant or Water actions, you can also circle the plants and waters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extracting resources:&#039;&#039;&#039; You will supply your factories with circled resources when you complete columns of spaces. (in step 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factories:&#039;&#039;&#039; The six columns above the ground are the main factories and control centers. The five small boxes at the top are the secondary factories.&lt;br /&gt;
&lt;br /&gt;
The 4 main factories on the left process plants, water, pearls, and rubies, which you circle from top to bottom.&lt;br /&gt;
&lt;br /&gt;
The 2 control centers on the right use astronauts and planning the same way.&lt;br /&gt;
&lt;br /&gt;
You can increase the points earned by the main factories by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
If you are the first player to circle a resource next to the star-shaped filling bonus, claim that bonus by circling it. All other players cross off that bonus.&lt;br /&gt;
&lt;br /&gt;
The 5 secondary factories along the top give you bonuses in your main factories. You can activate these by crossing off energy and robots.&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number in a cavity next to a Water, you can circle the water.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; If you write down the number in a cavity next to a Plant, you can circle the plant.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the astronaut control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, cross off 1 Planning symbol in the planning control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot and Energy actions:&#039;&#039;&#039; Cross off a robot or energy symbol in any factory or control center.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Upgrading a factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a main factory, cross off the top scoring box in that factory. At the end of the game, the bottom scoring box will apply.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Activating a Secondary Factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a secondary factory, cross off the bonuses and circle or cross off the corresponding symbols in the factories.&lt;br /&gt;
====5 - Incidents: Extracting the Resources====&lt;br /&gt;
If you have numbered 3 spaces of a column, then you must extract the resources of this column.&lt;br /&gt;
&lt;br /&gt;
Cross off the circled resources in this column, then for each crossed off resource, circle the resource in the appropriate main factory.&lt;br /&gt;
&lt;br /&gt;
Then circle the extraction pump just above the column.&lt;br /&gt;
==== 6 - Accomplish a Mission ====&lt;br /&gt;
(edit)&lt;br /&gt;
====End of Game====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Resource Factories:&#039;&#039;&#039; In each main resource factory, write down the total number of circled resources. Multiply that number by the active value of the factory (the top value if you have not upgraded it, the bottom value if you have completed the upgrade). Add the filling bonus if you obtained it.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Astronaut Control Center:&#039;&#039;&#039; If you did not upgrade the factory, the astronauts do not score. If you upgraded this area, you gain 3 points for each crossed off astronaut symbol&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Planning Control Center:&#039;&#039;&#039; If you did not upgrade the factory, you &#039;&#039;&#039;lose&#039;&#039;&#039; 3 points for each crossed off planning symbol. If you upgraded this area, you do not lose any points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 5 extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 4 adjacent extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Activate the 5 secondary factories located on the top of your sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Upgrade or activate a total of 6 factories, either main or secondary&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 8 plants in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 5 waters in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
===Adventure #5: The Dome===&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
Each skyscraper is an independent zone made up of different levels: spaces that you must in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
The first number that you write down in each skyscraper has to be placed in of the 2 starting levels:&lt;br /&gt;
&lt;br /&gt;
- the first level above the lunar surface&lt;br /&gt;
&lt;br /&gt;
- or the first level below the surface&lt;br /&gt;
&lt;br /&gt;
Afterwards you have to place a number in a level adjacent to an already numbered space, directly above or below it.&lt;br /&gt;
&lt;br /&gt;
The first players to reach highest or lowest level of a skyscraper can circle the highest bonus of this level.&lt;br /&gt;
&lt;br /&gt;
The other players must immediately cross off this highest bonus on their sheet and can now only earn the lowest bonus for this level.&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water and Plant action:&#039;&#039;&#039; Both actions work in the same way. Some skyscraper levels are connected to the same levels of the Water &amp;amp; Plant research tower. With a Water or Plant action you circle a Water or Plant symbol in the level of the tower connected to the skyscraper level where you have just written the number of your combination.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area at the bottom of your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; This action allows you to build a section of the dome. To do that, draw one section of the dome according to the following rules:&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 You can build only one of the 2 sections at the surface level or one section adjacent to an already built section.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 Moreover; each section has a requirement. A section with 1 circle at each end is an odd section type. A section with 2 circles at each end is an even section type. If the number of your combination that you have just written down is even, you can only build an even section type. Likewise with an odd number, you can only build an odd section type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; with an &amp;quot;8 / Robot&amp;quot; combination, you can build the even section type that is located at the base of the dome on the right side, or the first half of the even section on the left side, that has been cut up in half because of a Planning action.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The planning action speeds up the construction of the skyscrapers, but slows down the construction of the dome. The Planning action allows you to fill in a level with an X in addition to the number of your combination: either one of the two starting levels of a skyscraper; or a level adjacent to an already numbered level.&lt;br /&gt;
&lt;br /&gt;
In addition to that, with a line, you must, cut in half one unbuilt section of the dome of your choice. This way, you end up with 2 sections to build instead of one. Both new sections keep the odd/even type of the original section. One section can only be cut up in half once. If there is no more unbuilt section to cut up in half, then you can use the Planning action without having to be subjected to this penalty.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action you can upgrade one of these 4 fields, the result of your &#039;&#039;&#039;accomplished missions&#039;&#039;&#039;, the &#039;&#039;&#039;plant &amp;amp; water&#039;&#039;&#039; research tower, the efficiency of your &#039;&#039;&#039;astronauts&#039;&#039;&#039;, and of your &#039;&#039;&#039;dome&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For that purpose, cross off one scoring box in your scoring area of your choice at the bottom of your sheet. You must&lt;br /&gt;
&lt;br /&gt;
cross off the boxes from top to bottom. The field of the plant &amp;amp; water tower has a triple scoring area. With one Energy action you can cross off 3 boxes at the same level. For example the 3 “2/5/9” boxes. The missions and the astronauts follow the same logic with a double scoring area: cross off 2 boxes at the same level.&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
In this Adventure, the missions earn you points that you can upgrade with the Energy action. The first players to accomplish a mission circle the ☆ symbol on the corresponding scoring space, either A, B or C. The other players can then only circle the 8 pointed star symbol.&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Missions&#039;&#039;&#039;: For each accomplished mission, depending on whether you have circled the ☆ or 8 pointed star symbol, write down the lowest visible value of the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and Waters:&#039;&#039;&#039; In the plant &amp;amp; water research tower, you will have levels with 1, 2 or 3 circled symbols (Plant or Water). In the 1st scoring column, write down the number of levels with only one circled symbol. In the 2nd scoring column, write down the number of levels with two circled symbols. In the 3rd scoring column, write down the number of levels with three circled symbols. In each column, multiply the number of levels you just wrote with the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Skyscrapers:&#039;&#039;&#039; Write down and add up the bonuses earned with the highest and lowest levels of the skyscrapers.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Astronauts:&#039;&#039;&#039; Those who have crossed off the most astronauts earn the lowest visible value in the 1st scoring column, the others earn the lowest value of the 2nd scoring column. You do not earn or lose any points if you have not crossed off at least one Astronaut.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Dome:&#039;&#039;&#039; You lose points if your dome is not finished. Write down the number of unbuilt sections of the dome and multiply this number with the highest visible value. Subtract those points to your score.&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number all the levels of one skyscraper.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the last level at the top of 2 skyscrapers&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle at least 2 symbols (2 plants or 1 plant + 1 water) in 3 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle all 3 symbols (the 2 plants + the water) in 2 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 Build all sections of the dome.&lt;br /&gt;
&lt;br /&gt;
🟥 Write down an X in 4 levels with Planning actions.&lt;br /&gt;
&lt;br /&gt;
===Adventure #6: The Virus===&lt;br /&gt;
==== Setup ====&lt;br /&gt;
Before starting the game, select a quarter with an empty virus target . Draw a virus in this target and circle it to signal that this virus is active.&lt;br /&gt;
&lt;br /&gt;
Each player can choose a different quarter for that virus. This is the “grey virus” and it immediately spreads.&lt;br /&gt;
&lt;br /&gt;
A housing space of that quarter is infected: cross off one housing space of your choice in that quarter .&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
You are in charge of a housing unit composed of 5 floors.&lt;br /&gt;
&lt;br /&gt;
Each floor is an independent zone with housing spaces that you must number in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each floor is divided in 2 or 3 quarters of 5 housing spaces and these quarters are connected to one another by walkways.&lt;br /&gt;
&lt;br /&gt;
Some housing spaces will be infected/crossed off during the game, they will not matter for the ascending order of your numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error -&#039;&#039;&#039;  When you cross off the 2nd and 3rd System Error box, you trigger a propagation of all active viruses, only on your sheet, during Phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses)&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Circle one energy in the quarter where you have written down the number of your combination. Note that at the start of the game, there is already one circled energy in each quarter.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Robot:&#039;&#039;&#039;  With this action, you can quarantine quarters to slow down the propagation of the viruses. Close one walkway of your choice, wherever on your sheet, with a line that will close the walkway. This way, the quarters that were connected with this walkway are no longer connected. This will prevent the propagation of the viruses from one quarter to another. Closing a walkway that connects two quarters of the same floor does not divide the zone and you must still number the whole floor in ascending order.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant &amp;amp; Water action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; Circle a plant in the quarter where you have written down the number of your number/plant combination. Then cross off a Plant symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; Circle the water tank if you have written down the number of your number/water combination in a housing space with a water tank. Then cross off a  Water symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
In the scoring area, you must cross off the Plant and Water symbols from left to right, and from top to bottom starting from the top line.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off the last symbol of a line of the scoring area, cross off the scoring box at the end of this line, as well as the Robot or Energy symbol that you must immediately use. With the Robot, close a walkway. With the Energy, circle one energy in any quarter of your choice, except in a complete quarter, in other words, a quarter with all its housing spaces numbered or crossed off.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off a symbol (Plant or Water) with a virus activation symbol, everyone must immediately activate it on their sheet by circling the corresponding virus target. Everyone must also cross off the same activation symbol on their sheet, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for every player during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses).&lt;br /&gt;
&lt;br /&gt;
Whenever you circle a symbol (Plant or Water) with a Propagation symbol , everyone must cross off this symbol on their sheet, because it can only be activated once. A propagation of all active viruses must be triggered only for your opponents during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses). If several players activate the same Propagation symbol during the same turn, then this propagation does not impact those who have activated it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol at the top of your sheet. Whenever you have 2 crossed off astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a housing space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol at the top of your sheet. Whenever you have 2 crossed off planning, circle a Wild Action symbol. Note that you cannot circle a Planning symbol without writing down an X in a housing space.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
==== 5 - Incidents: Propagation of the Active Viruses and Evacuation of the Quarters ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Number and type of Propagation:&#039;&#039;&#039; First of all, you must determine the number and type of propagation of the active viruses that you must trigger.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;The infections:&#039;&#039;&#039;  For each virus that has been activated during the turn, every player must trigger a propagation of all active viruses. Therefore if 2 viruses have been activated during this turn, you must trigger a 1st propagation for all active viruses, then carry on with a 2nd propagation.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water &amp;amp; Plant Propagation:&#039;&#039;&#039; If a Propagation symbol has been triggered with a Plant or Water action, a propagation is triggered for all the players but those who have triggered it.&lt;br /&gt;
&lt;br /&gt;
🔹🔹  &#039;&#039;&#039;System Error Propagation:&#039;&#039;&#039;  If you have crossed off the 2nd or 3rd System Error box, you must trigger a propagation only on your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Trigger one propagation:&#039;&#039;&#039;  On your sheet, each active virus spreads, one by one, in the following order: from left to right, starting with the top floor, then going down floor by floor. A virus spreads by infecting a housing space in the quarter where it is active. Cross off one empty housing space of your choice in this quarter.&lt;br /&gt;
&lt;br /&gt;
If the quarter is complete, with all its housing spaces numbered or crossed off, then the virus spreads to all the neighboring quarters directly connected to that quarter by a walkway. You must then cross off one housing space of your choice in each of these quarters. However the virus does not spread in a neighboring quarter if the walkway is closed. Likewise, the virus does not spread into a complete neighboring quarter and does not spread further on.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Evacuation of the complete quarters:&#039;&#039;&#039; A quarter is complete when all its housing spaces are numbered or infected/crossed off. Then you must immediately score the points of this quarter. For that, multiply the number of numbered housing spaces by the number of circled energies in this quarter.&lt;br /&gt;
&lt;br /&gt;
Write down this score in the corresponding space in the scoring area at the bottom of your sheet 18. You do not earn any points with the infected/crossed off housing spaces. Finally, circle this evacuated quarter. A quarter can only be evacuated and scored once.&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
Whenever a mission is accomplished for the first time in the game, each player must activate the virus (red, purple or yellow) shown on the mission, by circling on their sheet the corresponding virus targets. Each player must also cross off the activation symbol of this virus in the scoring mission area, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for everyone. For that purpose, carry out the previous phase 5 again&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The 3 end game conditions from the standard rules apply. Note that the game will end if all your housing spaces are filled with a number or an X or crossed off due to an infection.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and water:&#039;&#039;&#039;: Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Evacuated quarters:&#039;&#039;&#039; Evacuate all the remaining incomplete quarters and score their points on your sheet (multiply the number of numbered housing spaces by the number of circled energies). Then add up the points of all your quarters.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Infected housing spaces:&#039;&#039;&#039; You lose 1 point for each infected/crossed off housing space.&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Evacuate 2 quarters. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Evacuate all the quarters of one floor. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine 3 quarters by closing all the walkways giving access to them. Each quarter must be independently quarantined from one another.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine the quarter with the green virus and the quarter with the blue virus, by closing all the walkways giving access to them.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the energies on 2 floors.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the plants and all the water tanks on 2 floors.&lt;br /&gt;
===Adventure #7: The Escape===&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
The starships are stacked horizontally, and each starship is an independent zone that must be numbered in ascending order from left to right. Each starship has 2 or 3 modules with several spaces each, as well as one greenhouse for the plants.&lt;br /&gt;
&lt;br /&gt;
The modules, the greenhouses and the starships are connected to each other by airlocks. The problem is that these airlocks are not activated. You can only number a module or a greenhouse after having activated an airlock that gives access to it.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, you can only access the two modules of the lowest starship. You can write down numbers only in the spaces of these two modules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robot Bonus:&#039;&#039;&#039; When you write down a number in a space with a Robot symbol, you get a Robot bonus that you must immediately use by activating an airlock (see further: Robot action). This Robot bonus does not replace the action of your combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greenhouses x2 Bonus:&#039;&#039;&#039; The first players to write down a number in a greenhouse can circle the x2 bonus of this greenhouse. The other players must immediately cross off the x2 bonus of this greenhouse on their sheet and will not be able to get it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you have to cross off a System Error box, the two first give you a compensation and allow you to immediately activate an airlock (see further: Robot action).&lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; With this action, you can activate an airlock. For that purpose, draw a line on an airlock between two modules or between a module and a greenhouse. You can activate an airlock only if it is connected to a module or a greenhouse already connected. That way you will access new modules, greenhouses and starships so that you can number them.&lt;br /&gt;
&lt;br /&gt;
Do not forget that each starship is a zone that must be numbered in ascending order. The airlocks, activated or not, do not change the numbering constraint of these zones.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you have written down the number of your combination in a space with a water tank, then you can circle that water tank.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You can circle a plant in a greenhouse in the same starship in which you just have written down the number of your combination. You can circle a plant in a greenhouse even though it is not yet connected with an airlock.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, some plants are already circled.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action, you can circle a reactor at the end of the same starship in which you just have written down the number of your combination.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, some reactors are already circled.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in an accessible space with an X, in addition to the number of your combination. Moreover, you must immediately cross off the box with the lowest value available in the Planning scoring area, at the bottom of your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down, (-2, -1, 0, +1, or +2 ). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronaut symbols, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Greenhouses:&#039;&#039;&#039; Write down the score of each numbered greenhouse in the corresponding starship scoring space. A greenhouse earns you 2 points with 1 circled plant, 4 points with 2 circled plants, 7 points with 3 circled plants. If you have circled its x2 bonus, the value of the greenhouse is doubled. You do not earn any points for a greenhouse without a number or without any circled plant.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Modules:&#039;&#039;&#039; For each starship, write down the cumulative value of the modules that form it. For each starship, a fully numbered module earns you 2 points with 1 circled reactor, 4 points with 2 circled reactors, 7 points with 3 circled reactors. If you have circled its water tank, the value of the module is doubled. You do not earn any points for a module that is not fully numbered.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plannings:&#039;&#039;&#039; Subtract the lowest visible value in the planning scoring area.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number 3 greenhouses with their 3 circled plants.&lt;br /&gt;
&lt;br /&gt;
🟥 Number 7 modules completely.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all reactors of 3 starships.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the greenhouse of the highest starship with its 3 circled plants.&lt;br /&gt;
&lt;br /&gt;
🟥 Number 3 starships completely.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all water tanks of 3 starships.&lt;br /&gt;
&lt;br /&gt;
===Adventure #8: The Battle===&lt;br /&gt;
==== Setup ====&lt;br /&gt;
In this Adventure, you play on 2 sheets that you share with your 2 neighbors. Each player will have a unique insignia (star, square, triangle...) assigned to them.&lt;br /&gt;
&lt;br /&gt;
During the game, you will alternate playing on 2 sheets. On the first turn, each player plays on their left sheet. On the next turn, each player plays on their right sheet, and so on. Thus no player ever plays on the same sheet at the same time.&lt;br /&gt;
====3 - Write Down a Number or Rather Draw an Insignia (Compulsory)====&lt;br /&gt;
In this Adventure, you will not write down numbers. Use the number of the combination you picked to draw your insignia on a planet allowing this number.&lt;br /&gt;
&lt;br /&gt;
For example: with a number 7, you can draw your insignia in a space of the blue 5-6-7 planet or the grey 7-8-9 planet.&lt;br /&gt;
&lt;br /&gt;
You must draw your insignia in the first available space of the planet starting with the space with a red outline. If the space in which you draw your insignia has a Bonus symbol, you can immediately use it in addition to the action of your combination (see further: Bonus symbols).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Control a planet:&#039;&#039;&#039; As soon as an insignia is drawn in the last space of a planet, the control of this planet is awarded to the player who has the most insignia on this planet. You must also take into account the insignia that have been drawn on the moon of the planet, using the Planning action (see further: Planning action). Then draw on the flag the insignia of the player who controls the planet.&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the control of the planet is shared and you must draw your insignia as well as the insignia of your opponent.&lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant and Water action:&#039;&#039;&#039; On the planet on which you have just drawn your insignia, cross off an available Plant symbol with the Plant action or an available Water action with the Water action. Then cross off the scoring box of the lowest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
If there is no available symbol corresponding to your action on the planet, then you cannot use the action.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; With this action, you can mine an asteroid field. For that purpose, draw your insignia on the first available asteroid. If there are one or several Bonus symbols on this asteroid, you must cross them off and immediately use them (see further: Bonus symbols). You must draw your insignia on the asteroids starting from your side of the sheet and then progressing towards your opponent.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; You can improve the value of the planets that you control. There are 3 types of planets: green, blue, and grey ones. In your scoring area, there is a column for each of the 3 types of planets. Cross off the scoring box with the lowest visible value in the column of your choice.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Planning:&#039;&#039;&#039; In addition to drawing your insignia on a planet with the number of your combination, with this action, you can draw your insignia on a moon of a planet of your choice. Then you must cross off the scoring box of the lowest visible value in your Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
Note that there are only 2 available spots on each moon and that both can be occupied by the same player. You cannot draw your insignia on a moon of a planet that is already complete, and whose control has been awarded.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you draw your insignia (-2, -1, 0, +1, +2). Moreover, circle 1 Astronaut symbol in your scoring area. On a next turn on the same sheet, in addition to the action of your combination you can use this circled astronaut symbol as a bonus to modify the value of the number of your combination. When this Astronaut symbol is used, cross it off. The use of this Astronaut symbol allows you to modify the number, but not circle a new Astronaut symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Bonus symbols:&#039;&#039;&#039; With a Water or Plant symbol, simply cross off the lowest scoring box in your corresponding scoring area. With a Robot symbol, draw your insignia on an asteroid and immediately use the Bonus symbols of this asteroid. With an Energy symbol, cross off a scoring box to improve the value of a type of planet. With a Planning symbol, draw your insignia on a moon but without crossing off a scoring box in your scoring area.&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The game ends at the end of the turn, if you have accomplished the 3 missions, or if you have crossed off the 2 System Error boxes on one of your sheets, or if all the spaces of the planets are filled in on one of your sheets.&lt;br /&gt;
&lt;br /&gt;
You must tally up the scores of both sheets to get your final score. in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plants and water:&#039;&#039;&#039; Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planets:&#039;&#039;&#039; Award the control of the remaining incomplete planets. Then write down the number of planets of each type that you control and multiply these numbers by the corresponding lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plannings:&#039;&#039;&#039; Subtract the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Control 4 planets on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Control 1 planet of each type on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, draw your insignia on 7 asteroids on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Cross off 6 scoring boxes for the plants and 4 scoring boxes for the water on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Improve the value twice for each type of planet on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the Planning actions, draw your insignia on 4 different moons on the same sheet.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpwelcometothemoon&amp;diff=27660</id>
		<title>Talk:Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpwelcometothemoon&amp;diff=27660"/>
		<updated>2025-12-12T17:33:18Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Proposed additional content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why is the &amp;quot;Welcome To ... BGA Wiki&amp;quot; link provided as a reference right in the middle of this instruction page?  [[User:SquashEngineer|SquashEngineer]] ([[User talk:SquashEngineer|talk]]) 17:49, 19 March 2025 (CET)&lt;br /&gt;
&lt;br /&gt;
I am proposing each Adventure section follows the same format (for familiarity for the player) including paragraphs for Setup, 3. Number, 4. Action, 5. Incidents ... etc regardless of how much/little detail is needed for each Adventure. [[User:SquashEngineer|SquashEngineer]] ([[User talk:SquashEngineer|talk]]) 18:33, 12 December 2025 (CET)&lt;br /&gt;
&lt;br /&gt;
Can the paragraph numbering system from the Table of Contents be applied to each title in the document - for ease of reference/navigation by the user? (I&#039;m not sure how to set that up)  [[User:SquashEngineer|SquashEngineer]] ([[User talk:SquashEngineer|talk]]) 18:33, 12 December 2025 (CET)&lt;br /&gt;
&lt;br /&gt;
I have added placeholder formatted paragraphs for Adventures 7 &amp;amp; 8.  [[User:SquashEngineer|SquashEngineer]] ([[User talk:SquashEngineer|talk]]) 18:33, 12 December 2025 (CET)&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=27659</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=27659"/>
		<updated>2025-12-12T17:24:59Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Preformatted additional paragraphs required.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required:&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Can someone please add rules for the two new maps - Adventures 7 &amp;amp; 8?&lt;br /&gt;
&lt;br /&gt;
Standardize the use of bulleted lists (style/colour).&lt;br /&gt;
&lt;br /&gt;
Remove the figure references  eg. 🔴②.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to ... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&#039;&#039;&#039;Toggle safe/help mode&#039;&#039;&#039; - this toggle displays ? help in areas of the game board where tooltip information is available.  It also safely disables gameplay click actions in these areas to avoid unwanted gameplay while using help.  Reset the toggle to continue normal gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;View Player/Opponent Game Play Area&#039;&#039;&#039; - To cycle through the Player/Opponent game play areas 1) click the arrows beside the Player Name OR 2) click on an Opponents scoring tableau.&lt;br /&gt;
&lt;br /&gt;
== Standard Rules == &lt;br /&gt;
&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next. &lt;br /&gt;
&lt;br /&gt;
On BGA, all 8 Adventures are now available: (1) The Launch, (2) The Journey, (3) The Colony, (4) The Mine, (5) The Dome, (6) The Virus, (7) The Escape and (8) The Battle.&lt;br /&gt;
&lt;br /&gt;
Starship cards are numbered from 1 to 15.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Card Distribution&lt;br /&gt;
!Number&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
|-&lt;br /&gt;
|Cards in Deck&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
=== Game Turn ===&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 - Flip 3 Starship Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 - Pick a Number/Action Combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 - Write Down a Number (Compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone. &lt;br /&gt;
&lt;br /&gt;
* Adventure 1: numbers must ascend from left to right&lt;br /&gt;
* Adventure 2:  numbers ascend from the lower end of the string of spaces to the higher end&lt;br /&gt;
* Adventure 3: numbers must ascend in rows from left right and in columns from bottom to top&lt;br /&gt;
* Adventure 4: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 5: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 6: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 7: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 8: numbers must ascend in rows from ...&lt;br /&gt;
&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).  &lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 - Use the Action (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination. &lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played.  Using an Action is always optional.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Robot action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Water and Plant actions:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Energy action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Astronaut action:&#039;&#039;&#039; Allows you to add or subtract 0, 1, or 2 from the number before placing&lt;br /&gt;
* &#039;&#039;&#039;The Planning action:&#039;&#039;&#039; Allows you to fill in an additional space by placing an X, which is then counted as a numbered space&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 - Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved immediately. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 - Accomplish a Mission (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player(s) to accomplish the mission in the same turn, gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on. &lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The Adventure ends immediately at the end of a turn, once one of the players has reached at least one of the following conditions: &lt;br /&gt;
&lt;br /&gt;
* Accomplished all three missions A, B and C  -or-&lt;br /&gt;
* Crossed off all the System Error boxes     -or-&lt;br /&gt;
&lt;br /&gt;
* Filled in all spaces of the marking area on their sheet, with numbers or X.&lt;br /&gt;
&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner. &lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
=== Adventure #1: The Launch ===&lt;br /&gt;
&lt;br /&gt;
==== 3 &amp;amp; 4 - Write Down a Number Using the Action (Compulsory) ====&lt;br /&gt;
There are 9 floors in the rocket. Each floor is an independent zone that must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In this Adventure, you won’t perform any action. That means that none of the 6 actions has any effect. Each floor is tied to one of the action symbols (Astronaut, Water, Robot...). The actions only serve to show you where you can write down the number of the combination. So, each turn, you must write down a number on the floor tied to the action associated with that number.&lt;br /&gt;
&lt;br /&gt;
The first floor, at the bottom of the rocket, is a Wild action floor, where any number can be placed, whatever the action of the combination, as long as the ascending order is respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; With a combination “6/Astronaut”, you can write down the 6 on one of the two floors with astronauts or on the Wild action floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you cannot write down any number during a turn, circle one of the System Error box (in no particular order) instead of playing.&lt;br /&gt;
&lt;br /&gt;
Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket.&lt;br /&gt;
&lt;br /&gt;
==== The Quarter Effects ====&lt;br /&gt;
Each floor of the rocket has one or more quarters separated with partition walls. As soon as you complete a quarter of a floor, having written down a number in each space of this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building effect:&#039;&#039;&#039; You can write an X in an empty space of your choice, which allows you to complete quarters faster.&lt;br /&gt;
* &#039;&#039;&#039;Rocket Activation effect:&#039;&#039;&#039; There are Active and Inactive Rockets (see the symbols opposite). With the Activation effect, fill in the arrow of an Inactive Rocket in order to activate it, in any quarter that is not fully numbered.&lt;br /&gt;
* &#039;&#039;&#039;Active Rocket effect:&#039;&#039;&#039; Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Then, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets to cross off, cross off the rockets next to the final scoring space.&lt;br /&gt;
* &#039;&#039;&#039;Sabotage effect:&#039;&#039;&#039; During phase 5, announce a Sabotage. Your opponents must circle a System Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Errors circled with the Active Rocket effects.&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents: Trigger Sabotages ====&lt;br /&gt;
The Sabotage effects are announced and triggered at this moment of the turn.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission ====&lt;br /&gt;
In this Adventure, an accomplished mission does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet.&lt;br /&gt;
&lt;br /&gt;
==== End Of Game ====&lt;br /&gt;
The Adventure can end either with one of the 3 end conditions from the standard rules, OR as soon as a player&#039;s rocket is launched.&lt;br /&gt;
&lt;br /&gt;
To launch your rocket and win the game, at the end of the turn, you must have crossed off all the rockets below the 150 scoring box, as well as all the System Error boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie ![tie icon] if several players launched a rocket during the same turn, the winner is the player who has crossed off the most of these rockets.&lt;br /&gt;
&lt;br /&gt;
In case of a standard rules end condition, scores are tallied, and whoever has the highest rocket score is the winner: Your score is equal to the lowest rocket score still visible, from which you must subtract 5 points for each circled System Error box that hasn’t been crossed off.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
&lt;br /&gt;
* Number the 3 Astronaut &amp;amp; Water floors completely.&lt;br /&gt;
* Number the 3 Robot &amp;amp; Planning floors completely.&lt;br /&gt;
* Number the Energy floor completely.&lt;br /&gt;
* Number the Plant and Wild floors completely.&lt;br /&gt;
* Write down 10 X with the Building effects.&lt;br /&gt;
* Have 5 System Error boxes circled and not crossed off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adventure #2: The Journey ===&lt;br /&gt;
&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
At the beginning of the game, the trajectory to the Moon is one long zone that you must number in ascending order from the Earth to the Moon. This trajectory is way too long to be numbered completely. As the game progresses, with the Energy action (see later on), you can split the trajectory into several smaller zones that you can number independently from each other (①).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; For each of the first two System Error boxes that you cross off, you get one Energy in compensation: immediately circle an Energy symbol at the top of your sheet (②). If you have 2 circled Energies, you must immediately use them (see Energy action).&lt;br /&gt;
&lt;br /&gt;
==== 4  - Use the Action (Optional) ====&lt;br /&gt;
&#039;&#039;&#039;Energy Action:&#039;&#039;&#039; The energy allows you to turn on the engines of your rocket, in order to create a boost to correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet (②). At the beginning of the game, you start with one energy already circled. Each time you have 2 circled energies, you must &#039;&#039;&#039;immediately&#039;&#039;&#039; cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another (①).&lt;br /&gt;
&#039;&#039;&#039;Water Action:&#039;&#039;&#039;  It is important to stir the water tanks. If you have written down the number of your combination in a space with a water tank, then, with the Water action, you can circle that water tank (③).&lt;br /&gt;
&#039;&#039;&#039;Robot action:&#039;&#039;&#039; You must program the robots to retrieve the plants from the space stations. The stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station (④).The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier (⑤). The other players must then cross off this multiplier and will be able to get only the lowest multiplier.&lt;br /&gt;
&#039;&#039;&#039;Plant action:&#039;&#039;&#039;  You must organize the growing of the plants in microgravity in the space stations. These stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. &#039;&#039;&#039;Note that you can circle the Plants of a station even though you have not circled all the robots for this station (⑥).&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (−2, −1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol (⑦).&lt;br /&gt;
&#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol (⑧). &#039;&#039;&#039;Note&#039;&#039;&#039; that you cannot cross off a Planning symbol without writing down an X in an empty space.&lt;br /&gt;
&#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want (⑨). To use it, cross it off, then use any of the 6 possible actions &#039;&#039;&#039;instead&#039;&#039;&#039; of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents ====&lt;br /&gt;
a&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission ====&lt;br /&gt;
a&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the Adventure, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Plants:&#039;&#039;&#039;  For each space station, multiply the # of circled plants by the multiplier bonus you circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Water tanks:&#039;&#039;&#039;  Add up the values of each circled water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Longest complete zone:&#039;&#039;&#039;  Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 The most zones complete:&#039;&#039;&#039;  Those who filled in the most zones on their course earn 20 points, the second one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle a multiplier bonus for 3 different space stations with the robots.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory&#039;&#039;&#039; &#039;&#039;&#039;2 zones of 6 numbered spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory 3 zones of numbered spaces: 1 zone of 6 spaces, 1 zone of 4 spaces and 1 zone of 2 spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 6 water tanks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 4 consecutive water tanks on your trajectory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Adventure #3: The Colony ===&lt;br /&gt;
&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
In this Adventure, each building is a space to be numbered.&lt;br /&gt;
&lt;br /&gt;
Each row and each column of buildings forms a zone that you must number in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each horizontal row of buildings must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each vertical column of buildings must be numbered in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column 🔴①.&lt;br /&gt;
&lt;br /&gt;
The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered 🔴②.&lt;br /&gt;
&lt;br /&gt;
Moreover the two buildings marked with an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.&lt;br /&gt;
&lt;br /&gt;
==== The Quarters ====&lt;br /&gt;
The colony buildings are divided up into four quarters.&lt;br /&gt;
&lt;br /&gt;
The first players to write a number in all the buildings of one quarter, in the same turn, circle the highest bonus of 15 points 🔴③.&lt;br /&gt;
&lt;br /&gt;
The other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.&lt;br /&gt;
&lt;br /&gt;
==== 4 - Use the Action (Optional) ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number of your combination in a building with a water tank, then with the Water action, you can circle that water tank 🔴④.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse in the same quarter where you have just written down the number of your combination 🔴⑤.  You must circle the greenhouses of a quarter from top to bottom. Each greenhouse will earn you 1 plant for the end of the game. The fourth greenhouse, which is larger, will earn you 2 plants.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; In order to dispatch the scientists and the equipment, you must create a network of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket 🔴⑥. With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered &#039;&#039;&#039;AND&#039;&#039;&#039; connected to your tunnel network, circle its antenna 🔴⑦.  If you connect the observatory on the top right corner, immediately circle its 3 antennas.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Using the energy, you can improve the greenhouses, the water tanks or the network of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas 🔴⑧. You must first cross off the box with the lowest value, then the others from top to bottom.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area of your sheet 🔴⑨.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet 🔴⑩. The Planning action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
a&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents ====&lt;br /&gt;
a&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission ====&lt;br /&gt;
a&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
🌱 &#039;&#039;&#039;Plants, Water Tanks, and Parabolic Antennas:&#039;&#039;&#039; Tally the Plant symbols in your circled greenhouses, the circled Water tanks and the circled antennas.  Write down these numbers in their corresponding scoring areas. For each of these three fields, multiply that number with the highest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🏘️ &#039;&#039;&#039;Complete quarters:&#039;&#039;&#039; Write down and add up the bonuses that you have earned for your completed quarters.&lt;br /&gt;
&lt;br /&gt;
👨‍🚀 &#039;&#039;&#039;Astronauts:&#039;&#039;&#039; The players who have crossed off the most astronauts earn 20 points, the second ones 10 points, and the third ones 5 points.  You do not earn any points if you have not crossed off any astronaut.&lt;br /&gt;
&lt;br /&gt;
🧠 &#039;&#039;&#039;Planning:&#039;&#039;&#039; Subtract the lowest value still visible in the Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 vertical columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 horizontal rows.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the parabolic antennas in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle enough greenhouses in order to have 10 plants.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the water tanks in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #4: The Mine===&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
The mine at the bottom of your sheet has 3 underground levels. &lt;br /&gt;
&lt;br /&gt;
Each horizontal level is an independent zone made up of cavities: spaces you must number in ascending order from left to right.🔴①.&lt;br /&gt;
&lt;br /&gt;
In the mine, there are 2 types of minerals, &amp;quot;pearls&amp;quot; and &amp;quot;rubies.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
When you write down a number in a space with a mineral, immediately circle it. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re using the Plant or Water actions, you can also circle the plants and waters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extracting resources:&#039;&#039;&#039; You will supply your factories with circled resources when you complete columns of spaces. (in step 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factories:&#039;&#039;&#039; The six columns above the ground are the main factories and control centers. The five small boxes at the top are the secondary factories.&lt;br /&gt;
&lt;br /&gt;
The 4 main factories on the left process plants, water, pearls, and rubies, which you circle from top to bottom. &lt;br /&gt;
&lt;br /&gt;
The 2 control centers on the right use astronauts and planning the same way.&lt;br /&gt;
&lt;br /&gt;
You can increase the points earned by the main factories by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
If you are the first player to circle a resource next to the star-shaped filling bonus, claim that bonus by circling it. All other players cross off that bonus.&lt;br /&gt;
&lt;br /&gt;
The 5 secondary factories along the top give you bonuses in your main factories. You can activate these by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number in a cavity next to a Water, you can circle the water.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; If you write down the number in a cavity next to a Plant, you can circle the plant.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the astronaut control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, cross off 1 Planning symbol in the planning control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot and Energy actions:&#039;&#039;&#039; Cross off a robot or energy symbol in any factory or control center.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Upgrading a factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a main factory, cross off the top scoring box in that factory. At the end of the game, the bottom scoring box will apply.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Activating a Secondary Factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a secondary factory, cross off the bonuses and circle or cross off the corresponding symbols in the factories.&lt;br /&gt;
&lt;br /&gt;
====5 - Incidents: Extracting the Resources====&lt;br /&gt;
If you have numbered 3 spaces of a column, then you must extract the resources of this column.&lt;br /&gt;
&lt;br /&gt;
Cross off the circled resources in this column, then for each crossed off resource, circle the resource in the appropriate main factory.&lt;br /&gt;
&lt;br /&gt;
Then circle the extraction pump just above the column.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission ====&lt;br /&gt;
a&lt;br /&gt;
&lt;br /&gt;
====End of Game====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Resource Factories:&#039;&#039;&#039; In each main resource factory, write down the total number of circled resources. Multiply that number by the active value of the factory (the top value if you have not upgraded it, the bottom value if you have completed the upgrade). Add the filling bonus if you obtained it.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Astronaut Control Center:&#039;&#039;&#039; If you did not upgrade the factory, the astronauts do not score. If you upgraded this area, you gain 3 points for each crossed off astronaut symbol&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Planning Control Center:&#039;&#039;&#039; If you did not upgrade the factory, you &#039;&#039;&#039;lose&#039;&#039;&#039; 3 points for each crossed off planning symbol. If you upgraded this area, you do not lose any points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 5 extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 4 adjacent extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Activate the 5 secondary factories located on the top of your sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Upgrade or activate a total of 6 factories, either main or secondary&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 8 plants in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 5 waters in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #5: The Dome===&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
Each skyscraper is an independent zone made up of different levels: spaces that you must in ascending order from bottom to top. &lt;br /&gt;
&lt;br /&gt;
The first number that you write down in each skyscraper has to be placed in of the 2 starting levels:&lt;br /&gt;
&lt;br /&gt;
- the first level above the lunar surface&lt;br /&gt;
&lt;br /&gt;
- or the first level below the surface&lt;br /&gt;
&lt;br /&gt;
Afterwards you have to place a number in a level adjacent to an already numbered space, directly above or below it 🔴①.&lt;br /&gt;
&lt;br /&gt;
The first players to reach highest or lowest level of a skyscraper can circle the highest bonus of this level.&lt;br /&gt;
&lt;br /&gt;
The other players must immediately cross off this highest bonus on their sheet and can now only earn the lowest bonus for this level 🔴②.&lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water and Plant action:&#039;&#039;&#039; Both actions work in the same way. Some skyscraper levels are connected to the same levels of the Water &amp;amp; Plant research tower. With a Water or Plant action you circle a Water or Plant symbol in the level of the tower connected to the skyscraper level where you have just written the number of your combination 🔴③.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area at the bottom of your sheet 🔴④.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; This action allows you to build a section of the dome. To do that, draw one section of the dome according to the following rules:&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 You can build only one of the 2 sections at the surface level or one section adjacent to an already built section 🔴⑤.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 Moreover; each section has a requirement. A section with 1 circle at each end is an odd section type. A section with 2 circles at each end is an even section type. If the number of your combination that you have just written down is even, you can only build an even section type. Likewise with an odd number, you can only build an odd section type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; with an &amp;quot;8 / Robot&amp;quot; combination, you can build the even section type that is located at the base of the dome on the right side 🔴⑥, or the first half of the even section on the left side, that has been cut up in half because of a Planning action 🔴⑦.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The planning action speeds up the construction of the skyscrapers, but slows down the construction of the dome. The Planning action allows you to fill in a level with an X in addition to the number of your combination: either one of the two starting levels of a skyscraper; or a level adjacent to an already numbered level.&lt;br /&gt;
&lt;br /&gt;
In addition to that, with a line, you must, cut in half one unbuilt section of the dome of your choice 🔴⑦. This way, you end up with 2 sections to build instead of one. Both new sections keep the odd/even type of the original section. One section can only be cut up in half once. If there is no more unbuilt section to cut up in half, then you can use the Planning action without having to be subjected to this penalty.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action you can upgrade one of these 4 fields, the result of your &#039;&#039;&#039;accomplished missions&#039;&#039;&#039;, the &#039;&#039;&#039;plant &amp;amp; water&#039;&#039;&#039; research tower, the efficiency of your &#039;&#039;&#039;astronauts&#039;&#039;&#039;, and of your &#039;&#039;&#039;dome&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For that purpose, cross off one scoring box in your scoring area of your choice at the bottom of your sheet. You must &lt;br /&gt;
&lt;br /&gt;
cross off the boxes from top to bottom. The field of the plant &amp;amp; water tower has a triple scoring area. With one Energy action you can cross off 3 boxes at the same level. For example the 3 “2/5/9” boxes  🔴⑧. The missions and the astronauts follow the same logic with a double scoring area: cross off 2 boxes at the same level.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
(sic??) can upgrade with the Energy action. The first players to accomplish a mission circle the ☆ symbol on the corresponding scoring space, either A, B or C. The other players can then only circle the 8 pointed star symbol.&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Missions&#039;&#039;&#039;: For each accomplished mission, depending on whether you have circled the ☆ or 8 pointed star symbol, write down the lowest visible value of the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and Waters:&#039;&#039;&#039; In the plant &amp;amp; water research tower, you will have levels with 1, 2 or 3 circled symbols (Plant or Water). In the 1st scoring column, write down the number of levels with only one circled symbol. In the 2nd scoring column, write down the number of levels with two circled symbols. In the 3rd scoring column, write down the number of levels with three circled symbols. In each column, multiply the number of levels you just wrote with the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Skyscrapers:&#039;&#039;&#039; Write down and add up the bonuses earned with the highest and lowest levels of the skyscrapers.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Astronauts:&#039;&#039;&#039; Those who have crossed off the most astronauts earn the lowest visible value in the 1st scoring column, the others earn the lowest value of the 2nd scoring column. You do not earn or lose any points if you have not crossed off at least one Astronaut.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Dome:&#039;&#039;&#039; You lose points if your dome is not finished. Write down the number of unbuilt sections of the dome and multiply this number with the highest visible value. Subtract those points to your score.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number all the levels of one skyscraper.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the last level at the top of 2 skyscrapers&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle at least 2 symbols (2 plants or 1 plant + 1 water) in 3 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle all 3 symbols (the 2 plants + the water) in 2 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 Build all sections of the dome.&lt;br /&gt;
&lt;br /&gt;
🟥 Write down an X in 4 levels with Planning actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #6: The Virus===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;br /&gt;
Before starting the game, select a quarter with an empty virus target . Draw a virus in this target and circle it to signal that this virus is active.&lt;br /&gt;
&lt;br /&gt;
Each player can choose a different quarter for that virus. This is the “grey virus” and it immediately spreads. &lt;br /&gt;
&lt;br /&gt;
A housing space of that quarter is infected: cross off one housing space of your choice in that quarter .&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
You are in charge of a housing unit composed of 5 floors.  &lt;br /&gt;
&lt;br /&gt;
Each floor is an independent zone with housing spaces that you must number in ascending order from left to right.  &lt;br /&gt;
&lt;br /&gt;
Each floor is divided in 2 or 3 quarters of 5 housing spaces and these quarters are connected to one another by walkways.  &lt;br /&gt;
&lt;br /&gt;
Some housing spaces will be infected/crossed off during the game, they will not matter for the ascending order of your numbers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error -&#039;&#039;&#039;  When you cross off the 2nd and 3rd System Error box, you trigger a propagation of all active viruses, only on your sheet, during Phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses) &lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Circle one energy in the quarter where you have written down the number of your combination. Note that at the start of the game, there is already one circled energy in each quarter.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Robot:&#039;&#039;&#039;  With this action, you can quarantine quarters to slow down the propagation of the viruses. Close one walkway of your choice, wherever on your sheet, with a line that will close the walkway. This way, the quarters that were connected with this walkway are no longer connected. This will prevent the propagation of the viruses from one quarter to another. Closing a walkway that connects two quarters of the same floor does not divide the zone and you must still number the whole floor in ascending order.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant &amp;amp; Water action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; Circle a plant in the quarter where you have written down the number of your number/plant combination. Then cross off a Plant symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; Circle the water tank if you have written down the number of your number/water combination in a housing space with a water tank. Then cross off a  Water symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
In the scoring area, you must cross off the Plant and Water symbols from left to right, and from top to bottom starting from the top line.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off the last symbol of a line of the scoring area, cross off the scoring box at the end of this line, as well as the Robot or Energy symbol that you must immediately use. With the Robot, close a walkway. With the Energy, circle one energy in any quarter of your choice, except in a complete quarter, in other words, a quarter with all its housing spaces numbered or crossed off. &lt;br /&gt;
&lt;br /&gt;
Whenever you cross off a symbol (Plant or Water) with a virus activation symbol, everyone must immediately activate it on their sheet by circling the corresponding virus target. Everyone must also cross off the same activation symbol on their sheet, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for every player during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses).&lt;br /&gt;
&lt;br /&gt;
Whenever you circle a symbol (Plant or Water) with a Propagation symbol , everyone must cross off this symbol on their sheet, because it can only be activated once. A propagation of all active viruses must be triggered only for your opponents during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses). If several players activate the same Propagation symbol during the same turn, then this propagation does not impact those who have activated it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol at the top of your sheet. Whenever you have 2 crossed off astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a housing space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol at the top of your sheet. Whenever you have 2 crossed off planning, circle a Wild Action symbol. Note that you cannot circle a Planning symbol without writing down an X in a housing space.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents: Propagation of the Active Viruses and Evacuation of the Quarters ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Number and type of Propagation:&#039;&#039;&#039; First of all, you must determine the number and type of propagation of the active viruses that you must trigger.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;The infections:&#039;&#039;&#039;  For each virus that has been activated during the turn, every player must trigger a propagation of all active viruses. Therefore if 2 viruses have been activated during this turn, you must trigger a 1st propagation for all active viruses, then carry on with a 2nd propagation.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water &amp;amp; Plant Propagation:&#039;&#039;&#039; If a Propagation symbol has been triggered with a Plant or Water action, a propagation is triggered for all the players but those who have triggered it.&lt;br /&gt;
&lt;br /&gt;
🔹🔹  &#039;&#039;&#039;System Error Propagation:&#039;&#039;&#039;  If you have crossed off the 2nd or 3rd System Error box, you must trigger a propagation only on your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Trigger one propagation:&#039;&#039;&#039;  On your sheet, each active virus spreads, one by one, in the following order: from left to right, starting with the top floor, then going down floor by floor. A virus spreads by infecting a housing space in the quarter where it is active. Cross off one empty housing space of your choice in this quarter.&lt;br /&gt;
&lt;br /&gt;
If the quarter is complete, with all its housing spaces numbered or crossed off, then the virus spreads to all the neighboring quarters directly connected to that quarter by a walkway. You must then cross off one housing space of your choice in each of these quarters. However the virus does not spread in a neighboring quarter if the walkway is closed. Likewise, the virus does not spread into a complete neighboring quarter and does not spread further on.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Evacuation of the complete quarters:&#039;&#039;&#039; A quarter is complete when all its housing spaces are numbered or infected/crossed off. Then you must immediately score the points of this quarter. For that, multiply the number of numbered housing spaces by the number of circled energies in this quarter.&lt;br /&gt;
&lt;br /&gt;
Write down this score in the corresponding space in the scoring area at the bottom of your sheet 18. You do not earn any points with the infected/crossed off housing spaces. Finally, circle this evacuated quarter. A quarter can only be evacuated and scored once.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
Whenever a mission is accomplished for the first time in the game, each player must activate the virus (red, purple or yellow) shown on the mission, by circling on their sheet the corresponding virus targets. Each player must also cross off the activation symbol of this virus in the scoring mission area, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for everyone. For that purpose, carry out the previous phase 5 again&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The 3 end game conditions from the standard rules apply. Note that the game will end if all your housing spaces are filled with a number or an X or crossed off due to an infection.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and water:&#039;&#039;&#039;: Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Evacuated quarters:&#039;&#039;&#039; Evacuate all the remaining incomplete quarters and score their points on your sheet (multiply the number of numbered housing spaces by the number of circled energies). Then add up the points of all your quarters.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Infected housing spaces:&#039;&#039;&#039; You lose 1 point for each infected/crossed off housing space.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Evacuate 2 quarters. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Evacuate all the quarters of one floor. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine 3 quarters by closing all the walkways giving access to them. Each quarter must be independently quarantined from one another.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine the quarter with the green virus and the quarter with the blue virus, by closing all the walkways giving access to them.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the energies on 2 floors.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the plants and all the water tanks on 2 floors.&lt;br /&gt;
&lt;br /&gt;
===Adventure #7: The Escape===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;br /&gt;
a&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
a  &lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;a&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents: ====&lt;br /&gt;
🔹 &#039;&#039;&#039;a&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
a&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 a&lt;br /&gt;
&lt;br /&gt;
===Adventure #8: The Battle===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;br /&gt;
a&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
a  &lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 a&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents: ====&lt;br /&gt;
🔹 a&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
a&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 a&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=27658</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=27658"/>
		<updated>2025-12-12T16:40:02Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: /* Overview */ Added document requirements.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required:&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Can someone please add rules for the two new maps - Adventures 7 &amp;amp; 8?&lt;br /&gt;
&lt;br /&gt;
Standardize the use of bulleted lists (style/colour).&lt;br /&gt;
&lt;br /&gt;
Remove the figure references  eg. 🔴②.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to ... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&#039;&#039;&#039;Toggle safe/help mode&#039;&#039;&#039; - this toggle displays ? help in areas of the game board where tooltip information is available.  It also safely disables gameplay click actions in these areas to avoid unwanted gameplay while using help.  Reset the toggle to continue normal gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;View Player/Opponent Game Play Area&#039;&#039;&#039; - To cycle through the Player/Opponent game play areas 1) click the arrows beside the Player Name OR 2) click on an Opponents scoring tableau.&lt;br /&gt;
&lt;br /&gt;
== Standard Rules == &lt;br /&gt;
&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next. &lt;br /&gt;
&lt;br /&gt;
On BGA, all 8 Adventures are now available: (1) The Launch, (2) The Journey, (3) The Colony, (4) The Mine, (5) The Dome, (6) The Virus, (7) The Escape and (8) The Battle.&lt;br /&gt;
&lt;br /&gt;
Starship cards are numbered from 1 to 15.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Card Distribution&lt;br /&gt;
!Number&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
|-&lt;br /&gt;
|Cards in Deck&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
=== Game Turn ===&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 - Flip 3 Starship Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 - Pick a Number/Action Combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 - Write Down a Number (Compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone. &lt;br /&gt;
&lt;br /&gt;
* Adventure 1: numbers must ascend from left to right&lt;br /&gt;
* Adventure 2:  numbers ascend from the lower end of the string of spaces to the higher end&lt;br /&gt;
* Adventure 3: numbers must ascend in rows from left right and in columns from bottom to top&lt;br /&gt;
* Adventure 4: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 5: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 6: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 7: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 8: numbers must ascend in rows from ...&lt;br /&gt;
&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).  &lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 - Use the Action (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination. &lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played.  Using an Action is always optional.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Robot action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Water and Plant actions:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Energy action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Astronaut action:&#039;&#039;&#039; Allows you to add or subtract 0, 1, or 2 from the number before placing&lt;br /&gt;
* &#039;&#039;&#039;The Planning action:&#039;&#039;&#039; Allows you to fill in an additional space by placing an X, which is then counted as a numbered space&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 - Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved immediately. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 - Accomplish a Mission (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player(s) to accomplish the mission in the same turn, gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on. &lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The Adventure ends immediately at the end of a turn, once one of the players has reached at least one of the following conditions: &lt;br /&gt;
&lt;br /&gt;
* Accomplished all three missions A, B and C  -or-&lt;br /&gt;
* Crossed off all the System Error boxes     -or-&lt;br /&gt;
&lt;br /&gt;
* Filled in all spaces of the marking area on their sheet, with numbers or X.&lt;br /&gt;
&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner. &lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
=== Adventure #1: The Launch ===&lt;br /&gt;
&lt;br /&gt;
==== 3 &amp;amp; 4 - Write Down a Number Using the Action (Compulsory) ====&lt;br /&gt;
There are 9 floors in the rocket. Each floor is an independent zone that must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In this Adventure, you won’t perform any action. That means that none of the 6 actions has any effect. Each floor is tied to one of the action symbols (Astronaut, Water, Robot...). The actions only serve to show you where you can write down the number of the combination. So, each turn, you must write down a number on the floor tied to the action associated with that number.&lt;br /&gt;
&lt;br /&gt;
The first floor, at the bottom of the rocket, is a Wild action floor, where any number can be placed, whatever the action of the combination, as long as the ascending order is respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; With a combination “6/Astronaut”, you can write down the 6 on one of the two floors with astronauts or on the Wild action floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you cannot write down any number during a turn, circle one of the System Error box (in no particular order) instead of playing.&lt;br /&gt;
&lt;br /&gt;
Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket.&lt;br /&gt;
&lt;br /&gt;
==== The Quarter Effects ====&lt;br /&gt;
Each floor of the rocket has one or more quarters separated with partition walls. As soon as you complete a quarter of a floor, having written down a number in each space of this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building effect:&#039;&#039;&#039; You can write an X in an empty space of your choice, which allows you to complete quarters faster.&lt;br /&gt;
* &#039;&#039;&#039;Rocket Activation effect:&#039;&#039;&#039; There are Active and Inactive Rockets (see the symbols opposite). With the Activation effect, fill in the arrow of an Inactive Rocket in order to activate it, in any quarter that is not fully numbered.&lt;br /&gt;
* &#039;&#039;&#039;Active Rocket effect:&#039;&#039;&#039; Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Then, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets to cross off, cross off the rockets next to the final scoring space.&lt;br /&gt;
* &#039;&#039;&#039;Sabotage effect:&#039;&#039;&#039; During phase 5, announce a Sabotage. Your opponents must circle a System Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Errors circled with the Active Rocket effects.&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents: Trigger Sabotages ====&lt;br /&gt;
The Sabotage effects are announced and triggered at this moment of the turn.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission ====&lt;br /&gt;
In this Adventure, an accomplished mission does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet.&lt;br /&gt;
&lt;br /&gt;
==== End Of Game ====&lt;br /&gt;
The Adventure can end either with one of the 3 end conditions from the standard rules, OR as soon as a player&#039;s rocket is launched.&lt;br /&gt;
&lt;br /&gt;
To launch your rocket and win the game, at the end of the turn, you must have crossed off all the rockets below the 150 scoring box, as well as all the System Error boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie ![tie icon] if several players launched a rocket during the same turn, the winner is the player who has crossed off the most of these rockets.&lt;br /&gt;
&lt;br /&gt;
In case of a standard rules end condition, scores are tallied, and whoever has the highest rocket score is the winner: Your score is equal to the lowest rocket score still visible, from which you must subtract 5 points for each circled System Error box that hasn’t been crossed off.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
&lt;br /&gt;
* Number the 3 Astronaut &amp;amp; Water floors completely.&lt;br /&gt;
* Number the 3 Robot &amp;amp; Planning floors completely.&lt;br /&gt;
* Number the Energy floor completely.&lt;br /&gt;
* Number the Plant and Wild floors completely.&lt;br /&gt;
* Write down 10 X with the Building effects.&lt;br /&gt;
* Have 5 System Error boxes circled and not crossed off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adventure #2: The Journey ===&lt;br /&gt;
&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
At the beginning of the game, the trajectory to the Moon is one long zone that you must number in ascending order from the Earth to the Moon. This trajectory is way too long to be numbered completely. As the game progresses, with the Energy action (see later on), you can split the trajectory into several smaller zones that you can number independently from each other (①).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; For each of the first two System Error boxes that you cross off, you get one Energy in compensation: immediately circle an Energy symbol at the top of your sheet (②). If you have 2 circled Energies, you must immediately use them (see Energy action).&lt;br /&gt;
&lt;br /&gt;
==== 4  - Use the Action (Optional) ====&lt;br /&gt;
&#039;&#039;&#039;Energy Action:&#039;&#039;&#039; The energy allows you to turn on the engines of your rocket, in order to create a boost to correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet (②). At the beginning of the game, you start with one energy already circled. Each time you have 2 circled energies, you must &#039;&#039;&#039;immediately&#039;&#039;&#039; cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another (①).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Action:&#039;&#039;&#039;  It is important to stir the water tanks. If you have written down the number of your combination in a space with a water tank, then, with the Water action, you can circle that water tank (③).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robot action:&#039;&#039;&#039; You must program the robots to retrieve the plants from the space stations. The stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station (④).The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier (⑤). The other players must then cross off this multiplier and will be able to get only the lowest multiplier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plant action:&#039;&#039;&#039;  You must organize the growing of the plants in microgravity in the space stations. These stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. &#039;&#039;&#039;Note that you can circle the Plants of a station even though you have not circled all the robots for this station (⑥).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (−2, −1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol (⑦).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol (⑧). &#039;&#039;&#039;Note&#039;&#039;&#039; that you cannot cross off a Planning symbol without writing down an X in an empty space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want (⑨). To use it, cross it off, then use any of the 6 possible actions &#039;&#039;&#039;instead&#039;&#039;&#039; of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the Adventure, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Plants:&#039;&#039;&#039;  For each space station, multiply the # of circled plants by the multiplier bonus you circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Water tanks:&#039;&#039;&#039;  Add up the values of each circled water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Longest complete zone:&#039;&#039;&#039;  Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 The most zones complete:&#039;&#039;&#039;  Those who filled in the most zones on their course earn 20 points, the second one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle a multiplier bonus for 3 different space stations with the robots.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory&#039;&#039;&#039; &#039;&#039;&#039;2 zones of 6 numbered spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory 3 zones of numbered spaces: 1 zone of 6 spaces, 1 zone of 4 spaces and 1 zone of 2 spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 6 water tanks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 4 consecutive water tanks on your trajectory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Adventure #3: The Colony ===&lt;br /&gt;
&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
In this Adventure, each building is a space to be numbered.&lt;br /&gt;
&lt;br /&gt;
Each row and each column of buildings forms a zone that you must number in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each horizontal row of buildings must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each vertical column of buildings must be numbered in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column 🔴①.&lt;br /&gt;
&lt;br /&gt;
The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered 🔴②.&lt;br /&gt;
&lt;br /&gt;
Moreover the two buildings marked with an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.&lt;br /&gt;
&lt;br /&gt;
==== The Quarters ====&lt;br /&gt;
The colony buildings are divided up into four quarters.&lt;br /&gt;
&lt;br /&gt;
The first players to write a number in all the buildings of one quarter, in the same turn, circle the highest bonus of 15 points 🔴③.&lt;br /&gt;
&lt;br /&gt;
he other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.&lt;br /&gt;
&lt;br /&gt;
==== 4 - Use the Action (Optional) ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number of your combination in a building with a water tank, then with the Water action, you can circle that water tank 🔴④.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse in the same quarter where you have just written down the number of your combination 🔴⑤.  You must circle the greenhouses of a quarter from top to bottom. Each greenhouse will earn you 1 plant for the end of the game. The fourth greenhouse, which is larger, will earn you 2 plants.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; In order to dispatch the scientists and the equipment, you must create a network of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket 🔴⑥. With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered &#039;&#039;&#039;AND&#039;&#039;&#039; connected to your tunnel network, circle its antenna 🔴⑦.  If you connect the observatory on the top right corner, immediately circle its 3 antennas.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Using the energy, you can improve the greenhouses, the water tanks or the network of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas 🔴⑧. You must first cross off the box with the lowest value, then the others from top to bottom.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area of your sheet 🔴⑨.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet 🔴⑩. The Planning action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
🌱 &#039;&#039;&#039;Plants, Water Tanks, and Parabolic Antennas:&#039;&#039;&#039; Tally the Plant symbols in your circled greenhouses, the circled Water tanks and the circled antennas.  Write down these numbers in their corresponding scoring areas. For each of these three fields, multiply that number with the highest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🏘️ &#039;&#039;&#039;Complete quarters:&#039;&#039;&#039; Write down and add up the bonuses that you have earned for your completed quarters.&lt;br /&gt;
&lt;br /&gt;
👨‍🚀 &#039;&#039;&#039;Astronauts:&#039;&#039;&#039; The players who have crossed off the most astronauts earn 20 points, the second ones 10 points, and the third ones 5 points.  You do not earn any points if you have not crossed off any astronaut.&lt;br /&gt;
&lt;br /&gt;
🧠 &#039;&#039;&#039;Planning:&#039;&#039;&#039; Subtract the lowest value still visible in the Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 vertical columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 horizontal rows.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the parabolic antennas in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle enough greenhouses in order to have 10 plants.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the water tanks in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #4: The Mine===&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
The mine at the bottom of your sheet has 3 underground levels. &lt;br /&gt;
&lt;br /&gt;
Each horizontal level is an independent zone made up of cavities: spaces you must number in ascending order from left to right.🔴①.&lt;br /&gt;
&lt;br /&gt;
In the mine, there are 2 types of minerals, &amp;quot;pearls&amp;quot; and &amp;quot;rubies.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
When you write down a number in a space with a mineral, immediately circle it. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re using the Plant or Water actions, you can also circle the plants and waters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extracting resources:&#039;&#039;&#039; You will supply your factories with circled resources when you complete columns of spaces. (in step 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factories:&#039;&#039;&#039; The six columns above the ground are the main factories and control centers. The five small boxes at the top are the secondary factories.&lt;br /&gt;
&lt;br /&gt;
The 4 main factories on the left process plants, water, pearls, and rubies, which you circle from top to bottom. &lt;br /&gt;
&lt;br /&gt;
The 2 control centers on the right use astronauts and planning the same way.&lt;br /&gt;
&lt;br /&gt;
You can increase the points earned by the main factories by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
If you are the first player to circle a resource next to the star-shaped filling bonus, claim that bonus by circling it. All other players cross off that bonus.&lt;br /&gt;
&lt;br /&gt;
The 5 secondary factories along the top give you bonuses in your main factories. You can activate these by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number in a cavity next to a Water, you can circle the water.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; If you write down the number in a cavity next to a Plant, you can circle the plant.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the astronaut control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, cross off 1 Planning symbol in the planning control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot and Energy actions:&#039;&#039;&#039; Cross off a robot or energy symbol in any factory or control center.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Upgrading a factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a main factory, cross off the top scoring box in that factory. At the end of the game, the bottom scoring box will apply.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Activating a Secondary Factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a secondary factory, cross off the bonuses and circle or cross off the corresponding symbols in the factories.&lt;br /&gt;
&lt;br /&gt;
====5 - Incidents: Extracting the Resources====&lt;br /&gt;
If you have numbered 3 spaces of a column, then you must extract the resources of this column.&lt;br /&gt;
&lt;br /&gt;
Cross off the circled resources in this column, then for each crossed off resource, circle the resource in the appropriate main factory.&lt;br /&gt;
&lt;br /&gt;
Then circle the extraction pump just above the column.&lt;br /&gt;
&lt;br /&gt;
====End of Game====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Resource Factories:&#039;&#039;&#039; In each main resource factory, write down the total number of circled resources. Multiply that number by the active value of the factory (the top value if you have not upgraded it, the bottom value if you have completed the upgrade). Add the filling bonus if you obtained it.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Astronaut Control Center:&#039;&#039;&#039; If you did not upgrade the factory, the astronauts do not score. If you upgraded this area, you gain 3 points for each crossed off astronaut symbol&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Planning Control Center:&#039;&#039;&#039; If you did not upgrade the factory, you &#039;&#039;&#039;lose&#039;&#039;&#039; 3 points for each crossed off planning symbol. If you upgraded this area, you do not lose any points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 5 extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 4 adjacent extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Activate the 5 secondary factories located on the top of your sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Upgrade or activate a total of 6 factories, either main or secondary&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 8 plants in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 5 waters in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #5: The Dome===&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
Each skyscraper is an independent zone made up of different levels: spaces that you must in ascending order from bottom to top. &lt;br /&gt;
&lt;br /&gt;
The first number that you write down in each skyscraper has to be placed in of the 2 starting levels:&lt;br /&gt;
&lt;br /&gt;
- the first level above the lunar surface&lt;br /&gt;
&lt;br /&gt;
- or the first level below the surface&lt;br /&gt;
&lt;br /&gt;
Afterwards you have to place a number in a level adjacent to an already numbered space, directly above or below it 🔴①.&lt;br /&gt;
&lt;br /&gt;
The first players to reach highest or lowest level of a skyscraper can circle the highest bonus of this level.&lt;br /&gt;
&lt;br /&gt;
The other players must immediately cross off this highest bonus on their sheet and can now only earn the lowest bonus for this level 🔴②.&lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water and Plant action:&#039;&#039;&#039; Both actions work in the same way. Some skyscraper levels are connected to the same levels of the Water &amp;amp; Plant research tower. With a Water or Plant action you circle a Water or Plant symbol in the level of the tower connected to the skyscraper level where you have just written the number of your combination 🔴③.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area at the bottom of your sheet 🔴④.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; This action allows you to build a section of the dome. To do that, draw one section of the dome according to the following rules:&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 You can build only one of the 2 sections at the surface level or one section adjacent to an already built section 🔴⑤.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 Moreover; each section has a requirement. A section with 1 circle at each end is an odd section type. A section with 2 circles at each end is an even section type. If the number of your combination that you have just written down is even, you can only build an even section type. Likewise with an odd number, you can only build an odd section type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; with an &amp;quot;8 / Robot&amp;quot; combination, you can build the even section type that is located at the base of the dome on the right side 🔴⑥, or the first half of the even section on the left side, that has been cut up in half because of a Planning action 🔴⑦.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The planning action speeds up the construction of the skyscrapers, but slows down the construction of the dome. The Planning action allows you to fill in a level with an X in addition to the number of your combination: either one of the two starting levels of a skyscraper; or a level adjacent to an already numbered level.&lt;br /&gt;
&lt;br /&gt;
In addition to that, with a line, you must, cut in half one unbuilt section of the dome of your choice 🔴⑦. This way, you end up with 2 sections to build instead of one. Both new sections keep the odd/even type of the original section. One section can only be cut up in half once. If there is no more unbuilt section to cut up in half, then you can use the Planning action without having to be subjected to this penalty.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action you can upgrade one of these 4 fields, the result of your &#039;&#039;&#039;accomplished missions&#039;&#039;&#039;, the &#039;&#039;&#039;plant &amp;amp; water&#039;&#039;&#039; research tower, the efficiency of your &#039;&#039;&#039;astronauts&#039;&#039;&#039;, and of your &#039;&#039;&#039;dome&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For that purpose, cross off one scoring box in your scoring area of your choice at the bottom of your sheet. You must &lt;br /&gt;
&lt;br /&gt;
cross off the boxes from top to bottom. The field of the plant &amp;amp; water tower has a triple scoring area. With one Energy action you can cross off 3 boxes at the same level. For example the 3 “2/5/9” boxes  🔴⑧. The missions and the astronauts follow the same logic with a double scoring area: cross off 2 boxes at the same level.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
can upgrade with the Energy action. The first players to accomplish a mission circle the ☆ symbol on the corresponding scoring space, either A, B or C. The other players can then only circle the 8 pointed star symbol.&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Missions&#039;&#039;&#039;: For each accomplished mission, depending on whether you have circled the ☆ or 8 pointed star symbol, write down the lowest visible value of the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and Waters:&#039;&#039;&#039; In the plant &amp;amp; water research tower, you will have levels with 1, 2 or 3 circled symbols (Plant or Water). In the 1st scoring column, write down the number of levels with only one circled symbol. In the 2nd scoring column, write down the number of levels with two circled symbols. In the 3rd scoring column, write down the number of levels with three circled symbols. In each column, multiply the number of levels you just wrote with the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Skyscrapers:&#039;&#039;&#039; Write down and add up the bonuses earned with the highest and lowest levels of the skyscrapers.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Astronauts:&#039;&#039;&#039; Those who have crossed off the most astronauts earn the lowest visible value in the 1st scoring column, the others earn the lowest value of the 2nd scoring column. You do not earn or lose any points if you have not crossed off at least one Astronaut.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Dome:&#039;&#039;&#039; You lose points if your dome is not finished. Write down the number of unbuilt sections of the dome and multiply this number with the highest visible value. Subtract those points to your score.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number all the levels of one skyscraper.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the last level at the top of 2 skyscrapers&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle at least 2 symbols (2 plants or 1 plant + 1 water) in 3 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle all 3 symbols (the 2 plants + the water) in 2 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 Build all sections of the dome.&lt;br /&gt;
&lt;br /&gt;
🟥 Write down an X in 4 levels with Planning actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #6: The Virus===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;br /&gt;
Before starting the game, select a quarter with an empty virus target . Draw a virus in this target and circle it to signal that this virus is active.&lt;br /&gt;
&lt;br /&gt;
Each player can choose a different quarter for that virus. This is the “grey virus” and it immediately spreads. &lt;br /&gt;
&lt;br /&gt;
A housing space of that quarter is infected: cross off one housing space of your choice in that quarter .&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
You are in charge of a housing unit composed of 5 floors.  &lt;br /&gt;
&lt;br /&gt;
Each floor is an independent zone with housing spaces that you must number in ascending order from left to right.  &lt;br /&gt;
&lt;br /&gt;
Each floor is divided in 2 or 3 quarters of 5 housing spaces and these quarters are connected to one another by walkways.  &lt;br /&gt;
&lt;br /&gt;
Some housing spaces will be infected/crossed off during the game, they will not matter for the ascending order of your numbers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error -&#039;&#039;&#039;  When you cross off the 2nd and 3rd System Error box, you trigger a propagation of all active viruses, only on your sheet, during Phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses) &lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Circle one energy in the quarter where you have written down the number of your combination. Note that at the start of the game, there is already one circled energy in each quarter.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Robot:&#039;&#039;&#039;  With this action, you can quarantine quarters to slow down the propagation of the viruses. Close one walkway of your choice, wherever on your sheet, with a line that will close the walkway. This way, the quarters that were connected with this walkway are no longer connected. This will prevent the propagation of the viruses from one quarter to another. Closing a walkway that connects two quarters of the same floor does not divide the zone and you must still number the whole floor in ascending order.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant &amp;amp; Water action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; Circle a plant in the quarter where you have written down the number of your number/plant combination. Then cross off a Plant symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; Circle the water tank if you have written down the number of your number/water combination in a housing space with a water tank. Then cross off a  Water symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
In the scoring area, you must cross off the Plant and Water symbols from left to right, and from top to bottom starting from the top line.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off the last symbol of a line of the scoring area, cross off the scoring box at the end of this line, as well as the Robot or Energy symbol that you must immediately use. With the Robot, close a walkway. With the Energy, circle one energy in any quarter of your choice, except in a complete quarter, in other words, a quarter with all its housing spaces numbered or crossed off. &lt;br /&gt;
&lt;br /&gt;
Whenever you cross off a symbol (Plant or Water) with a virus activation symbol, everyone must immediately activate it on their sheet by circling the corresponding virus target. Everyone must also cross off the same activation symbol on their sheet, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for every player during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses).&lt;br /&gt;
&lt;br /&gt;
Whenever you circle a symbol (Plant or Water) with a Propagation symbol , everyone must cross off this symbol on their sheet, because it can only be activated once. A propagation of all active viruses must be triggered only for your opponents during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses). If several players activate the same Propagation symbol during the same turn, then this propagation does not impact those who have activated it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol at the top of your sheet. Whenever you have 2 crossed off astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a housing space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol at the top of your sheet. Whenever you have 2 crossed off planning, circle a Wild Action symbol. Note that you cannot circle a Planning symbol without writing down an X in a housing space.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents: Propagation of the Active Viruses and Evacuation of the Quarters ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Number and type of Propagation:&#039;&#039;&#039; First of all, you must determine the number and type of propagation of the active viruses that you must trigger.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;The infections:&#039;&#039;&#039;  For each virus that has been activated during the turn, every player must trigger a propagation of all active viruses. Therefore if 2 viruses have been activated during this turn, you must trigger a 1st propagation for all active viruses, then carry on with a 2nd propagation.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water &amp;amp; Plant Propagation:&#039;&#039;&#039; If a Propagation symbol has been triggered with a Plant or Water action, a propagation is triggered for all the players but those who have triggered it.&lt;br /&gt;
&lt;br /&gt;
🔹🔹  &#039;&#039;&#039;System Error Propagation:&#039;&#039;&#039;  If you have crossed off the 2nd or 3rd System Error box, you must trigger a propagation only on your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Trigger one propagation:&#039;&#039;&#039;  On your sheet, each active virus spreads, one by one, in the following order: from left to right, starting with the top floor, then going down floor by floor. A virus spreads by infecting a housing space in the quarter where it is active. Cross off one empty housing space of your choice in this quarter.&lt;br /&gt;
&lt;br /&gt;
If the quarter is complete, with all its housing spaces numbered or crossed off, then the virus spreads to all the neighboring quarters directly connected to that quarter by a walkway. You must then cross off one housing space of your choice in each of these quarters. However the virus does not spread in a neighboring quarter if the walkway is closed. Likewise, the virus does not spread into a complete neighboring quarter and does not spread further on.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Evacuation of the complete quarters:&#039;&#039;&#039; A quarter is complete when all its housing spaces are numbered or infected/crossed off. Then you must immediately score the points of this quarter. For that, multiply the number of numbered housing spaces by the number of circled energies in this quarter.&lt;br /&gt;
&lt;br /&gt;
Write down this score in the corresponding space in the scoring area at the bottom of your sheet 18. You do not earn any points with the infected/crossed off housing spaces. Finally, circle this evacuated quarter. A quarter can only be evacuated and scored once.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
Whenever a mission is accomplished for the first time in the game, each player must activate the virus (red, purple or yellow) shown on the mission, by circling on their sheet the corresponding virus targets. Each player must also cross off the activation symbol of this virus in the scoring mission area, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for everyone. For that purpose, carry out the previous phase 5 again&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The 3 end game conditions from the standard rules apply. Note that the game will end if all your housing spaces are filled with a number or an X or crossed off due to an infection.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and water:&#039;&#039;&#039;: Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Evacuated quarters:&#039;&#039;&#039; Evacuate all the remaining incomplete quarters and score their points on your sheet (multiply the number of numbered housing spaces by the number of circled energies). Then add up the points of all your quarters.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Infected housing spaces:&#039;&#039;&#039; You lose 1 point for each infected/crossed off housing space.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Evacuate 2 quarters. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Evacuate all the quarters of one floor. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine 3 quarters by closing all the walkways giving access to them. Each quarter must be independently quarantined from one another.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine the quarter with the green virus and the quarter with the blue virus, by closing all the walkways giving access to them.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the energies on 2 floors.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the plants and all the water tanks on 2 floors.&lt;br /&gt;
&lt;br /&gt;
===Adventure #7: The Escape===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;br /&gt;
&lt;br /&gt;
===Adventure #6: The Battle===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=27657</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=27657"/>
		<updated>2025-12-12T16:36:15Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: /* End Of Game */ Clarifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required:&#039;&#039;&#039;  Can someone please add rules for the two new maps - Adventures 7 &amp;amp; 8?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to ... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&#039;&#039;&#039;Toggle safe/help mode&#039;&#039;&#039; - this toggle displays ? help in areas of the game board where tooltip information is available.  It also safely disables gameplay click actions in these areas to avoid unwanted gameplay while using help.  Reset the toggle to continue normal gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;View Player/Opponent Game Play Area&#039;&#039;&#039; - To cycle through the Player/Opponent game play areas 1) click the arrows beside the Player Name OR 2) click on an Opponents scoring tableau.&lt;br /&gt;
&lt;br /&gt;
== Standard Rules == &lt;br /&gt;
&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next. &lt;br /&gt;
&lt;br /&gt;
On BGA, all 8 Adventures are now available: (1) The Launch, (2) The Journey, (3) The Colony, (4) The Mine, (5) The Dome, (6) The Virus, (7) The Escape and (8) The Battle.&lt;br /&gt;
&lt;br /&gt;
Starship cards are numbered from 1 to 15.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Card Distribution&lt;br /&gt;
!Number&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
|-&lt;br /&gt;
|Cards in Deck&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
=== Game Turn ===&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 - Flip 3 Starship Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 - Pick a Number/Action Combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 - Write Down a Number (Compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone. &lt;br /&gt;
&lt;br /&gt;
* Adventure 1: numbers must ascend from left to right&lt;br /&gt;
* Adventure 2:  numbers ascend from the lower end of the string of spaces to the higher end&lt;br /&gt;
* Adventure 3: numbers must ascend in rows from left right and in columns from bottom to top&lt;br /&gt;
* Adventure 4: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 5: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 6: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 7: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 8: numbers must ascend in rows from ...&lt;br /&gt;
&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).  &lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 - Use the Action (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination. &lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played.  Using an Action is always optional.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Robot action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Water and Plant actions:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Energy action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Astronaut action:&#039;&#039;&#039; Allows you to add or subtract 0, 1, or 2 from the number before placing&lt;br /&gt;
* &#039;&#039;&#039;The Planning action:&#039;&#039;&#039; Allows you to fill in an additional space by placing an X, which is then counted as a numbered space&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 - Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved immediately. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 - Accomplish a Mission (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player(s) to accomplish the mission in the same turn, gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on. &lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The Adventure ends immediately at the end of a turn, once one of the players has reached at least one of the following conditions: &lt;br /&gt;
&lt;br /&gt;
* Accomplished all three missions A, B and C  -or-&lt;br /&gt;
* Crossed off all the System Error boxes     -or-&lt;br /&gt;
&lt;br /&gt;
* Filled in all spaces of the marking area on their sheet, with numbers or X.&lt;br /&gt;
&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner. &lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
=== Adventure #1: The Launch ===&lt;br /&gt;
&lt;br /&gt;
==== 3 &amp;amp; 4 - Write Down a Number Using the Action (Compulsory) ====&lt;br /&gt;
There are 9 floors in the rocket. Each floor is an independent zone that must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In this Adventure, you won’t perform any action. That means that none of the 6 actions has any effect. Each floor is tied to one of the action symbols (Astronaut, Water, Robot...). The actions only serve to show you where you can write down the number of the combination. So, each turn, you must write down a number on the floor tied to the action associated with that number.&lt;br /&gt;
&lt;br /&gt;
The first floor, at the bottom of the rocket, is a Wild action floor, where any number can be placed, whatever the action of the combination, as long as the ascending order is respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; With a combination “6/Astronaut”, you can write down the 6 on one of the two floors with astronauts or on the Wild action floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you cannot write down any number during a turn, circle one of the System Error box (in no particular order) instead of playing.&lt;br /&gt;
&lt;br /&gt;
Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket.&lt;br /&gt;
&lt;br /&gt;
==== The Quarter Effects ====&lt;br /&gt;
Each floor of the rocket has one or more quarters separated with partition walls. As soon as you complete a quarter of a floor, having written down a number in each space of this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building effect:&#039;&#039;&#039; You can write an X in an empty space of your choice, which allows you to complete quarters faster.&lt;br /&gt;
* &#039;&#039;&#039;Rocket Activation effect:&#039;&#039;&#039; There are Active and Inactive Rockets (see the symbols opposite). With the Activation effect, fill in the arrow of an Inactive Rocket in order to activate it, in any quarter that is not fully numbered.&lt;br /&gt;
* &#039;&#039;&#039;Active Rocket effect:&#039;&#039;&#039; Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Then, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets to cross off, cross off the rockets next to the final scoring space.&lt;br /&gt;
* &#039;&#039;&#039;Sabotage effect:&#039;&#039;&#039; During phase 5, announce a Sabotage. Your opponents must circle a System Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Errors circled with the Active Rocket effects.&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents: Trigger Sabotages ====&lt;br /&gt;
The Sabotage effects are announced and triggered at this moment of the turn.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission ====&lt;br /&gt;
In this Adventure, an accomplished mission does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet.&lt;br /&gt;
&lt;br /&gt;
==== End Of Game ====&lt;br /&gt;
The Adventure can end either with one of the 3 end conditions from the standard rules, OR as soon as a player&#039;s rocket is launched.&lt;br /&gt;
&lt;br /&gt;
To launch your rocket and win the game, at the end of the turn, you must have crossed off all the rockets below the 150 scoring box, as well as all the System Error boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie ![tie icon] if several players launched a rocket during the same turn, the winner is the player who has crossed off the most of these rockets.&lt;br /&gt;
&lt;br /&gt;
In case of a standard rules end condition, scores are tallied, and whoever has the highest rocket score is the winner: Your score is equal to the lowest rocket score still visible, from which you must subtract 5 points for each circled System Error box that hasn’t been crossed off.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
&lt;br /&gt;
* Number the 3 Astronaut &amp;amp; Water floors completely.&lt;br /&gt;
* Number the 3 Robot &amp;amp; Planning floors completely.&lt;br /&gt;
* Number the Energy floor completely.&lt;br /&gt;
* Number the Plant and Wild floors completely.&lt;br /&gt;
* Write down 10 X with the Building effects.&lt;br /&gt;
* Have 5 System Error boxes circled and not crossed off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adventure #2: The Journey ===&lt;br /&gt;
&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
At the beginning of the game, the trajectory to the Moon is one long zone that you must number in ascending order from the Earth to the Moon. This trajectory is way too long to be numbered completely. As the game progresses, with the Energy action (see later on), you can split the trajectory into several smaller zones that you can number independently from each other (①).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; For each of the first two System Error boxes that you cross off, you get one Energy in compensation: immediately circle an Energy symbol at the top of your sheet (②). If you have 2 circled Energies, you must immediately use them (see Energy action).&lt;br /&gt;
&lt;br /&gt;
==== 4  - Use the Action (Optional) ====&lt;br /&gt;
&#039;&#039;&#039;Energy Action:&#039;&#039;&#039; The energy allows you to turn on the engines of your rocket, in order to create a boost to correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet (②). At the beginning of the game, you start with one energy already circled. Each time you have 2 circled energies, you must &#039;&#039;&#039;immediately&#039;&#039;&#039; cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another (①).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Action:&#039;&#039;&#039;  It is important to stir the water tanks. If you have written down the number of your combination in a space with a water tank, then, with the Water action, you can circle that water tank (③).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robot action:&#039;&#039;&#039; You must program the robots to retrieve the plants from the space stations. The stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station (④).The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier (⑤). The other players must then cross off this multiplier and will be able to get only the lowest multiplier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plant action:&#039;&#039;&#039;  You must organize the growing of the plants in microgravity in the space stations. These stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. &#039;&#039;&#039;Note that you can circle the Plants of a station even though you have not circled all the robots for this station (⑥).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (−2, −1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol (⑦).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol (⑧). &#039;&#039;&#039;Note&#039;&#039;&#039; that you cannot cross off a Planning symbol without writing down an X in an empty space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want (⑨). To use it, cross it off, then use any of the 6 possible actions &#039;&#039;&#039;instead&#039;&#039;&#039; of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the Adventure, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Plants:&#039;&#039;&#039;  For each space station, multiply the # of circled plants by the multiplier bonus you circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Water tanks:&#039;&#039;&#039;  Add up the values of each circled water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Longest complete zone:&#039;&#039;&#039;  Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 The most zones complete:&#039;&#039;&#039;  Those who filled in the most zones on their course earn 20 points, the second one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle a multiplier bonus for 3 different space stations with the robots.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory&#039;&#039;&#039; &#039;&#039;&#039;2 zones of 6 numbered spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory 3 zones of numbered spaces: 1 zone of 6 spaces, 1 zone of 4 spaces and 1 zone of 2 spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 6 water tanks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 4 consecutive water tanks on your trajectory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Adventure #3: The Colony ===&lt;br /&gt;
&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
In this Adventure, each building is a space to be numbered.&lt;br /&gt;
&lt;br /&gt;
Each row and each column of buildings forms a zone that you must number in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each horizontal row of buildings must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each vertical column of buildings must be numbered in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column 🔴①.&lt;br /&gt;
&lt;br /&gt;
The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered 🔴②.&lt;br /&gt;
&lt;br /&gt;
Moreover the two buildings marked with an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.&lt;br /&gt;
&lt;br /&gt;
==== The Quarters ====&lt;br /&gt;
The colony buildings are divided up into four quarters.&lt;br /&gt;
&lt;br /&gt;
The first players to write a number in all the buildings of one quarter, in the same turn, circle the highest bonus of 15 points 🔴③.&lt;br /&gt;
&lt;br /&gt;
he other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.&lt;br /&gt;
&lt;br /&gt;
==== 4 - Use the Action (Optional) ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number of your combination in a building with a water tank, then with the Water action, you can circle that water tank 🔴④.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse in the same quarter where you have just written down the number of your combination 🔴⑤.  You must circle the greenhouses of a quarter from top to bottom. Each greenhouse will earn you 1 plant for the end of the game. The fourth greenhouse, which is larger, will earn you 2 plants.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; In order to dispatch the scientists and the equipment, you must create a network of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket 🔴⑥. With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered &#039;&#039;&#039;AND&#039;&#039;&#039; connected to your tunnel network, circle its antenna 🔴⑦.  If you connect the observatory on the top right corner, immediately circle its 3 antennas.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Using the energy, you can improve the greenhouses, the water tanks or the network of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas 🔴⑧. You must first cross off the box with the lowest value, then the others from top to bottom.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area of your sheet 🔴⑨.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet 🔴⑩. The Planning action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
🌱 &#039;&#039;&#039;Plants, Water Tanks, and Parabolic Antennas:&#039;&#039;&#039; Tally the Plant symbols in your circled greenhouses, the circled Water tanks and the circled antennas.  Write down these numbers in their corresponding scoring areas. For each of these three fields, multiply that number with the highest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🏘️ &#039;&#039;&#039;Complete quarters:&#039;&#039;&#039; Write down and add up the bonuses that you have earned for your completed quarters.&lt;br /&gt;
&lt;br /&gt;
👨‍🚀 &#039;&#039;&#039;Astronauts:&#039;&#039;&#039; The players who have crossed off the most astronauts earn 20 points, the second ones 10 points, and the third ones 5 points.  You do not earn any points if you have not crossed off any astronaut.&lt;br /&gt;
&lt;br /&gt;
🧠 &#039;&#039;&#039;Planning:&#039;&#039;&#039; Subtract the lowest value still visible in the Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 vertical columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 horizontal rows.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the parabolic antennas in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle enough greenhouses in order to have 10 plants.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the water tanks in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #4: The Mine===&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
The mine at the bottom of your sheet has 3 underground levels. &lt;br /&gt;
&lt;br /&gt;
Each horizontal level is an independent zone made up of cavities: spaces you must number in ascending order from left to right.🔴①.&lt;br /&gt;
&lt;br /&gt;
In the mine, there are 2 types of minerals, &amp;quot;pearls&amp;quot; and &amp;quot;rubies.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
When you write down a number in a space with a mineral, immediately circle it. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re using the Plant or Water actions, you can also circle the plants and waters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extracting resources:&#039;&#039;&#039; You will supply your factories with circled resources when you complete columns of spaces. (in step 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factories:&#039;&#039;&#039; The six columns above the ground are the main factories and control centers. The five small boxes at the top are the secondary factories.&lt;br /&gt;
&lt;br /&gt;
The 4 main factories on the left process plants, water, pearls, and rubies, which you circle from top to bottom. &lt;br /&gt;
&lt;br /&gt;
The 2 control centers on the right use astronauts and planning the same way.&lt;br /&gt;
&lt;br /&gt;
You can increase the points earned by the main factories by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
If you are the first player to circle a resource next to the star-shaped filling bonus, claim that bonus by circling it. All other players cross off that bonus.&lt;br /&gt;
&lt;br /&gt;
The 5 secondary factories along the top give you bonuses in your main factories. You can activate these by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number in a cavity next to a Water, you can circle the water.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; If you write down the number in a cavity next to a Plant, you can circle the plant.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the astronaut control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, cross off 1 Planning symbol in the planning control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot and Energy actions:&#039;&#039;&#039; Cross off a robot or energy symbol in any factory or control center.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Upgrading a factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a main factory, cross off the top scoring box in that factory. At the end of the game, the bottom scoring box will apply.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Activating a Secondary Factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a secondary factory, cross off the bonuses and circle or cross off the corresponding symbols in the factories.&lt;br /&gt;
&lt;br /&gt;
====5 - Incidents: Extracting the Resources====&lt;br /&gt;
If you have numbered 3 spaces of a column, then you must extract the resources of this column.&lt;br /&gt;
&lt;br /&gt;
Cross off the circled resources in this column, then for each crossed off resource, circle the resource in the appropriate main factory.&lt;br /&gt;
&lt;br /&gt;
Then circle the extraction pump just above the column.&lt;br /&gt;
&lt;br /&gt;
====End of Game====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Resource Factories:&#039;&#039;&#039; In each main resource factory, write down the total number of circled resources. Multiply that number by the active value of the factory (the top value if you have not upgraded it, the bottom value if you have completed the upgrade). Add the filling bonus if you obtained it.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Astronaut Control Center:&#039;&#039;&#039; If you did not upgrade the factory, the astronauts do not score. If you upgraded this area, you gain 3 points for each crossed off astronaut symbol&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Planning Control Center:&#039;&#039;&#039; If you did not upgrade the factory, you &#039;&#039;&#039;lose&#039;&#039;&#039; 3 points for each crossed off planning symbol. If you upgraded this area, you do not lose any points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 5 extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 4 adjacent extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Activate the 5 secondary factories located on the top of your sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Upgrade or activate a total of 6 factories, either main or secondary&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 8 plants in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 5 waters in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #5: The Dome===&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
Each skyscraper is an independent zone made up of different levels: spaces that you must in ascending order from bottom to top. &lt;br /&gt;
&lt;br /&gt;
The first number that you write down in each skyscraper has to be placed in of the 2 starting levels:&lt;br /&gt;
&lt;br /&gt;
- the first level above the lunar surface&lt;br /&gt;
&lt;br /&gt;
- or the first level below the surface&lt;br /&gt;
&lt;br /&gt;
Afterwards you have to place a number in a level adjacent to an already numbered space, directly above or below it 🔴①.&lt;br /&gt;
&lt;br /&gt;
The first players to reach highest or lowest level of a skyscraper can circle the highest bonus of this level.&lt;br /&gt;
&lt;br /&gt;
The other players must immediately cross off this highest bonus on their sheet and can now only earn the lowest bonus for this level 🔴②.&lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water and Plant action:&#039;&#039;&#039; Both actions work in the same way. Some skyscraper levels are connected to the same levels of the Water &amp;amp; Plant research tower. With a Water or Plant action you circle a Water or Plant symbol in the level of the tower connected to the skyscraper level where you have just written the number of your combination 🔴③.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area at the bottom of your sheet 🔴④.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; This action allows you to build a section of the dome. To do that, draw one section of the dome according to the following rules:&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 You can build only one of the 2 sections at the surface level or one section adjacent to an already built section 🔴⑤.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 Moreover; each section has a requirement. A section with 1 circle at each end is an odd section type. A section with 2 circles at each end is an even section type. If the number of your combination that you have just written down is even, you can only build an even section type. Likewise with an odd number, you can only build an odd section type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; with an &amp;quot;8 / Robot&amp;quot; combination, you can build the even section type that is located at the base of the dome on the right side 🔴⑥, or the first half of the even section on the left side, that has been cut up in half because of a Planning action 🔴⑦.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The planning action speeds up the construction of the skyscrapers, but slows down the construction of the dome. The Planning action allows you to fill in a level with an X in addition to the number of your combination: either one of the two starting levels of a skyscraper; or a level adjacent to an already numbered level.&lt;br /&gt;
&lt;br /&gt;
In addition to that, with a line, you must, cut in half one unbuilt section of the dome of your choice 🔴⑦. This way, you end up with 2 sections to build instead of one. Both new sections keep the odd/even type of the original section. One section can only be cut up in half once. If there is no more unbuilt section to cut up in half, then you can use the Planning action without having to be subjected to this penalty.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action you can upgrade one of these 4 fields, the result of your &#039;&#039;&#039;accomplished missions&#039;&#039;&#039;, the &#039;&#039;&#039;plant &amp;amp; water&#039;&#039;&#039; research tower, the efficiency of your &#039;&#039;&#039;astronauts&#039;&#039;&#039;, and of your &#039;&#039;&#039;dome&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For that purpose, cross off one scoring box in your scoring area of your choice at the bottom of your sheet. You must &lt;br /&gt;
&lt;br /&gt;
cross off the boxes from top to bottom. The field of the plant &amp;amp; water tower has a triple scoring area. With one Energy action you can cross off 3 boxes at the same level. For example the 3 “2/5/9” boxes  🔴⑧. The missions and the astronauts follow the same logic with a double scoring area: cross off 2 boxes at the same level.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
can upgrade with the Energy action. The first players to accomplish a mission circle the ☆ symbol on the corresponding scoring space, either A, B or C. The other players can then only circle the 8 pointed star symbol.&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Missions&#039;&#039;&#039;: For each accomplished mission, depending on whether you have circled the ☆ or 8 pointed star symbol, write down the lowest visible value of the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and Waters:&#039;&#039;&#039; In the plant &amp;amp; water research tower, you will have levels with 1, 2 or 3 circled symbols (Plant or Water). In the 1st scoring column, write down the number of levels with only one circled symbol. In the 2nd scoring column, write down the number of levels with two circled symbols. In the 3rd scoring column, write down the number of levels with three circled symbols. In each column, multiply the number of levels you just wrote with the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Skyscrapers:&#039;&#039;&#039; Write down and add up the bonuses earned with the highest and lowest levels of the skyscrapers.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Astronauts:&#039;&#039;&#039; Those who have crossed off the most astronauts earn the lowest visible value in the 1st scoring column, the others earn the lowest value of the 2nd scoring column. You do not earn or lose any points if you have not crossed off at least one Astronaut.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Dome:&#039;&#039;&#039; You lose points if your dome is not finished. Write down the number of unbuilt sections of the dome and multiply this number with the highest visible value. Subtract those points to your score.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number all the levels of one skyscraper.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the last level at the top of 2 skyscrapers&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle at least 2 symbols (2 plants or 1 plant + 1 water) in 3 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle all 3 symbols (the 2 plants + the water) in 2 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 Build all sections of the dome.&lt;br /&gt;
&lt;br /&gt;
🟥 Write down an X in 4 levels with Planning actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #6: The Virus===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;br /&gt;
Before starting the game, select a quarter with an empty virus target . Draw a virus in this target and circle it to signal that this virus is active.&lt;br /&gt;
&lt;br /&gt;
Each player can choose a different quarter for that virus. This is the “grey virus” and it immediately spreads. &lt;br /&gt;
&lt;br /&gt;
A housing space of that quarter is infected: cross off one housing space of your choice in that quarter .&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
You are in charge of a housing unit composed of 5 floors.  &lt;br /&gt;
&lt;br /&gt;
Each floor is an independent zone with housing spaces that you must number in ascending order from left to right.  &lt;br /&gt;
&lt;br /&gt;
Each floor is divided in 2 or 3 quarters of 5 housing spaces and these quarters are connected to one another by walkways.  &lt;br /&gt;
&lt;br /&gt;
Some housing spaces will be infected/crossed off during the game, they will not matter for the ascending order of your numbers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error -&#039;&#039;&#039;  When you cross off the 2nd and 3rd System Error box, you trigger a propagation of all active viruses, only on your sheet, during Phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses) &lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Circle one energy in the quarter where you have written down the number of your combination. Note that at the start of the game, there is already one circled energy in each quarter.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Robot:&#039;&#039;&#039;  With this action, you can quarantine quarters to slow down the propagation of the viruses. Close one walkway of your choice, wherever on your sheet, with a line that will close the walkway. This way, the quarters that were connected with this walkway are no longer connected. This will prevent the propagation of the viruses from one quarter to another. Closing a walkway that connects two quarters of the same floor does not divide the zone and you must still number the whole floor in ascending order.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant &amp;amp; Water action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; Circle a plant in the quarter where you have written down the number of your number/plant combination. Then cross off a Plant symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; Circle the water tank if you have written down the number of your number/water combination in a housing space with a water tank. Then cross off a  Water symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
In the scoring area, you must cross off the Plant and Water symbols from left to right, and from top to bottom starting from the top line.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off the last symbol of a line of the scoring area, cross off the scoring box at the end of this line, as well as the Robot or Energy symbol that you must immediately use. With the Robot, close a walkway. With the Energy, circle one energy in any quarter of your choice, except in a complete quarter, in other words, a quarter with all its housing spaces numbered or crossed off. &lt;br /&gt;
&lt;br /&gt;
Whenever you cross off a symbol (Plant or Water) with a virus activation symbol, everyone must immediately activate it on their sheet by circling the corresponding virus target. Everyone must also cross off the same activation symbol on their sheet, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for every player during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses).&lt;br /&gt;
&lt;br /&gt;
Whenever you circle a symbol (Plant or Water) with a Propagation symbol , everyone must cross off this symbol on their sheet, because it can only be activated once. A propagation of all active viruses must be triggered only for your opponents during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses). If several players activate the same Propagation symbol during the same turn, then this propagation does not impact those who have activated it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol at the top of your sheet. Whenever you have 2 crossed off astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a housing space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol at the top of your sheet. Whenever you have 2 crossed off planning, circle a Wild Action symbol. Note that you cannot circle a Planning symbol without writing down an X in a housing space.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents: Propagation of the Active Viruses and Evacuation of the Quarters ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Number and type of Propagation:&#039;&#039;&#039; First of all, you must determine the number and type of propagation of the active viruses that you must trigger.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;The infections:&#039;&#039;&#039;  For each virus that has been activated during the turn, every player must trigger a propagation of all active viruses. Therefore if 2 viruses have been activated during this turn, you must trigger a 1st propagation for all active viruses, then carry on with a 2nd propagation.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water &amp;amp; Plant Propagation:&#039;&#039;&#039; If a Propagation symbol has been triggered with a Plant or Water action, a propagation is triggered for all the players but those who have triggered it.&lt;br /&gt;
&lt;br /&gt;
🔹🔹  &#039;&#039;&#039;System Error Propagation:&#039;&#039;&#039;  If you have crossed off the 2nd or 3rd System Error box, you must trigger a propagation only on your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Trigger one propagation:&#039;&#039;&#039;  On your sheet, each active virus spreads, one by one, in the following order: from left to right, starting with the top floor, then going down floor by floor. A virus spreads by infecting a housing space in the quarter where it is active. Cross off one empty housing space of your choice in this quarter.&lt;br /&gt;
&lt;br /&gt;
If the quarter is complete, with all its housing spaces numbered or crossed off, then the virus spreads to all the neighboring quarters directly connected to that quarter by a walkway. You must then cross off one housing space of your choice in each of these quarters. However the virus does not spread in a neighboring quarter if the walkway is closed. Likewise, the virus does not spread into a complete neighboring quarter and does not spread further on.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Evacuation of the complete quarters:&#039;&#039;&#039; A quarter is complete when all its housing spaces are numbered or infected/crossed off. Then you must immediately score the points of this quarter. For that, multiply the number of numbered housing spaces by the number of circled energies in this quarter.&lt;br /&gt;
&lt;br /&gt;
Write down this score in the corresponding space in the scoring area at the bottom of your sheet 18. You do not earn any points with the infected/crossed off housing spaces. Finally, circle this evacuated quarter. A quarter can only be evacuated and scored once.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
Whenever a mission is accomplished for the first time in the game, each player must activate the virus (red, purple or yellow) shown on the mission, by circling on their sheet the corresponding virus targets. Each player must also cross off the activation symbol of this virus in the scoring mission area, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for everyone. For that purpose, carry out the previous phase 5 again&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The 3 end game conditions from the standard rules apply. Note that the game will end if all your housing spaces are filled with a number or an X or crossed off due to an infection.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and water:&#039;&#039;&#039;: Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Evacuated quarters:&#039;&#039;&#039; Evacuate all the remaining incomplete quarters and score their points on your sheet (multiply the number of numbered housing spaces by the number of circled energies). Then add up the points of all your quarters.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Infected housing spaces:&#039;&#039;&#039; You lose 1 point for each infected/crossed off housing space.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Evacuate 2 quarters. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Evacuate all the quarters of one floor. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine 3 quarters by closing all the walkways giving access to them. Each quarter must be independently quarantined from one another.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine the quarter with the green virus and the quarter with the blue virus, by closing all the walkways giving access to them.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the energies on 2 floors.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the plants and all the water tanks on 2 floors.&lt;br /&gt;
&lt;br /&gt;
===Adventure #7: The Escape===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;br /&gt;
&lt;br /&gt;
===Adventure #6: The Battle===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=27656</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=27656"/>
		<updated>2025-12-12T16:27:41Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: /* The Quarter Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required:&#039;&#039;&#039;  Can someone please add rules for the two new maps - Adventures 7 &amp;amp; 8?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to ... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&#039;&#039;&#039;Toggle safe/help mode&#039;&#039;&#039; - this toggle displays ? help in areas of the game board where tooltip information is available.  It also safely disables gameplay click actions in these areas to avoid unwanted gameplay while using help.  Reset the toggle to continue normal gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;View Player/Opponent Game Play Area&#039;&#039;&#039; - To cycle through the Player/Opponent game play areas 1) click the arrows beside the Player Name OR 2) click on an Opponents scoring tableau.&lt;br /&gt;
&lt;br /&gt;
== Standard Rules == &lt;br /&gt;
&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next. &lt;br /&gt;
&lt;br /&gt;
On BGA, all 8 Adventures are now available: (1) The Launch, (2) The Journey, (3) The Colony, (4) The Mine, (5) The Dome, (6) The Virus, (7) The Escape and (8) The Battle.&lt;br /&gt;
&lt;br /&gt;
Starship cards are numbered from 1 to 15.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Card Distribution&lt;br /&gt;
!Number&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
|-&lt;br /&gt;
|Cards in Deck&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
=== Game Turn ===&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 - Flip 3 Starship Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 - Pick a Number/Action Combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 - Write Down a Number (Compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone. &lt;br /&gt;
&lt;br /&gt;
* Adventure 1: numbers must ascend from left to right&lt;br /&gt;
* Adventure 2:  numbers ascend from the lower end of the string of spaces to the higher end&lt;br /&gt;
* Adventure 3: numbers must ascend in rows from left right and in columns from bottom to top&lt;br /&gt;
* Adventure 4: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 5: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 6: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 7: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 8: numbers must ascend in rows from ...&lt;br /&gt;
&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).  &lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 - Use the Action (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination. &lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played.  Using an Action is always optional.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Robot action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Water and Plant actions:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Energy action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Astronaut action:&#039;&#039;&#039; Allows you to add or subtract 0, 1, or 2 from the number before placing&lt;br /&gt;
* &#039;&#039;&#039;The Planning action:&#039;&#039;&#039; Allows you to fill in an additional space by placing an X, which is then counted as a numbered space&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 - Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved immediately. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 - Accomplish a Mission (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player(s) to accomplish the mission in the same turn, gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on. &lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The game ends immediately at the end of a turn, once one of the players has reached at least one of the following conditions: &lt;br /&gt;
&lt;br /&gt;
* Accomplished all three missions A, B and C  -or-&lt;br /&gt;
* Crossed off all the System Error boxes     -or-&lt;br /&gt;
&lt;br /&gt;
* Filled in all spaces of the marking area on their sheet, with numbers or X.&lt;br /&gt;
&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner. &lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
=== Adventure #1: The Launch ===&lt;br /&gt;
&lt;br /&gt;
==== 3 &amp;amp; 4 - Write Down a Number Using the Action (Compulsory) ====&lt;br /&gt;
There are 9 floors in the rocket. Each floor is an independent zone that must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In this Adventure, you won’t perform any action. That means that none of the 6 actions has any effect. Each floor is tied to one of the action symbols (Astronaut, Water, Robot...). The actions only serve to show you where you can write down the number of the combination. So, each turn, you must write down a number on the floor tied to the action associated with that number.&lt;br /&gt;
&lt;br /&gt;
The first floor, at the bottom of the rocket, is a Wild action floor, where any number can be placed, whatever the action of the combination, as long as the ascending order is respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; With a combination “6/Astronaut”, you can write down the 6 on one of the two floors with astronauts or on the Wild action floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you cannot write down any number during a turn, circle one of the System Error box (in no particular order) instead of playing.&lt;br /&gt;
&lt;br /&gt;
Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket.&lt;br /&gt;
&lt;br /&gt;
==== The Quarter Effects ====&lt;br /&gt;
Each floor of the rocket has one or more quarters separated with partition walls. As soon as you complete a quarter of a floor, having written down a number in each space of this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building effect:&#039;&#039;&#039; You can write an X in an empty space of your choice, which allows you to complete quarters faster.&lt;br /&gt;
* &#039;&#039;&#039;Rocket Activation effect:&#039;&#039;&#039; There are Active and Inactive Rockets (see the symbols opposite). With the Activation effect, fill in the arrow of an Inactive Rocket in order to activate it, in any quarter that is not fully numbered.&lt;br /&gt;
* &#039;&#039;&#039;Active Rocket effect:&#039;&#039;&#039; Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Then, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets to cross off, cross off the rockets next to the final scoring space.&lt;br /&gt;
* &#039;&#039;&#039;Sabotage effect:&#039;&#039;&#039; During phase 5, announce a Sabotage. Your opponents must circle a System Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Errors circled with the Active Rocket effects.&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents: Trigger Sabotages ====&lt;br /&gt;
The Sabotage effects are announced and triggered at this moment of the turn.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission ====&lt;br /&gt;
In this Adventure, an accomplished mission does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet.&lt;br /&gt;
&lt;br /&gt;
==== End Of Game ====&lt;br /&gt;
The game can end either with one of the 3 end conditions from the standard rules, or as soon as a rocket is launched.&lt;br /&gt;
&lt;br /&gt;
To launch your rocket and win the game, at the end of the turn, you must have crossed off all the rockets below the 150 scoring box, as well as all the System Error boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie ![tie icon] if several players launched a rocket during the same turn, the winner is the player who has crossed off the most of these rockets.&lt;br /&gt;
&lt;br /&gt;
In case of a standard rules end condition, scores are tallied, and whoever has the highest score is the winner: Your score is equal to the lowest rocket score still visible, from which you must subtract 5 points for each circled System Error box that hasn’t been crossed off.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
&lt;br /&gt;
* Number the 3 Astronaut &amp;amp; Water floors completely.&lt;br /&gt;
* Number the 3 Robot &amp;amp; Planning floors completely.&lt;br /&gt;
* Number the Energy floor completely.&lt;br /&gt;
* Number the Plant and Wild floors completely.&lt;br /&gt;
* Write down 10 X with the Building effects.&lt;br /&gt;
* Have 5 System Error boxes circled and not crossed off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adventure #2: The Journey ===&lt;br /&gt;
&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
At the beginning of the game, the trajectory to the Moon is one long zone that you must number in ascending order from the Earth to the Moon. This trajectory is way too long to be numbered completely. As the game progresses, with the Energy action (see later on), you can split the trajectory into several smaller zones that you can number independently from each other (①).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; For each of the first two System Error boxes that you cross off, you get one Energy in compensation: immediately circle an Energy symbol at the top of your sheet (②). If you have 2 circled Energies, you must immediately use them (see Energy action).&lt;br /&gt;
&lt;br /&gt;
==== 4  - Use the Action (Optional) ====&lt;br /&gt;
&#039;&#039;&#039;Energy Action:&#039;&#039;&#039; The energy allows you to turn on the engines of your rocket, in order to create a boost to correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet (②). At the beginning of the game, you start with one energy already circled. Each time you have 2 circled energies, you must &#039;&#039;&#039;immediately&#039;&#039;&#039; cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another (①).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Action:&#039;&#039;&#039;  It is important to stir the water tanks. If you have written down the number of your combination in a space with a water tank, then, with the Water action, you can circle that water tank (③).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robot action:&#039;&#039;&#039; You must program the robots to retrieve the plants from the space stations. The stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station (④).The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier (⑤). The other players must then cross off this multiplier and will be able to get only the lowest multiplier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plant action:&#039;&#039;&#039;  You must organize the growing of the plants in microgravity in the space stations. These stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. &#039;&#039;&#039;Note that you can circle the Plants of a station even though you have not circled all the robots for this station (⑥).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (−2, −1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol (⑦).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol (⑧). &#039;&#039;&#039;Note&#039;&#039;&#039; that you cannot cross off a Planning symbol without writing down an X in an empty space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want (⑨). To use it, cross it off, then use any of the 6 possible actions &#039;&#039;&#039;instead&#039;&#039;&#039; of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Plants:&#039;&#039;&#039;  For each space station, multiply the # of circled plants by the multiplier bonus you circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Water tanks:&#039;&#039;&#039;  Add up the values of each circled water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Longest complete zone:&#039;&#039;&#039;  Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 The most zones complete:&#039;&#039;&#039;  Those who filled in the most zones on their course earn 20 points, the second one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle a multiplier bonus for 3 different space stations with the robots.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory&#039;&#039;&#039; &#039;&#039;&#039;2 zones of 6 numbered spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory 3 zones of numbered spaces: 1 zone of 6 spaces, 1 zone of 4 spaces and 1 zone of 2 spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 6 water tanks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 4 consecutive water tanks on your trajectory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Adventure #3: The Colony ===&lt;br /&gt;
&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
In this Adventure, each building is a space to be numbered.&lt;br /&gt;
&lt;br /&gt;
Each row and each column of buildings forms a zone that you must number in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each horizontal row of buildings must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each vertical column of buildings must be numbered in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column 🔴①.&lt;br /&gt;
&lt;br /&gt;
The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered 🔴②.&lt;br /&gt;
&lt;br /&gt;
Moreover the two buildings marked with an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.&lt;br /&gt;
&lt;br /&gt;
==== The Quarters ====&lt;br /&gt;
The colony buildings are divided up into four quarters.&lt;br /&gt;
&lt;br /&gt;
The first players to write a number in all the buildings of one quarter, in the same turn, circle the highest bonus of 15 points 🔴③.&lt;br /&gt;
&lt;br /&gt;
he other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.&lt;br /&gt;
&lt;br /&gt;
==== 4 - Use the Action (Optional) ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number of your combination in a building with a water tank, then with the Water action, you can circle that water tank 🔴④.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse in the same quarter where you have just written down the number of your combination 🔴⑤.  You must circle the greenhouses of a quarter from top to bottom. Each greenhouse will earn you 1 plant for the end of the game. The fourth greenhouse, which is larger, will earn you 2 plants.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; In order to dispatch the scientists and the equipment, you must create a network of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket 🔴⑥. With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered &#039;&#039;&#039;AND&#039;&#039;&#039; connected to your tunnel network, circle its antenna 🔴⑦.  If you connect the observatory on the top right corner, immediately circle its 3 antennas.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Using the energy, you can improve the greenhouses, the water tanks or the network of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas 🔴⑧. You must first cross off the box with the lowest value, then the others from top to bottom.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area of your sheet 🔴⑨.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet 🔴⑩. The Planning action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
🌱 &#039;&#039;&#039;Plants, Water Tanks, and Parabolic Antennas:&#039;&#039;&#039; Tally the Plant symbols in your circled greenhouses, the circled Water tanks and the circled antennas.  Write down these numbers in their corresponding scoring areas. For each of these three fields, multiply that number with the highest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🏘️ &#039;&#039;&#039;Complete quarters:&#039;&#039;&#039; Write down and add up the bonuses that you have earned for your completed quarters.&lt;br /&gt;
&lt;br /&gt;
👨‍🚀 &#039;&#039;&#039;Astronauts:&#039;&#039;&#039; The players who have crossed off the most astronauts earn 20 points, the second ones 10 points, and the third ones 5 points.  You do not earn any points if you have not crossed off any astronaut.&lt;br /&gt;
&lt;br /&gt;
🧠 &#039;&#039;&#039;Planning:&#039;&#039;&#039; Subtract the lowest value still visible in the Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 vertical columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 horizontal rows.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the parabolic antennas in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle enough greenhouses in order to have 10 plants.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the water tanks in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #4: The Mine===&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
The mine at the bottom of your sheet has 3 underground levels. &lt;br /&gt;
&lt;br /&gt;
Each horizontal level is an independent zone made up of cavities: spaces you must number in ascending order from left to right.🔴①.&lt;br /&gt;
&lt;br /&gt;
In the mine, there are 2 types of minerals, &amp;quot;pearls&amp;quot; and &amp;quot;rubies.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
When you write down a number in a space with a mineral, immediately circle it. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re using the Plant or Water actions, you can also circle the plants and waters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extracting resources:&#039;&#039;&#039; You will supply your factories with circled resources when you complete columns of spaces. (in step 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factories:&#039;&#039;&#039; The six columns above the ground are the main factories and control centers. The five small boxes at the top are the secondary factories.&lt;br /&gt;
&lt;br /&gt;
The 4 main factories on the left process plants, water, pearls, and rubies, which you circle from top to bottom. &lt;br /&gt;
&lt;br /&gt;
The 2 control centers on the right use astronauts and planning the same way.&lt;br /&gt;
&lt;br /&gt;
You can increase the points earned by the main factories by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
If you are the first player to circle a resource next to the star-shaped filling bonus, claim that bonus by circling it. All other players cross off that bonus.&lt;br /&gt;
&lt;br /&gt;
The 5 secondary factories along the top give you bonuses in your main factories. You can activate these by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number in a cavity next to a Water, you can circle the water.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; If you write down the number in a cavity next to a Plant, you can circle the plant.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the astronaut control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, cross off 1 Planning symbol in the planning control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot and Energy actions:&#039;&#039;&#039; Cross off a robot or energy symbol in any factory or control center.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Upgrading a factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a main factory, cross off the top scoring box in that factory. At the end of the game, the bottom scoring box will apply.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Activating a Secondary Factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a secondary factory, cross off the bonuses and circle or cross off the corresponding symbols in the factories.&lt;br /&gt;
&lt;br /&gt;
====5 - Incidents: Extracting the Resources====&lt;br /&gt;
If you have numbered 3 spaces of a column, then you must extract the resources of this column.&lt;br /&gt;
&lt;br /&gt;
Cross off the circled resources in this column, then for each crossed off resource, circle the resource in the appropriate main factory.&lt;br /&gt;
&lt;br /&gt;
Then circle the extraction pump just above the column.&lt;br /&gt;
&lt;br /&gt;
====End of Game====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Resource Factories:&#039;&#039;&#039; In each main resource factory, write down the total number of circled resources. Multiply that number by the active value of the factory (the top value if you have not upgraded it, the bottom value if you have completed the upgrade). Add the filling bonus if you obtained it.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Astronaut Control Center:&#039;&#039;&#039; If you did not upgrade the factory, the astronauts do not score. If you upgraded this area, you gain 3 points for each crossed off astronaut symbol&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Planning Control Center:&#039;&#039;&#039; If you did not upgrade the factory, you &#039;&#039;&#039;lose&#039;&#039;&#039; 3 points for each crossed off planning symbol. If you upgraded this area, you do not lose any points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 5 extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 4 adjacent extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Activate the 5 secondary factories located on the top of your sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Upgrade or activate a total of 6 factories, either main or secondary&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 8 plants in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 5 waters in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #5: The Dome===&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
Each skyscraper is an independent zone made up of different levels: spaces that you must in ascending order from bottom to top. &lt;br /&gt;
&lt;br /&gt;
The first number that you write down in each skyscraper has to be placed in of the 2 starting levels:&lt;br /&gt;
&lt;br /&gt;
- the first level above the lunar surface&lt;br /&gt;
&lt;br /&gt;
- or the first level below the surface&lt;br /&gt;
&lt;br /&gt;
Afterwards you have to place a number in a level adjacent to an already numbered space, directly above or below it 🔴①.&lt;br /&gt;
&lt;br /&gt;
The first players to reach highest or lowest level of a skyscraper can circle the highest bonus of this level.&lt;br /&gt;
&lt;br /&gt;
The other players must immediately cross off this highest bonus on their sheet and can now only earn the lowest bonus for this level 🔴②.&lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water and Plant action:&#039;&#039;&#039; Both actions work in the same way. Some skyscraper levels are connected to the same levels of the Water &amp;amp; Plant research tower. With a Water or Plant action you circle a Water or Plant symbol in the level of the tower connected to the skyscraper level where you have just written the number of your combination 🔴③.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area at the bottom of your sheet 🔴④.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; This action allows you to build a section of the dome. To do that, draw one section of the dome according to the following rules:&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 You can build only one of the 2 sections at the surface level or one section adjacent to an already built section 🔴⑤.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 Moreover; each section has a requirement. A section with 1 circle at each end is an odd section type. A section with 2 circles at each end is an even section type. If the number of your combination that you have just written down is even, you can only build an even section type. Likewise with an odd number, you can only build an odd section type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; with an &amp;quot;8 / Robot&amp;quot; combination, you can build the even section type that is located at the base of the dome on the right side 🔴⑥, or the first half of the even section on the left side, that has been cut up in half because of a Planning action 🔴⑦.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The planning action speeds up the construction of the skyscrapers, but slows down the construction of the dome. The Planning action allows you to fill in a level with an X in addition to the number of your combination: either one of the two starting levels of a skyscraper; or a level adjacent to an already numbered level.&lt;br /&gt;
&lt;br /&gt;
In addition to that, with a line, you must, cut in half one unbuilt section of the dome of your choice 🔴⑦. This way, you end up with 2 sections to build instead of one. Both new sections keep the odd/even type of the original section. One section can only be cut up in half once. If there is no more unbuilt section to cut up in half, then you can use the Planning action without having to be subjected to this penalty.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action you can upgrade one of these 4 fields, the result of your &#039;&#039;&#039;accomplished missions&#039;&#039;&#039;, the &#039;&#039;&#039;plant &amp;amp; water&#039;&#039;&#039; research tower, the efficiency of your &#039;&#039;&#039;astronauts&#039;&#039;&#039;, and of your &#039;&#039;&#039;dome&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For that purpose, cross off one scoring box in your scoring area of your choice at the bottom of your sheet. You must &lt;br /&gt;
&lt;br /&gt;
cross off the boxes from top to bottom. The field of the plant &amp;amp; water tower has a triple scoring area. With one Energy action you can cross off 3 boxes at the same level. For example the 3 “2/5/9” boxes  🔴⑧. The missions and the astronauts follow the same logic with a double scoring area: cross off 2 boxes at the same level.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
can upgrade with the Energy action. The first players to accomplish a mission circle the ☆ symbol on the corresponding scoring space, either A, B or C. The other players can then only circle the 8 pointed star symbol.&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Missions&#039;&#039;&#039;: For each accomplished mission, depending on whether you have circled the ☆ or 8 pointed star symbol, write down the lowest visible value of the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and Waters:&#039;&#039;&#039; In the plant &amp;amp; water research tower, you will have levels with 1, 2 or 3 circled symbols (Plant or Water). In the 1st scoring column, write down the number of levels with only one circled symbol. In the 2nd scoring column, write down the number of levels with two circled symbols. In the 3rd scoring column, write down the number of levels with three circled symbols. In each column, multiply the number of levels you just wrote with the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Skyscrapers:&#039;&#039;&#039; Write down and add up the bonuses earned with the highest and lowest levels of the skyscrapers.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Astronauts:&#039;&#039;&#039; Those who have crossed off the most astronauts earn the lowest visible value in the 1st scoring column, the others earn the lowest value of the 2nd scoring column. You do not earn or lose any points if you have not crossed off at least one Astronaut.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Dome:&#039;&#039;&#039; You lose points if your dome is not finished. Write down the number of unbuilt sections of the dome and multiply this number with the highest visible value. Subtract those points to your score.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number all the levels of one skyscraper.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the last level at the top of 2 skyscrapers&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle at least 2 symbols (2 plants or 1 plant + 1 water) in 3 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle all 3 symbols (the 2 plants + the water) in 2 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 Build all sections of the dome.&lt;br /&gt;
&lt;br /&gt;
🟥 Write down an X in 4 levels with Planning actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #6: The Virus===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;br /&gt;
Before starting the game, select a quarter with an empty virus target . Draw a virus in this target and circle it to signal that this virus is active.&lt;br /&gt;
&lt;br /&gt;
Each player can choose a different quarter for that virus. This is the “grey virus” and it immediately spreads. &lt;br /&gt;
&lt;br /&gt;
A housing space of that quarter is infected: cross off one housing space of your choice in that quarter .&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
You are in charge of a housing unit composed of 5 floors.  &lt;br /&gt;
&lt;br /&gt;
Each floor is an independent zone with housing spaces that you must number in ascending order from left to right.  &lt;br /&gt;
&lt;br /&gt;
Each floor is divided in 2 or 3 quarters of 5 housing spaces and these quarters are connected to one another by walkways.  &lt;br /&gt;
&lt;br /&gt;
Some housing spaces will be infected/crossed off during the game, they will not matter for the ascending order of your numbers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error -&#039;&#039;&#039;  When you cross off the 2nd and 3rd System Error box, you trigger a propagation of all active viruses, only on your sheet, during Phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses) &lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Circle one energy in the quarter where you have written down the number of your combination. Note that at the start of the game, there is already one circled energy in each quarter.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Robot:&#039;&#039;&#039;  With this action, you can quarantine quarters to slow down the propagation of the viruses. Close one walkway of your choice, wherever on your sheet, with a line that will close the walkway. This way, the quarters that were connected with this walkway are no longer connected. This will prevent the propagation of the viruses from one quarter to another. Closing a walkway that connects two quarters of the same floor does not divide the zone and you must still number the whole floor in ascending order.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant &amp;amp; Water action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; Circle a plant in the quarter where you have written down the number of your number/plant combination. Then cross off a Plant symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; Circle the water tank if you have written down the number of your number/water combination in a housing space with a water tank. Then cross off a  Water symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
In the scoring area, you must cross off the Plant and Water symbols from left to right, and from top to bottom starting from the top line.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off the last symbol of a line of the scoring area, cross off the scoring box at the end of this line, as well as the Robot or Energy symbol that you must immediately use. With the Robot, close a walkway. With the Energy, circle one energy in any quarter of your choice, except in a complete quarter, in other words, a quarter with all its housing spaces numbered or crossed off. &lt;br /&gt;
&lt;br /&gt;
Whenever you cross off a symbol (Plant or Water) with a virus activation symbol, everyone must immediately activate it on their sheet by circling the corresponding virus target. Everyone must also cross off the same activation symbol on their sheet, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for every player during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses).&lt;br /&gt;
&lt;br /&gt;
Whenever you circle a symbol (Plant or Water) with a Propagation symbol , everyone must cross off this symbol on their sheet, because it can only be activated once. A propagation of all active viruses must be triggered only for your opponents during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses). If several players activate the same Propagation symbol during the same turn, then this propagation does not impact those who have activated it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol at the top of your sheet. Whenever you have 2 crossed off astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a housing space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol at the top of your sheet. Whenever you have 2 crossed off planning, circle a Wild Action symbol. Note that you cannot circle a Planning symbol without writing down an X in a housing space.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents: Propagation of the Active Viruses and Evacuation of the Quarters ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Number and type of Propagation:&#039;&#039;&#039; First of all, you must determine the number and type of propagation of the active viruses that you must trigger.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;The infections:&#039;&#039;&#039;  For each virus that has been activated during the turn, every player must trigger a propagation of all active viruses. Therefore if 2 viruses have been activated during this turn, you must trigger a 1st propagation for all active viruses, then carry on with a 2nd propagation.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water &amp;amp; Plant Propagation:&#039;&#039;&#039; If a Propagation symbol has been triggered with a Plant or Water action, a propagation is triggered for all the players but those who have triggered it.&lt;br /&gt;
&lt;br /&gt;
🔹🔹  &#039;&#039;&#039;System Error Propagation:&#039;&#039;&#039;  If you have crossed off the 2nd or 3rd System Error box, you must trigger a propagation only on your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Trigger one propagation:&#039;&#039;&#039;  On your sheet, each active virus spreads, one by one, in the following order: from left to right, starting with the top floor, then going down floor by floor. A virus spreads by infecting a housing space in the quarter where it is active. Cross off one empty housing space of your choice in this quarter.&lt;br /&gt;
&lt;br /&gt;
If the quarter is complete, with all its housing spaces numbered or crossed off, then the virus spreads to all the neighboring quarters directly connected to that quarter by a walkway. You must then cross off one housing space of your choice in each of these quarters. However the virus does not spread in a neighboring quarter if the walkway is closed. Likewise, the virus does not spread into a complete neighboring quarter and does not spread further on.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Evacuation of the complete quarters:&#039;&#039;&#039; A quarter is complete when all its housing spaces are numbered or infected/crossed off. Then you must immediately score the points of this quarter. For that, multiply the number of numbered housing spaces by the number of circled energies in this quarter.&lt;br /&gt;
&lt;br /&gt;
Write down this score in the corresponding space in the scoring area at the bottom of your sheet 18. You do not earn any points with the infected/crossed off housing spaces. Finally, circle this evacuated quarter. A quarter can only be evacuated and scored once.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
Whenever a mission is accomplished for the first time in the game, each player must activate the virus (red, purple or yellow) shown on the mission, by circling on their sheet the corresponding virus targets. Each player must also cross off the activation symbol of this virus in the scoring mission area, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for everyone. For that purpose, carry out the previous phase 5 again&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The 3 end game conditions from the standard rules apply. Note that the game will end if all your housing spaces are filled with a number or an X or crossed off due to an infection.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and water:&#039;&#039;&#039;: Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Evacuated quarters:&#039;&#039;&#039; Evacuate all the remaining incomplete quarters and score their points on your sheet (multiply the number of numbered housing spaces by the number of circled energies). Then add up the points of all your quarters.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Infected housing spaces:&#039;&#039;&#039; You lose 1 point for each infected/crossed off housing space.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Evacuate 2 quarters. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Evacuate all the quarters of one floor. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine 3 quarters by closing all the walkways giving access to them. Each quarter must be independently quarantined from one another.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine the quarter with the green virus and the quarter with the blue virus, by closing all the walkways giving access to them.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the energies on 2 floors.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the plants and all the water tanks on 2 floors.&lt;br /&gt;
&lt;br /&gt;
===Adventure #7: The Escape===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;br /&gt;
&lt;br /&gt;
===Adventure #6: The Battle===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=27655</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=27655"/>
		<updated>2025-12-12T16:24:23Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: /* Overview */  formatting fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required:&#039;&#039;&#039;  Can someone please add rules for the two new maps - Adventures 7 &amp;amp; 8?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to ... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&#039;&#039;&#039;Toggle safe/help mode&#039;&#039;&#039; - this toggle displays ? help in areas of the game board where tooltip information is available.  It also safely disables gameplay click actions in these areas to avoid unwanted gameplay while using help.  Reset the toggle to continue normal gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;View Player/Opponent Game Play Area&#039;&#039;&#039; - To cycle through the Player/Opponent game play areas 1) click the arrows beside the Player Name OR 2) click on an Opponents scoring tableau.&lt;br /&gt;
&lt;br /&gt;
== Standard Rules == &lt;br /&gt;
&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next. &lt;br /&gt;
&lt;br /&gt;
On BGA, all 8 Adventures are now available: (1) The Launch, (2) The Journey, (3) The Colony, (4) The Mine, (5) The Dome, (6) The Virus, (7) The Escape and (8) The Battle.&lt;br /&gt;
&lt;br /&gt;
Starship cards are numbered from 1 to 15.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Card Distribution&lt;br /&gt;
!Number&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
|-&lt;br /&gt;
|Cards in Deck&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
=== Game Turn ===&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 - Flip 3 Starship Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 - Pick a Number/Action Combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 - Write Down a Number (Compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone. &lt;br /&gt;
&lt;br /&gt;
* Adventure 1: numbers must ascend from left to right&lt;br /&gt;
* Adventure 2:  numbers ascend from the lower end of the string of spaces to the higher end&lt;br /&gt;
* Adventure 3: numbers must ascend in rows from left right and in columns from bottom to top&lt;br /&gt;
* Adventure 4: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 5: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 6: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 7: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 8: numbers must ascend in rows from ...&lt;br /&gt;
&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).  &lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 - Use the Action (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination. &lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played.  Using an Action is always optional.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Robot action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Water and Plant actions:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Energy action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Astronaut action:&#039;&#039;&#039; Allows you to add or subtract 0, 1, or 2 from the number before placing&lt;br /&gt;
* &#039;&#039;&#039;The Planning action:&#039;&#039;&#039; Allows you to fill in an additional space by placing an X, which is then counted as a numbered space&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 - Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved immediately. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 - Accomplish a Mission (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player(s) to accomplish the mission in the same turn, gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on. &lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The game ends immediately at the end of a turn, once one of the players has reached at least one of the following conditions: &lt;br /&gt;
&lt;br /&gt;
* Accomplished all three missions A, B and C  -or-&lt;br /&gt;
* Crossed off all the System Error boxes     -or-&lt;br /&gt;
&lt;br /&gt;
* Filled in all spaces of the marking area on their sheet, with numbers or X.&lt;br /&gt;
&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner. &lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
=== Adventure #1: The Launch ===&lt;br /&gt;
&lt;br /&gt;
==== 3 &amp;amp; 4 - Write Down a Number Using the Action (Compulsory) ====&lt;br /&gt;
There are 9 floors in the rocket. Each floor is an independent zone that must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In this Adventure, you won’t perform any action. That means that none of the 6 actions has any effect. Each floor is tied to one of the action symbols (Astronaut, Water, Robot...). The actions only serve to show you where you can write down the number of the combination. So, each turn, you must write down a number on the floor tied to the action associated with that number.&lt;br /&gt;
&lt;br /&gt;
The first floor, at the bottom of the rocket, is a Wild action floor, where any number can be placed, whatever the action of the combination, as long as the ascending order is respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; With a combination “6/Astronaut”, you can write down the 6 on one of the two floors with astronauts or on the Wild action floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you cannot write down any number during a turn, circle one of the System Error box (in no particular order) instead of playing.&lt;br /&gt;
&lt;br /&gt;
Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket.&lt;br /&gt;
&lt;br /&gt;
==== The Quarter Effects ====&lt;br /&gt;
Each floor of the rocket has one or more quarters separated with partition walls. As soon as you complete a quarter of a floor, having written down a number in each space of this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building effect:&#039;&#039;&#039; You can write an X in an empty space of your choice, which allows you to complete quarters faster.&lt;br /&gt;
* &#039;&#039;&#039;Rocket Activation effect:&#039;&#039;&#039; There are Active and Inactive Rockets (see the symbols opposite). With the Activation effect, fill in the arrow of an Inactive Rocket in order to activate it, in any quarter that is not fully numbered.&lt;br /&gt;
* &#039;&#039;&#039;Active Rocket effect:&#039;&#039;&#039; Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Then, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets to cross off, cross off the rockets next to the final scoring space.&lt;br /&gt;
* &#039;&#039;&#039;Sabotage effect:&#039;&#039;&#039; During phase 5, announce a Sabotage. Your opponents must circle a System Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Error circled with the Active Rocket effects.&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents: Trigger Sabotages ====&lt;br /&gt;
The Sabotage effects are announced and triggered at this moment of the turn.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission ====&lt;br /&gt;
In this Adventure, an accomplished mission does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet.&lt;br /&gt;
&lt;br /&gt;
==== End Of Game ====&lt;br /&gt;
The game can end either with one of the 3 end conditions from the standard rules, or as soon as a rocket is launched.&lt;br /&gt;
&lt;br /&gt;
To launch your rocket and win the game, at the end of the turn, you must have crossed off all the rockets below the 150 scoring box, as well as all the System Error boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie ![tie icon] if several players launched a rocket during the same turn, the winner is the player who has crossed off the most of these rockets.&lt;br /&gt;
&lt;br /&gt;
In case of a standard rules end condition, scores are tallied, and whoever has the highest score is the winner: Your score is equal to the lowest rocket score still visible, from which you must subtract 5 points for each circled System Error box that hasn’t been crossed off.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
&lt;br /&gt;
* Number the 3 Astronaut &amp;amp; Water floors completely.&lt;br /&gt;
* Number the 3 Robot &amp;amp; Planning floors completely.&lt;br /&gt;
* Number the Energy floor completely.&lt;br /&gt;
* Number the Plant and Wild floors completely.&lt;br /&gt;
* Write down 10 X with the Building effects.&lt;br /&gt;
* Have 5 System Error boxes circled and not crossed off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adventure #2: The Journey ===&lt;br /&gt;
&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
At the beginning of the game, the trajectory to the Moon is one long zone that you must number in ascending order from the Earth to the Moon. This trajectory is way too long to be numbered completely. As the game progresses, with the Energy action (see later on), you can split the trajectory into several smaller zones that you can number independently from each other (①).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; For each of the first two System Error boxes that you cross off, you get one Energy in compensation: immediately circle an Energy symbol at the top of your sheet (②). If you have 2 circled Energies, you must immediately use them (see Energy action).&lt;br /&gt;
&lt;br /&gt;
==== 4  - Use the Action (Optional) ====&lt;br /&gt;
&#039;&#039;&#039;Energy Action:&#039;&#039;&#039; The energy allows you to turn on the engines of your rocket, in order to create a boost to correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet (②). At the beginning of the game, you start with one energy already circled. Each time you have 2 circled energies, you must &#039;&#039;&#039;immediately&#039;&#039;&#039; cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another (①).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Action:&#039;&#039;&#039;  It is important to stir the water tanks. If you have written down the number of your combination in a space with a water tank, then, with the Water action, you can circle that water tank (③).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robot action:&#039;&#039;&#039; You must program the robots to retrieve the plants from the space stations. The stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station (④).The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier (⑤). The other players must then cross off this multiplier and will be able to get only the lowest multiplier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plant action:&#039;&#039;&#039;  You must organize the growing of the plants in microgravity in the space stations. These stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. &#039;&#039;&#039;Note that you can circle the Plants of a station even though you have not circled all the robots for this station (⑥).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (−2, −1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol (⑦).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol (⑧). &#039;&#039;&#039;Note&#039;&#039;&#039; that you cannot cross off a Planning symbol without writing down an X in an empty space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want (⑨). To use it, cross it off, then use any of the 6 possible actions &#039;&#039;&#039;instead&#039;&#039;&#039; of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Plants:&#039;&#039;&#039;  For each space station, multiply the # of circled plants by the multiplier bonus you circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Water tanks:&#039;&#039;&#039;  Add up the values of each circled water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Longest complete zone:&#039;&#039;&#039;  Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 The most zones complete:&#039;&#039;&#039;  Those who filled in the most zones on their course earn 20 points, the second one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle a multiplier bonus for 3 different space stations with the robots.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory&#039;&#039;&#039; &#039;&#039;&#039;2 zones of 6 numbered spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory 3 zones of numbered spaces: 1 zone of 6 spaces, 1 zone of 4 spaces and 1 zone of 2 spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 6 water tanks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 4 consecutive water tanks on your trajectory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Adventure #3: The Colony ===&lt;br /&gt;
&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
In this Adventure, each building is a space to be numbered.&lt;br /&gt;
&lt;br /&gt;
Each row and each column of buildings forms a zone that you must number in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each horizontal row of buildings must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each vertical column of buildings must be numbered in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column 🔴①.&lt;br /&gt;
&lt;br /&gt;
The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered 🔴②.&lt;br /&gt;
&lt;br /&gt;
Moreover the two buildings marked with an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.&lt;br /&gt;
&lt;br /&gt;
==== The Quarters ====&lt;br /&gt;
The colony buildings are divided up into four quarters.&lt;br /&gt;
&lt;br /&gt;
The first players to write a number in all the buildings of one quarter, in the same turn, circle the highest bonus of 15 points 🔴③.&lt;br /&gt;
&lt;br /&gt;
he other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.&lt;br /&gt;
&lt;br /&gt;
==== 4 - Use the Action (Optional) ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number of your combination in a building with a water tank, then with the Water action, you can circle that water tank 🔴④.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse in the same quarter where you have just written down the number of your combination 🔴⑤.  You must circle the greenhouses of a quarter from top to bottom. Each greenhouse will earn you 1 plant for the end of the game. The fourth greenhouse, which is larger, will earn you 2 plants.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; In order to dispatch the scientists and the equipment, you must create a network of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket 🔴⑥. With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered &#039;&#039;&#039;AND&#039;&#039;&#039; connected to your tunnel network, circle its antenna 🔴⑦.  If you connect the observatory on the top right corner, immediately circle its 3 antennas.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Using the energy, you can improve the greenhouses, the water tanks or the network of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas 🔴⑧. You must first cross off the box with the lowest value, then the others from top to bottom.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area of your sheet 🔴⑨.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet 🔴⑩. The Planning action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
🌱 &#039;&#039;&#039;Plants, Water Tanks, and Parabolic Antennas:&#039;&#039;&#039; Tally the Plant symbols in your circled greenhouses, the circled Water tanks and the circled antennas.  Write down these numbers in their corresponding scoring areas. For each of these three fields, multiply that number with the highest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🏘️ &#039;&#039;&#039;Complete quarters:&#039;&#039;&#039; Write down and add up the bonuses that you have earned for your completed quarters.&lt;br /&gt;
&lt;br /&gt;
👨‍🚀 &#039;&#039;&#039;Astronauts:&#039;&#039;&#039; The players who have crossed off the most astronauts earn 20 points, the second ones 10 points, and the third ones 5 points.  You do not earn any points if you have not crossed off any astronaut.&lt;br /&gt;
&lt;br /&gt;
🧠 &#039;&#039;&#039;Planning:&#039;&#039;&#039; Subtract the lowest value still visible in the Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 vertical columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 horizontal rows.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the parabolic antennas in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle enough greenhouses in order to have 10 plants.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the water tanks in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #4: The Mine===&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
The mine at the bottom of your sheet has 3 underground levels. &lt;br /&gt;
&lt;br /&gt;
Each horizontal level is an independent zone made up of cavities: spaces you must number in ascending order from left to right.🔴①.&lt;br /&gt;
&lt;br /&gt;
In the mine, there are 2 types of minerals, &amp;quot;pearls&amp;quot; and &amp;quot;rubies.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
When you write down a number in a space with a mineral, immediately circle it. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re using the Plant or Water actions, you can also circle the plants and waters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extracting resources:&#039;&#039;&#039; You will supply your factories with circled resources when you complete columns of spaces. (in step 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factories:&#039;&#039;&#039; The six columns above the ground are the main factories and control centers. The five small boxes at the top are the secondary factories.&lt;br /&gt;
&lt;br /&gt;
The 4 main factories on the left process plants, water, pearls, and rubies, which you circle from top to bottom. &lt;br /&gt;
&lt;br /&gt;
The 2 control centers on the right use astronauts and planning the same way.&lt;br /&gt;
&lt;br /&gt;
You can increase the points earned by the main factories by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
If you are the first player to circle a resource next to the star-shaped filling bonus, claim that bonus by circling it. All other players cross off that bonus.&lt;br /&gt;
&lt;br /&gt;
The 5 secondary factories along the top give you bonuses in your main factories. You can activate these by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number in a cavity next to a Water, you can circle the water.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; If you write down the number in a cavity next to a Plant, you can circle the plant.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the astronaut control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, cross off 1 Planning symbol in the planning control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot and Energy actions:&#039;&#039;&#039; Cross off a robot or energy symbol in any factory or control center.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Upgrading a factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a main factory, cross off the top scoring box in that factory. At the end of the game, the bottom scoring box will apply.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Activating a Secondary Factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a secondary factory, cross off the bonuses and circle or cross off the corresponding symbols in the factories.&lt;br /&gt;
&lt;br /&gt;
====5 - Incidents: Extracting the Resources====&lt;br /&gt;
If you have numbered 3 spaces of a column, then you must extract the resources of this column.&lt;br /&gt;
&lt;br /&gt;
Cross off the circled resources in this column, then for each crossed off resource, circle the resource in the appropriate main factory.&lt;br /&gt;
&lt;br /&gt;
Then circle the extraction pump just above the column.&lt;br /&gt;
&lt;br /&gt;
====End of Game====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Resource Factories:&#039;&#039;&#039; In each main resource factory, write down the total number of circled resources. Multiply that number by the active value of the factory (the top value if you have not upgraded it, the bottom value if you have completed the upgrade). Add the filling bonus if you obtained it.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Astronaut Control Center:&#039;&#039;&#039; If you did not upgrade the factory, the astronauts do not score. If you upgraded this area, you gain 3 points for each crossed off astronaut symbol&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Planning Control Center:&#039;&#039;&#039; If you did not upgrade the factory, you &#039;&#039;&#039;lose&#039;&#039;&#039; 3 points for each crossed off planning symbol. If you upgraded this area, you do not lose any points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 5 extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 4 adjacent extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Activate the 5 secondary factories located on the top of your sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Upgrade or activate a total of 6 factories, either main or secondary&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 8 plants in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 5 waters in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #5: The Dome===&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
Each skyscraper is an independent zone made up of different levels: spaces that you must in ascending order from bottom to top. &lt;br /&gt;
&lt;br /&gt;
The first number that you write down in each skyscraper has to be placed in of the 2 starting levels:&lt;br /&gt;
&lt;br /&gt;
- the first level above the lunar surface&lt;br /&gt;
&lt;br /&gt;
- or the first level below the surface&lt;br /&gt;
&lt;br /&gt;
Afterwards you have to place a number in a level adjacent to an already numbered space, directly above or below it 🔴①.&lt;br /&gt;
&lt;br /&gt;
The first players to reach highest or lowest level of a skyscraper can circle the highest bonus of this level.&lt;br /&gt;
&lt;br /&gt;
The other players must immediately cross off this highest bonus on their sheet and can now only earn the lowest bonus for this level 🔴②.&lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water and Plant action:&#039;&#039;&#039; Both actions work in the same way. Some skyscraper levels are connected to the same levels of the Water &amp;amp; Plant research tower. With a Water or Plant action you circle a Water or Plant symbol in the level of the tower connected to the skyscraper level where you have just written the number of your combination 🔴③.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area at the bottom of your sheet 🔴④.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; This action allows you to build a section of the dome. To do that, draw one section of the dome according to the following rules:&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 You can build only one of the 2 sections at the surface level or one section adjacent to an already built section 🔴⑤.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 Moreover; each section has a requirement. A section with 1 circle at each end is an odd section type. A section with 2 circles at each end is an even section type. If the number of your combination that you have just written down is even, you can only build an even section type. Likewise with an odd number, you can only build an odd section type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; with an &amp;quot;8 / Robot&amp;quot; combination, you can build the even section type that is located at the base of the dome on the right side 🔴⑥, or the first half of the even section on the left side, that has been cut up in half because of a Planning action 🔴⑦.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The planning action speeds up the construction of the skyscrapers, but slows down the construction of the dome. The Planning action allows you to fill in a level with an X in addition to the number of your combination: either one of the two starting levels of a skyscraper; or a level adjacent to an already numbered level.&lt;br /&gt;
&lt;br /&gt;
In addition to that, with a line, you must, cut in half one unbuilt section of the dome of your choice 🔴⑦. This way, you end up with 2 sections to build instead of one. Both new sections keep the odd/even type of the original section. One section can only be cut up in half once. If there is no more unbuilt section to cut up in half, then you can use the Planning action without having to be subjected to this penalty.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action you can upgrade one of these 4 fields, the result of your &#039;&#039;&#039;accomplished missions&#039;&#039;&#039;, the &#039;&#039;&#039;plant &amp;amp; water&#039;&#039;&#039; research tower, the efficiency of your &#039;&#039;&#039;astronauts&#039;&#039;&#039;, and of your &#039;&#039;&#039;dome&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For that purpose, cross off one scoring box in your scoring area of your choice at the bottom of your sheet. You must &lt;br /&gt;
&lt;br /&gt;
cross off the boxes from top to bottom. The field of the plant &amp;amp; water tower has a triple scoring area. With one Energy action you can cross off 3 boxes at the same level. For example the 3 “2/5/9” boxes  🔴⑧. The missions and the astronauts follow the same logic with a double scoring area: cross off 2 boxes at the same level.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
can upgrade with the Energy action. The first players to accomplish a mission circle the ☆ symbol on the corresponding scoring space, either A, B or C. The other players can then only circle the 8 pointed star symbol.&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Missions&#039;&#039;&#039;: For each accomplished mission, depending on whether you have circled the ☆ or 8 pointed star symbol, write down the lowest visible value of the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and Waters:&#039;&#039;&#039; In the plant &amp;amp; water research tower, you will have levels with 1, 2 or 3 circled symbols (Plant or Water). In the 1st scoring column, write down the number of levels with only one circled symbol. In the 2nd scoring column, write down the number of levels with two circled symbols. In the 3rd scoring column, write down the number of levels with three circled symbols. In each column, multiply the number of levels you just wrote with the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Skyscrapers:&#039;&#039;&#039; Write down and add up the bonuses earned with the highest and lowest levels of the skyscrapers.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Astronauts:&#039;&#039;&#039; Those who have crossed off the most astronauts earn the lowest visible value in the 1st scoring column, the others earn the lowest value of the 2nd scoring column. You do not earn or lose any points if you have not crossed off at least one Astronaut.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Dome:&#039;&#039;&#039; You lose points if your dome is not finished. Write down the number of unbuilt sections of the dome and multiply this number with the highest visible value. Subtract those points to your score.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number all the levels of one skyscraper.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the last level at the top of 2 skyscrapers&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle at least 2 symbols (2 plants or 1 plant + 1 water) in 3 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle all 3 symbols (the 2 plants + the water) in 2 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 Build all sections of the dome.&lt;br /&gt;
&lt;br /&gt;
🟥 Write down an X in 4 levels with Planning actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #6: The Virus===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;br /&gt;
Before starting the game, select a quarter with an empty virus target . Draw a virus in this target and circle it to signal that this virus is active.&lt;br /&gt;
&lt;br /&gt;
Each player can choose a different quarter for that virus. This is the “grey virus” and it immediately spreads. &lt;br /&gt;
&lt;br /&gt;
A housing space of that quarter is infected: cross off one housing space of your choice in that quarter .&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
You are in charge of a housing unit composed of 5 floors.  &lt;br /&gt;
&lt;br /&gt;
Each floor is an independent zone with housing spaces that you must number in ascending order from left to right.  &lt;br /&gt;
&lt;br /&gt;
Each floor is divided in 2 or 3 quarters of 5 housing spaces and these quarters are connected to one another by walkways.  &lt;br /&gt;
&lt;br /&gt;
Some housing spaces will be infected/crossed off during the game, they will not matter for the ascending order of your numbers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error -&#039;&#039;&#039;  When you cross off the 2nd and 3rd System Error box, you trigger a propagation of all active viruses, only on your sheet, during Phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses) &lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Circle one energy in the quarter where you have written down the number of your combination. Note that at the start of the game, there is already one circled energy in each quarter.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Robot:&#039;&#039;&#039;  With this action, you can quarantine quarters to slow down the propagation of the viruses. Close one walkway of your choice, wherever on your sheet, with a line that will close the walkway. This way, the quarters that were connected with this walkway are no longer connected. This will prevent the propagation of the viruses from one quarter to another. Closing a walkway that connects two quarters of the same floor does not divide the zone and you must still number the whole floor in ascending order.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant &amp;amp; Water action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; Circle a plant in the quarter where you have written down the number of your number/plant combination. Then cross off a Plant symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; Circle the water tank if you have written down the number of your number/water combination in a housing space with a water tank. Then cross off a  Water symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
In the scoring area, you must cross off the Plant and Water symbols from left to right, and from top to bottom starting from the top line.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off the last symbol of a line of the scoring area, cross off the scoring box at the end of this line, as well as the Robot or Energy symbol that you must immediately use. With the Robot, close a walkway. With the Energy, circle one energy in any quarter of your choice, except in a complete quarter, in other words, a quarter with all its housing spaces numbered or crossed off. &lt;br /&gt;
&lt;br /&gt;
Whenever you cross off a symbol (Plant or Water) with a virus activation symbol, everyone must immediately activate it on their sheet by circling the corresponding virus target. Everyone must also cross off the same activation symbol on their sheet, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for every player during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses).&lt;br /&gt;
&lt;br /&gt;
Whenever you circle a symbol (Plant or Water) with a Propagation symbol , everyone must cross off this symbol on their sheet, because it can only be activated once. A propagation of all active viruses must be triggered only for your opponents during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses). If several players activate the same Propagation symbol during the same turn, then this propagation does not impact those who have activated it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol at the top of your sheet. Whenever you have 2 crossed off astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a housing space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol at the top of your sheet. Whenever you have 2 crossed off planning, circle a Wild Action symbol. Note that you cannot circle a Planning symbol without writing down an X in a housing space.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents: Propagation of the Active Viruses and Evacuation of the Quarters ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Number and type of Propagation:&#039;&#039;&#039; First of all, you must determine the number and type of propagation of the active viruses that you must trigger.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;The infections:&#039;&#039;&#039;  For each virus that has been activated during the turn, every player must trigger a propagation of all active viruses. Therefore if 2 viruses have been activated during this turn, you must trigger a 1st propagation for all active viruses, then carry on with a 2nd propagation.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water &amp;amp; Plant Propagation:&#039;&#039;&#039; If a Propagation symbol has been triggered with a Plant or Water action, a propagation is triggered for all the players but those who have triggered it.&lt;br /&gt;
&lt;br /&gt;
🔹🔹  &#039;&#039;&#039;System Error Propagation:&#039;&#039;&#039;  If you have crossed off the 2nd or 3rd System Error box, you must trigger a propagation only on your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Trigger one propagation:&#039;&#039;&#039;  On your sheet, each active virus spreads, one by one, in the following order: from left to right, starting with the top floor, then going down floor by floor. A virus spreads by infecting a housing space in the quarter where it is active. Cross off one empty housing space of your choice in this quarter.&lt;br /&gt;
&lt;br /&gt;
If the quarter is complete, with all its housing spaces numbered or crossed off, then the virus spreads to all the neighboring quarters directly connected to that quarter by a walkway. You must then cross off one housing space of your choice in each of these quarters. However the virus does not spread in a neighboring quarter if the walkway is closed. Likewise, the virus does not spread into a complete neighboring quarter and does not spread further on.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Evacuation of the complete quarters:&#039;&#039;&#039; A quarter is complete when all its housing spaces are numbered or infected/crossed off. Then you must immediately score the points of this quarter. For that, multiply the number of numbered housing spaces by the number of circled energies in this quarter.&lt;br /&gt;
&lt;br /&gt;
Write down this score in the corresponding space in the scoring area at the bottom of your sheet 18. You do not earn any points with the infected/crossed off housing spaces. Finally, circle this evacuated quarter. A quarter can only be evacuated and scored once.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
Whenever a mission is accomplished for the first time in the game, each player must activate the virus (red, purple or yellow) shown on the mission, by circling on their sheet the corresponding virus targets. Each player must also cross off the activation symbol of this virus in the scoring mission area, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for everyone. For that purpose, carry out the previous phase 5 again&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The 3 end game conditions from the standard rules apply. Note that the game will end if all your housing spaces are filled with a number or an X or crossed off due to an infection.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and water:&#039;&#039;&#039;: Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Evacuated quarters:&#039;&#039;&#039; Evacuate all the remaining incomplete quarters and score their points on your sheet (multiply the number of numbered housing spaces by the number of circled energies). Then add up the points of all your quarters.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Infected housing spaces:&#039;&#039;&#039; You lose 1 point for each infected/crossed off housing space.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Evacuate 2 quarters. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Evacuate all the quarters of one floor. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine 3 quarters by closing all the walkways giving access to them. Each quarter must be independently quarantined from one another.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine the quarter with the green virus and the quarter with the blue virus, by closing all the walkways giving access to them.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the energies on 2 floors.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the plants and all the water tanks on 2 floors.&lt;br /&gt;
&lt;br /&gt;
===Adventure #7: The Escape===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;br /&gt;
&lt;br /&gt;
===Adventure #6: The Battle===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=27654</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=27654"/>
		<updated>2025-12-12T16:22:38Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Expansions preparation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Can someone please add rules for the new two maps the rules are missing for them. Thanks!!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required:&#039;&#039;&#039;  Can someone please add rules for the two new maps - Adventures 7 &amp;amp; 8?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to ... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&#039;&#039;&#039;Toggle safe/help mode&#039;&#039;&#039; - this toggle displays ? help in areas of the game board where tooltip information is available.  It also safely disables gameplay click actions in these areas to avoid unwanted gameplay while using help.  Reset the toggle to continue normal gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;View Player/Opponent Game Play Area&#039;&#039;&#039; - To cycle through the Player/Opponent game play areas 1) click the arrows beside the Player Name OR 2) click on an Opponents scoring tableau.&lt;br /&gt;
&lt;br /&gt;
== Standard Rules == &lt;br /&gt;
&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next. &lt;br /&gt;
&lt;br /&gt;
On BGA, all 8 Adventures are now available: (1) The Launch, (2) The Journey, (3) The Colony, (4) The Mine, (5) The Dome, (6) The Virus, (7) The Escape and (8) The Battle.&lt;br /&gt;
&lt;br /&gt;
Starship cards are numbered from 1 to 15.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Card Distribution&lt;br /&gt;
!Number&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
|-&lt;br /&gt;
|Cards in Deck&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
=== Game Turn ===&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 - Flip 3 Starship Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 - Pick a Number/Action Combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 - Write Down a Number (Compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone. &lt;br /&gt;
&lt;br /&gt;
* Adventure 1: numbers must ascend from left to right&lt;br /&gt;
* Adventure 2:  numbers ascend from the lower end of the string of spaces to the higher end&lt;br /&gt;
* Adventure 3: numbers must ascend in rows from left right and in columns from bottom to top&lt;br /&gt;
* Adventure 4: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 5: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 6: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 7: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 8: numbers must ascend in rows from ...&lt;br /&gt;
&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).  &lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 - Use the Action (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination. &lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played.  Using an Action is always optional.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Robot action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Water and Plant actions:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Energy action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Astronaut action:&#039;&#039;&#039; Allows you to add or subtract 0, 1, or 2 from the number before placing&lt;br /&gt;
* &#039;&#039;&#039;The Planning action:&#039;&#039;&#039; Allows you to fill in an additional space by placing an X, which is then counted as a numbered space&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 - Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved immediately. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 - Accomplish a Mission (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player(s) to accomplish the mission in the same turn, gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on. &lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The game ends immediately at the end of a turn, once one of the players has reached at least one of the following conditions: &lt;br /&gt;
&lt;br /&gt;
* Accomplished all three missions A, B and C  -or-&lt;br /&gt;
* Crossed off all the System Error boxes     -or-&lt;br /&gt;
&lt;br /&gt;
* Filled in all spaces of the marking area on their sheet, with numbers or X.&lt;br /&gt;
&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner. &lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
=== Adventure #1: The Launch ===&lt;br /&gt;
&lt;br /&gt;
==== 3 &amp;amp; 4 - Write Down a Number Using the Action (Compulsory) ====&lt;br /&gt;
There are 9 floors in the rocket. Each floor is an independent zone that must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In this Adventure, you won’t perform any action. That means that none of the 6 actions has any effect. Each floor is tied to one of the action symbols (Astronaut, Water, Robot...). The actions only serve to show you where you can write down the number of the combination. So, each turn, you must write down a number on the floor tied to the action associated with that number.&lt;br /&gt;
&lt;br /&gt;
The first floor, at the bottom of the rocket, is a Wild action floor, where any number can be placed, whatever the action of the combination, as long as the ascending order is respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; With a combination “6/Astronaut”, you can write down the 6 on one of the two floors with astronauts or on the Wild action floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you cannot write down any number during a turn, circle one of the System Error box (in no particular order) instead of playing.&lt;br /&gt;
&lt;br /&gt;
Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket.&lt;br /&gt;
&lt;br /&gt;
==== The Quarter Effects ====&lt;br /&gt;
Each floor of the rocket has one or more quarters separated with partition walls. As soon as you complete a quarter of a floor, having written down a number in each space of this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building effect:&#039;&#039;&#039; You can write an X in an empty space of your choice, which allows you to complete quarters faster.&lt;br /&gt;
* &#039;&#039;&#039;Rocket Activation effect:&#039;&#039;&#039; There are Active and Inactive Rockets (see the symbols opposite). With the Activation effect, fill in the arrow of an Inactive Rocket in order to activate it, in any quarter that is not fully numbered.&lt;br /&gt;
* &#039;&#039;&#039;Active Rocket effect:&#039;&#039;&#039; Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Then, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets to cross off, cross off the rockets next to the final scoring space.&lt;br /&gt;
* &#039;&#039;&#039;Sabotage effect:&#039;&#039;&#039; During phase 5, announce a Sabotage. Your opponents must circle a System Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Error circled with the Active Rocket effects.&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents: Trigger Sabotages ====&lt;br /&gt;
The Sabotage effects are announced and triggered at this moment of the turn.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission ====&lt;br /&gt;
In this Adventure, an accomplished mission does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet.&lt;br /&gt;
&lt;br /&gt;
==== End Of Game ====&lt;br /&gt;
The game can end either with one of the 3 end conditions from the standard rules, or as soon as a rocket is launched.&lt;br /&gt;
&lt;br /&gt;
To launch your rocket and win the game, at the end of the turn, you must have crossed off all the rockets below the 150 scoring box, as well as all the System Error boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie ![tie icon] if several players launched a rocket during the same turn, the winner is the player who has crossed off the most of these rockets.&lt;br /&gt;
&lt;br /&gt;
In case of a standard rules end condition, scores are tallied, and whoever has the highest score is the winner: Your score is equal to the lowest rocket score still visible, from which you must subtract 5 points for each circled System Error box that hasn’t been crossed off.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
&lt;br /&gt;
* Number the 3 Astronaut &amp;amp; Water floors completely.&lt;br /&gt;
* Number the 3 Robot &amp;amp; Planning floors completely.&lt;br /&gt;
* Number the Energy floor completely.&lt;br /&gt;
* Number the Plant and Wild floors completely.&lt;br /&gt;
* Write down 10 X with the Building effects.&lt;br /&gt;
* Have 5 System Error boxes circled and not crossed off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adventure #2: The Journey ===&lt;br /&gt;
&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
At the beginning of the game, the trajectory to the Moon is one long zone that you must number in ascending order from the Earth to the Moon. This trajectory is way too long to be numbered completely. As the game progresses, with the Energy action (see later on), you can split the trajectory into several smaller zones that you can number independently from each other (①).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; For each of the first two System Error boxes that you cross off, you get one Energy in compensation: immediately circle an Energy symbol at the top of your sheet (②). If you have 2 circled Energies, you must immediately use them (see Energy action).&lt;br /&gt;
&lt;br /&gt;
==== 4  - Use the Action (Optional) ====&lt;br /&gt;
&#039;&#039;&#039;Energy Action:&#039;&#039;&#039; The energy allows you to turn on the engines of your rocket, in order to create a boost to correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet (②). At the beginning of the game, you start with one energy already circled. Each time you have 2 circled energies, you must &#039;&#039;&#039;immediately&#039;&#039;&#039; cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another (①).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Action:&#039;&#039;&#039;  It is important to stir the water tanks. If you have written down the number of your combination in a space with a water tank, then, with the Water action, you can circle that water tank (③).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robot action:&#039;&#039;&#039; You must program the robots to retrieve the plants from the space stations. The stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station (④).The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier (⑤). The other players must then cross off this multiplier and will be able to get only the lowest multiplier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plant action:&#039;&#039;&#039;  You must organize the growing of the plants in microgravity in the space stations. These stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. &#039;&#039;&#039;Note that you can circle the Plants of a station even though you have not circled all the robots for this station (⑥).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (−2, −1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol (⑦).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol (⑧). &#039;&#039;&#039;Note&#039;&#039;&#039; that you cannot cross off a Planning symbol without writing down an X in an empty space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want (⑨). To use it, cross it off, then use any of the 6 possible actions &#039;&#039;&#039;instead&#039;&#039;&#039; of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Plants:&#039;&#039;&#039;  For each space station, multiply the # of circled plants by the multiplier bonus you circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Water tanks:&#039;&#039;&#039;  Add up the values of each circled water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Longest complete zone:&#039;&#039;&#039;  Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 The most zones complete:&#039;&#039;&#039;  Those who filled in the most zones on their course earn 20 points, the second one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle a multiplier bonus for 3 different space stations with the robots.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory&#039;&#039;&#039; &#039;&#039;&#039;2 zones of 6 numbered spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory 3 zones of numbered spaces: 1 zone of 6 spaces, 1 zone of 4 spaces and 1 zone of 2 spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 6 water tanks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 4 consecutive water tanks on your trajectory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Adventure #3: The Colony ===&lt;br /&gt;
&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
In this Adventure, each building is a space to be numbered.&lt;br /&gt;
&lt;br /&gt;
Each row and each column of buildings forms a zone that you must number in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each horizontal row of buildings must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each vertical column of buildings must be numbered in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column 🔴①.&lt;br /&gt;
&lt;br /&gt;
The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered 🔴②.&lt;br /&gt;
&lt;br /&gt;
Moreover the two buildings marked with an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.&lt;br /&gt;
&lt;br /&gt;
==== The Quarters ====&lt;br /&gt;
The colony buildings are divided up into four quarters.&lt;br /&gt;
&lt;br /&gt;
The first players to write a number in all the buildings of one quarter, in the same turn, circle the highest bonus of 15 points 🔴③.&lt;br /&gt;
&lt;br /&gt;
he other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.&lt;br /&gt;
&lt;br /&gt;
==== 4 - Use the Action (Optional) ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number of your combination in a building with a water tank, then with the Water action, you can circle that water tank 🔴④.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse in the same quarter where you have just written down the number of your combination 🔴⑤.  You must circle the greenhouses of a quarter from top to bottom. Each greenhouse will earn you 1 plant for the end of the game. The fourth greenhouse, which is larger, will earn you 2 plants.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; In order to dispatch the scientists and the equipment, you must create a network of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket 🔴⑥. With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered &#039;&#039;&#039;AND&#039;&#039;&#039; connected to your tunnel network, circle its antenna 🔴⑦.  If you connect the observatory on the top right corner, immediately circle its 3 antennas.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Using the energy, you can improve the greenhouses, the water tanks or the network of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas 🔴⑧. You must first cross off the box with the lowest value, then the others from top to bottom.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area of your sheet 🔴⑨.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet 🔴⑩. The Planning action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
🌱 &#039;&#039;&#039;Plants, Water Tanks, and Parabolic Antennas:&#039;&#039;&#039; Tally the Plant symbols in your circled greenhouses, the circled Water tanks and the circled antennas.  Write down these numbers in their corresponding scoring areas. For each of these three fields, multiply that number with the highest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🏘️ &#039;&#039;&#039;Complete quarters:&#039;&#039;&#039; Write down and add up the bonuses that you have earned for your completed quarters.&lt;br /&gt;
&lt;br /&gt;
👨‍🚀 &#039;&#039;&#039;Astronauts:&#039;&#039;&#039; The players who have crossed off the most astronauts earn 20 points, the second ones 10 points, and the third ones 5 points.  You do not earn any points if you have not crossed off any astronaut.&lt;br /&gt;
&lt;br /&gt;
🧠 &#039;&#039;&#039;Planning:&#039;&#039;&#039; Subtract the lowest value still visible in the Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 vertical columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 horizontal rows.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the parabolic antennas in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle enough greenhouses in order to have 10 plants.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the water tanks in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #4: The Mine===&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
The mine at the bottom of your sheet has 3 underground levels. &lt;br /&gt;
&lt;br /&gt;
Each horizontal level is an independent zone made up of cavities: spaces you must number in ascending order from left to right.🔴①.&lt;br /&gt;
&lt;br /&gt;
In the mine, there are 2 types of minerals, &amp;quot;pearls&amp;quot; and &amp;quot;rubies.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
When you write down a number in a space with a mineral, immediately circle it. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re using the Plant or Water actions, you can also circle the plants and waters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extracting resources:&#039;&#039;&#039; You will supply your factories with circled resources when you complete columns of spaces. (in step 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factories:&#039;&#039;&#039; The six columns above the ground are the main factories and control centers. The five small boxes at the top are the secondary factories.&lt;br /&gt;
&lt;br /&gt;
The 4 main factories on the left process plants, water, pearls, and rubies, which you circle from top to bottom. &lt;br /&gt;
&lt;br /&gt;
The 2 control centers on the right use astronauts and planning the same way.&lt;br /&gt;
&lt;br /&gt;
You can increase the points earned by the main factories by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
If you are the first player to circle a resource next to the star-shaped filling bonus, claim that bonus by circling it. All other players cross off that bonus.&lt;br /&gt;
&lt;br /&gt;
The 5 secondary factories along the top give you bonuses in your main factories. You can activate these by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number in a cavity next to a Water, you can circle the water.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; If you write down the number in a cavity next to a Plant, you can circle the plant.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the astronaut control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, cross off 1 Planning symbol in the planning control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot and Energy actions:&#039;&#039;&#039; Cross off a robot or energy symbol in any factory or control center.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Upgrading a factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a main factory, cross off the top scoring box in that factory. At the end of the game, the bottom scoring box will apply.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Activating a Secondary Factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a secondary factory, cross off the bonuses and circle or cross off the corresponding symbols in the factories.&lt;br /&gt;
&lt;br /&gt;
====5 - Incidents: Extracting the Resources====&lt;br /&gt;
If you have numbered 3 spaces of a column, then you must extract the resources of this column.&lt;br /&gt;
&lt;br /&gt;
Cross off the circled resources in this column, then for each crossed off resource, circle the resource in the appropriate main factory.&lt;br /&gt;
&lt;br /&gt;
Then circle the extraction pump just above the column.&lt;br /&gt;
&lt;br /&gt;
====End of Game====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Resource Factories:&#039;&#039;&#039; In each main resource factory, write down the total number of circled resources. Multiply that number by the active value of the factory (the top value if you have not upgraded it, the bottom value if you have completed the upgrade). Add the filling bonus if you obtained it.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Astronaut Control Center:&#039;&#039;&#039; If you did not upgrade the factory, the astronauts do not score. If you upgraded this area, you gain 3 points for each crossed off astronaut symbol&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Planning Control Center:&#039;&#039;&#039; If you did not upgrade the factory, you &#039;&#039;&#039;lose&#039;&#039;&#039; 3 points for each crossed off planning symbol. If you upgraded this area, you do not lose any points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 5 extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 4 adjacent extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Activate the 5 secondary factories located on the top of your sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Upgrade or activate a total of 6 factories, either main or secondary&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 8 plants in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 5 waters in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #5: The Dome===&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
Each skyscraper is an independent zone made up of different levels: spaces that you must in ascending order from bottom to top. &lt;br /&gt;
&lt;br /&gt;
The first number that you write down in each skyscraper has to be placed in of the 2 starting levels:&lt;br /&gt;
&lt;br /&gt;
- the first level above the lunar surface&lt;br /&gt;
&lt;br /&gt;
- or the first level below the surface&lt;br /&gt;
&lt;br /&gt;
Afterwards you have to place a number in a level adjacent to an already numbered space, directly above or below it 🔴①.&lt;br /&gt;
&lt;br /&gt;
The first players to reach highest or lowest level of a skyscraper can circle the highest bonus of this level.&lt;br /&gt;
&lt;br /&gt;
The other players must immediately cross off this highest bonus on their sheet and can now only earn the lowest bonus for this level 🔴②.&lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water and Plant action:&#039;&#039;&#039; Both actions work in the same way. Some skyscraper levels are connected to the same levels of the Water &amp;amp; Plant research tower. With a Water or Plant action you circle a Water or Plant symbol in the level of the tower connected to the skyscraper level where you have just written the number of your combination 🔴③.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area at the bottom of your sheet 🔴④.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; This action allows you to build a section of the dome. To do that, draw one section of the dome according to the following rules:&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 You can build only one of the 2 sections at the surface level or one section adjacent to an already built section 🔴⑤.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 Moreover; each section has a requirement. A section with 1 circle at each end is an odd section type. A section with 2 circles at each end is an even section type. If the number of your combination that you have just written down is even, you can only build an even section type. Likewise with an odd number, you can only build an odd section type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; with an &amp;quot;8 / Robot&amp;quot; combination, you can build the even section type that is located at the base of the dome on the right side 🔴⑥, or the first half of the even section on the left side, that has been cut up in half because of a Planning action 🔴⑦.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The planning action speeds up the construction of the skyscrapers, but slows down the construction of the dome. The Planning action allows you to fill in a level with an X in addition to the number of your combination: either one of the two starting levels of a skyscraper; or a level adjacent to an already numbered level.&lt;br /&gt;
&lt;br /&gt;
In addition to that, with a line, you must, cut in half one unbuilt section of the dome of your choice 🔴⑦. This way, you end up with 2 sections to build instead of one. Both new sections keep the odd/even type of the original section. One section can only be cut up in half once. If there is no more unbuilt section to cut up in half, then you can use the Planning action without having to be subjected to this penalty.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action you can upgrade one of these 4 fields, the result of your &#039;&#039;&#039;accomplished missions&#039;&#039;&#039;, the &#039;&#039;&#039;plant &amp;amp; water&#039;&#039;&#039; research tower, the efficiency of your &#039;&#039;&#039;astronauts&#039;&#039;&#039;, and of your &#039;&#039;&#039;dome&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For that purpose, cross off one scoring box in your scoring area of your choice at the bottom of your sheet. You must &lt;br /&gt;
&lt;br /&gt;
cross off the boxes from top to bottom. The field of the plant &amp;amp; water tower has a triple scoring area. With one Energy action you can cross off 3 boxes at the same level. For example the 3 “2/5/9” boxes  🔴⑧. The missions and the astronauts follow the same logic with a double scoring area: cross off 2 boxes at the same level.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
can upgrade with the Energy action. The first players to accomplish a mission circle the ☆ symbol on the corresponding scoring space, either A, B or C. The other players can then only circle the 8 pointed star symbol.&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Missions&#039;&#039;&#039;: For each accomplished mission, depending on whether you have circled the ☆ or 8 pointed star symbol, write down the lowest visible value of the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and Waters:&#039;&#039;&#039; In the plant &amp;amp; water research tower, you will have levels with 1, 2 or 3 circled symbols (Plant or Water). In the 1st scoring column, write down the number of levels with only one circled symbol. In the 2nd scoring column, write down the number of levels with two circled symbols. In the 3rd scoring column, write down the number of levels with three circled symbols. In each column, multiply the number of levels you just wrote with the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Skyscrapers:&#039;&#039;&#039; Write down and add up the bonuses earned with the highest and lowest levels of the skyscrapers.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Astronauts:&#039;&#039;&#039; Those who have crossed off the most astronauts earn the lowest visible value in the 1st scoring column, the others earn the lowest value of the 2nd scoring column. You do not earn or lose any points if you have not crossed off at least one Astronaut.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Dome:&#039;&#039;&#039; You lose points if your dome is not finished. Write down the number of unbuilt sections of the dome and multiply this number with the highest visible value. Subtract those points to your score.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number all the levels of one skyscraper.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the last level at the top of 2 skyscrapers&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle at least 2 symbols (2 plants or 1 plant + 1 water) in 3 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle all 3 symbols (the 2 plants + the water) in 2 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 Build all sections of the dome.&lt;br /&gt;
&lt;br /&gt;
🟥 Write down an X in 4 levels with Planning actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #6: The Virus===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;br /&gt;
Before starting the game, select a quarter with an empty virus target . Draw a virus in this target and circle it to signal that this virus is active.&lt;br /&gt;
&lt;br /&gt;
Each player can choose a different quarter for that virus. This is the “grey virus” and it immediately spreads. &lt;br /&gt;
&lt;br /&gt;
A housing space of that quarter is infected: cross off one housing space of your choice in that quarter .&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
You are in charge of a housing unit composed of 5 floors.  &lt;br /&gt;
&lt;br /&gt;
Each floor is an independent zone with housing spaces that you must number in ascending order from left to right.  &lt;br /&gt;
&lt;br /&gt;
Each floor is divided in 2 or 3 quarters of 5 housing spaces and these quarters are connected to one another by walkways.  &lt;br /&gt;
&lt;br /&gt;
Some housing spaces will be infected/crossed off during the game, they will not matter for the ascending order of your numbers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error -&#039;&#039;&#039;  When you cross off the 2nd and 3rd System Error box, you trigger a propagation of all active viruses, only on your sheet, during Phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses) &lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Circle one energy in the quarter where you have written down the number of your combination. Note that at the start of the game, there is already one circled energy in each quarter.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Robot:&#039;&#039;&#039;  With this action, you can quarantine quarters to slow down the propagation of the viruses. Close one walkway of your choice, wherever on your sheet, with a line that will close the walkway. This way, the quarters that were connected with this walkway are no longer connected. This will prevent the propagation of the viruses from one quarter to another. Closing a walkway that connects two quarters of the same floor does not divide the zone and you must still number the whole floor in ascending order.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant &amp;amp; Water action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; Circle a plant in the quarter where you have written down the number of your number/plant combination. Then cross off a Plant symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; Circle the water tank if you have written down the number of your number/water combination in a housing space with a water tank. Then cross off a  Water symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
In the scoring area, you must cross off the Plant and Water symbols from left to right, and from top to bottom starting from the top line.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off the last symbol of a line of the scoring area, cross off the scoring box at the end of this line, as well as the Robot or Energy symbol that you must immediately use. With the Robot, close a walkway. With the Energy, circle one energy in any quarter of your choice, except in a complete quarter, in other words, a quarter with all its housing spaces numbered or crossed off. &lt;br /&gt;
&lt;br /&gt;
Whenever you cross off a symbol (Plant or Water) with a virus activation symbol, everyone must immediately activate it on their sheet by circling the corresponding virus target. Everyone must also cross off the same activation symbol on their sheet, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for every player during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses).&lt;br /&gt;
&lt;br /&gt;
Whenever you circle a symbol (Plant or Water) with a Propagation symbol , everyone must cross off this symbol on their sheet, because it can only be activated once. A propagation of all active viruses must be triggered only for your opponents during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses). If several players activate the same Propagation symbol during the same turn, then this propagation does not impact those who have activated it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol at the top of your sheet. Whenever you have 2 crossed off astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a housing space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol at the top of your sheet. Whenever you have 2 crossed off planning, circle a Wild Action symbol. Note that you cannot circle a Planning symbol without writing down an X in a housing space.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents: Propagation of the Active Viruses and Evacuation of the Quarters ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Number and type of Propagation:&#039;&#039;&#039; First of all, you must determine the number and type of propagation of the active viruses that you must trigger.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;The infections:&#039;&#039;&#039;  For each virus that has been activated during the turn, every player must trigger a propagation of all active viruses. Therefore if 2 viruses have been activated during this turn, you must trigger a 1st propagation for all active viruses, then carry on with a 2nd propagation.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water &amp;amp; Plant Propagation:&#039;&#039;&#039; If a Propagation symbol has been triggered with a Plant or Water action, a propagation is triggered for all the players but those who have triggered it.&lt;br /&gt;
&lt;br /&gt;
🔹🔹  &#039;&#039;&#039;System Error Propagation:&#039;&#039;&#039;  If you have crossed off the 2nd or 3rd System Error box, you must trigger a propagation only on your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Trigger one propagation:&#039;&#039;&#039;  On your sheet, each active virus spreads, one by one, in the following order: from left to right, starting with the top floor, then going down floor by floor. A virus spreads by infecting a housing space in the quarter where it is active. Cross off one empty housing space of your choice in this quarter.&lt;br /&gt;
&lt;br /&gt;
If the quarter is complete, with all its housing spaces numbered or crossed off, then the virus spreads to all the neighboring quarters directly connected to that quarter by a walkway. You must then cross off one housing space of your choice in each of these quarters. However the virus does not spread in a neighboring quarter if the walkway is closed. Likewise, the virus does not spread into a complete neighboring quarter and does not spread further on.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Evacuation of the complete quarters:&#039;&#039;&#039; A quarter is complete when all its housing spaces are numbered or infected/crossed off. Then you must immediately score the points of this quarter. For that, multiply the number of numbered housing spaces by the number of circled energies in this quarter.&lt;br /&gt;
&lt;br /&gt;
Write down this score in the corresponding space in the scoring area at the bottom of your sheet 18. You do not earn any points with the infected/crossed off housing spaces. Finally, circle this evacuated quarter. A quarter can only be evacuated and scored once.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
Whenever a mission is accomplished for the first time in the game, each player must activate the virus (red, purple or yellow) shown on the mission, by circling on their sheet the corresponding virus targets. Each player must also cross off the activation symbol of this virus in the scoring mission area, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for everyone. For that purpose, carry out the previous phase 5 again&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The 3 end game conditions from the standard rules apply. Note that the game will end if all your housing spaces are filled with a number or an X or crossed off due to an infection.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and water:&#039;&#039;&#039;: Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Evacuated quarters:&#039;&#039;&#039; Evacuate all the remaining incomplete quarters and score their points on your sheet (multiply the number of numbered housing spaces by the number of circled energies). Then add up the points of all your quarters.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Infected housing spaces:&#039;&#039;&#039; You lose 1 point for each infected/crossed off housing space.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Evacuate 2 quarters. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Evacuate all the quarters of one floor. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine 3 quarters by closing all the walkways giving access to them. Each quarter must be independently quarantined from one another.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine the quarter with the green virus and the quarter with the blue virus, by closing all the walkways giving access to them.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the energies on 2 floors.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the plants and all the water tanks on 2 floors.&lt;br /&gt;
&lt;br /&gt;
===Adventure #7: The Escape===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;br /&gt;
&lt;br /&gt;
===Adventure #6: The Battle===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptrektwelve&amp;diff=27612</id>
		<title>Gamehelptrektwelve</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptrektwelve&amp;diff=27612"/>
		<updated>2025-12-10T20:01:59Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Expanded explanation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Express Ascent Gameplay==&lt;br /&gt;
&lt;br /&gt;
Two dice are rolled each turn. (Red die: 1-6, Yellow die: 0-5)&lt;br /&gt;
&lt;br /&gt;
Each player may choose a number &#039;&#039;option&#039;&#039; to take from those dice, being either the &#039;&#039;&#039;lower value&#039;&#039;&#039;, the &#039;&#039;&#039;higher&#039;&#039;&#039;, the &#039;&#039;&#039;total&#039;&#039;&#039; of the two dice, the &#039;&#039;&#039;difference&#039;&#039;&#039; between them, or their &#039;&#039;&#039;multiplied product&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
They write that number in any circle on their sheet, and tick off that &#039;&#039;option&#039;&#039;. (Once you&#039;ve ticked all four boxes for an &#039;&#039;option&#039;&#039;, you can&#039;t take it any more.  See &#039;&#039;options&#039;&#039; table top right of game board)&lt;br /&gt;
&lt;br /&gt;
Regular circles can take any number from 0-12. Black-outlined circles are &#039;&#039;dangerous terrain&#039;&#039; and can only take numbers from 0-6. No numbers above 12 may be scored.  If you&#039;re forced to place a number that&#039;s too high, a ☹️ must be drawn there instead.&lt;br /&gt;
&lt;br /&gt;
After the first turn, numbers &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; be written adjacent to existing numbers.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, each numbered circle which does not form part of a line or zone is orphaned and gets a ☹️.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
* Every &#039;&#039;&#039;line&#039;&#039;&#039; of ascending, connected, &#039;&#039;consecutive&#039;&#039; numbers = the highest number in the line, plus 1 point per each other number in the line&lt;br /&gt;
* Every &#039;&#039;&#039;zone&#039;&#039;&#039; of 2+ connected, identical numbers = the number from any of its circles, plus 1 point per each other circle in the zone&lt;br /&gt;
* &#039;&#039;&#039;Bonuses&#039;&#039;&#039; for both longest line and largest zone = 1 point for 3, 3 points for 4, 6 points for 5, etc.  (see scoring table middle of game board)&lt;br /&gt;
* &#039;&#039;&#039;Malus&#039;&#039;&#039; = -3 points for each ☹️ on your mountain&lt;br /&gt;
&lt;br /&gt;
==Expedition Gameplay==&lt;br /&gt;
&lt;br /&gt;
Three different ascents are played sequentially, with a score of total stars earned determined at the end.&lt;br /&gt;
&lt;br /&gt;
==Special map rules==&lt;br /&gt;
&amp;lt;u&amp;gt;Special rules for Jampa&amp;lt;/u&amp;gt; from Trek 12 +1:&lt;br /&gt;
&lt;br /&gt;
*You &#039;&#039;&#039;must&#039;&#039;&#039; create a Fixed Line between circles already linked in that manner. There is no constraint when you fill in your first circle.&lt;br /&gt;
When you fill in the second circle, it &#039;&#039;&#039;must&#039;&#039;&#039;  form a Fixed Line with the first. Otherwise, the circle is considered orphaned and you draw an orphan in the circle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special rules for Christmas map&amp;lt;/u&amp;gt;:&lt;br /&gt;
*Each chain represents a garland. The bonuses of each garland are noted above each Rope Trail and depend on the number of &#039;&#039;&#039;different&#039;&#039;&#039; colored balls in the Rope Trail. The more balls of different colors in your garlands, the more points you will score!&lt;br /&gt;
*Zones represent gifts. Each Zone gives a bonus &#039;&#039;&#039;only&#039;&#039;&#039; if that zone has &#039;&#039;&#039;no&#039;&#039;&#039; balls. The bonus is then equal to the value of the Zone in question and is noted in the line below.&lt;br /&gt;
*Finally, it&#039;s Christmas! So no orphans: each orphan space gives a 5 point penalty.&lt;br /&gt;
*The player or players (if simultaneous) who are the first to fill in the box just below the star get a 10 point bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra rules for Zen Trek map&amp;lt;/u&amp;gt;:&lt;br /&gt;
* You MUST start on one of the two sides in one of the three arrowed boxes.&lt;br /&gt;
* Each mountain has its own table for choosing the outcome of the dice. You must necessarily fill in the boxes of a mountain with the table specific to that mountain (for example, it is forbidden to fill in a box of the white mountain using the table of the gray mountain). You can very well have passed from one side to the other without having fully completed one of the two, but you must respect the table of corresponding choices.&lt;br /&gt;
* Under NO circumstances can the &amp;quot;water&amp;quot; boxes be part of a rope path. A &amp;quot;rope path&amp;quot; or &amp;quot;rope trail&amp;quot; is one consisting of linked consecutive numbers. Rope Path Example: 2-3-4-5 (not same numbers as 3-3-3-3).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special rules for Containment map&amp;lt;/u&amp;gt;:&lt;br /&gt;
* &#039;&#039;&#039;Warning&#039;&#039;&#039;, if you place a circle of value higher than 12, you will immediately lose (given a score of -100 points).&lt;br /&gt;
* Each orphan circle is worth its value as a negative score.&lt;br /&gt;
* The value of the circle which is placed at the entrance is counted negative, unless you connect it, using a fixed line, to the sink.&lt;br /&gt;
* If you connect the refrigerator with the sofa using a fixed line, you score that line twice.&lt;br /&gt;
* If there is a zone on the desk, then the desk will score equal to the number of circles in that zone, multiplied by the number in those circles.&lt;br /&gt;
&lt;br /&gt;
==Retail version==&lt;br /&gt;
[[File:Versions.png|link=]] [https://lumberjacks-studio.com/en/trek12-en/ lumberjacks-studio.com]&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskullking&amp;diff=27393</id>
		<title>Gamehelpskullking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskullking&amp;diff=27393"/>
		<updated>2025-11-21T17:29:28Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Added 10 rounds and game winning criteria.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
During each round, you will bid how many tricks you will take. If you are correct, you earn the number of tricks won times 20. If you guess incorrectly, you lose ten points for each trick off the mark you were. &lt;br /&gt;
&lt;br /&gt;
==Deck Contents==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Suit Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 14 Parrot (green) cards&lt;br /&gt;
* 14 Treasure Chest (yellow) cards&lt;br /&gt;
* 14 Pirate Map (purple) cards&lt;br /&gt;
* 14 Jolly Roger (black) trump cards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Special Cards&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 5 Pirate cards&lt;br /&gt;
* 1 Tigress card&lt;br /&gt;
* 1 Skull King card&lt;br /&gt;
* 2 Mermaid cards&lt;br /&gt;
* 5 Escape cards&lt;br /&gt;
* 2 Loot cards &#039;&#039;(expansion only)&#039;&#039;&lt;br /&gt;
* 1 Kraken card &#039;&#039;(expansion only)&#039;&#039;&lt;br /&gt;
* 1 White Whale card &#039;&#039;(expansion only)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 70 cards (74 with expansions)&lt;br /&gt;
&lt;br /&gt;
==How to Play ==&lt;br /&gt;
Skull King is a trick-taking game played over 10 rounds. &lt;br /&gt;
&lt;br /&gt;
In each round, players are dealt a number of cards equal to the round (e.g. 1 card in Round 1, 2 cards in Round 2, etc.) &lt;br /&gt;
&lt;br /&gt;
Each player bids how many tricks they expect to take that round.  Points are awarded for each trick taken that matches a player&#039;s bid, plus bonus points.  &lt;br /&gt;
&lt;br /&gt;
Incorrectly matching a bid will cause a loss of points.  The Pirate with the most points at the end of the game wins.  Tie games are a shared victory.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Suit Cards&amp;lt;/u&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
In the deck are 4 suits of numbered cards. Each card in each suit is numbered from 1 to 14.&lt;br /&gt;
&lt;br /&gt;
Parrots (green), Treasure Chests (yellow), and Treasure Maps (purple) are standard suits. Jolly Roger (black) is the trump (or superior) suit. This suit outranks all other suits. &lt;br /&gt;
&lt;br /&gt;
If any numbered suit card is played first in a trick (even a black card), all other players must &#039;follow suit&#039; and play a card from their hand of that same suit. If you &#039;&#039;have&#039;&#039; a card of the suit that was led, you cannot play a black trump card. But if you &#039;&#039;do not have&#039;&#039; a card in the suit that was led, you may play &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; other suit card (including a black Jolly Roger card).&lt;br /&gt;
&lt;br /&gt;
Cards without numbers (mermaids, pirates, etc.) are NOT suit cards and may be played regardless of what was led. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Special Cards&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A special card can be played in &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; trick, even if you would normally be required to follow suit. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Escape (blue):&amp;lt;/b&amp;gt; An Escape card &#039;&#039;loses&#039;&#039; to all other cards. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Pirate (red):&amp;lt;/b&amp;gt; Beats &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; numbered cards (including black Jolly Roger). Pirate cards have no rank among each other. If multiple are played, the player who played the first Pirate card wins the trick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Tigress:&amp;lt;/b&amp;gt; The Tigress can be played as either a Pirate card or an Escape card. You must choose when the card is played. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Skull King:&amp;lt;/b&amp;gt; Beats Pirates and the Tigress, but loses to a Mermaid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mermaid:&amp;lt;/b&amp;gt; Beats all numbered cards but loses to all Pirate cards &#039;&#039;&#039;except&#039;&#039;&#039; the Skull King. If multiple are played, the player who played the first Mermaid card wins the trick.&lt;br /&gt;
&lt;br /&gt;
When an Escape, Tigress (as Escape), or Loot card is led, the next card sets the lead suit to be followed. If no player plays a Suit or other Special card, the player who played first wins the trick.&lt;br /&gt;
&lt;br /&gt;
The Mermaid, Pirate, Tigress (as Pirate), Skull King, Kraken, or White Whale have no suit. When these are led, each player may play any card they choose.&lt;br /&gt;
&lt;br /&gt;
== How to Win a Trick ==&lt;br /&gt;
If all cards played are the &amp;lt;i&amp;gt;same&amp;lt;/i&amp;gt; suit, the player who played the highest numbered card in that suit wins the trick. &lt;br /&gt;
&lt;br /&gt;
If a black card was played, the player who played it wins the trick, since it beats any standard suit card. If more than one black card was played, the player who played the highest numbered black card wins the trick.&lt;br /&gt;
&lt;br /&gt;
If any special card was played, the player who played it wins the trick (see rules on Special cards to see what beats what). If two of the same special card (ex. two mermaids) are played, the player who played the first of those cards wins the trick.&lt;br /&gt;
&lt;br /&gt;
If a Pirate, the Skull King, and a Mermaid are played in the same trick, the Mermaid wins. Only the Mermaid&#039;s &amp;quot;capturing the Skull King&amp;quot; bonus is earned.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&amp;lt;b&amp;gt;Bid of 1+&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If you win the exact number of tricks bid, you are awarded 20 points for each trick taken. &#039;&#039;Example&#039;&#039;: Calvin bids 3 and then takes 3 tricks. This earns him 60 points (20 × 3).&lt;br /&gt;
&lt;br /&gt;
If you win more or fewer tricks than bid, you lose 10 points for every trick you were off. No points are earned for won tricks. &amp;lt;i&amp;gt;Example:&amp;lt;/i&amp;gt; Angela bids 2 but takes 4 tricks. She&#039;s off by 2 so she loses 20 points (-10 × 2).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bid of 0&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you win 0 tricks after bidding 0, you are awarded 10 times the round number. &amp;lt;i&amp;gt;Example:&amp;lt;/i&amp;gt; Kate bids zero on round 7 and takes 0 tricks. She scores 70 points (10 x 7). &lt;br /&gt;
&lt;br /&gt;
If you win 1 or more tricks after bidding 0, you lose 10 points times the round number. No points are earned for won tricks. &amp;lt;i&amp;gt;Example:&amp;lt;/i&amp;gt; Johnny bids 0 in the 9th round but captures 2 tricks. He scores -90 points for the round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Bonus Points&amp;lt;/u&amp;gt;&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Winning some cards earn bonus points, but only if you make your bid. If you bid incorrecly, all bonuses are forfeited.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Suit Cards of the Highest Rank (14)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every 14 card collected in a trick (whether played by you or an opponent) earns 10 points for each standard suit (yellow, purple, or green) and 20 points for the black Jolly Roger.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Character Cards&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
20 points for each Mermaid taken by a Pirate.&lt;br /&gt;
&lt;br /&gt;
30 points for each Pirate taken by the Skull King.&lt;br /&gt;
&lt;br /&gt;
40 points for taking the Skull King with a Mermaid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loot Card Bonus&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
20 points for each player entered into a Loot alliance. (See Expansion cards)&lt;br /&gt;
&lt;br /&gt;
==Expansion Cards==&lt;br /&gt;
These expansion cards count as Special cards and can be added during game creation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loot:&amp;lt;/b&amp;gt; The player who takes a Loot card in a trick earns 20 points if both him and the player who played it both make their bids. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Kraken:&amp;lt;/b&amp;gt; When the Kraken is played, the trick is discarded and no one wins it. The next trick is led by the player who would have won the trick. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;White Whale:&amp;lt;/b&amp;gt; When a White Whale is played, Special cards cannot win the trick. The highest numbered Suit card wins the trick, regardless of suit. If 2 of the same rank are played, the player who played the first one wins the trick. If only Special cards were played, then the trick is discarded and the person who played the White Whale is the next to lead.&lt;br /&gt;
&lt;br /&gt;
If a Kraken and White Whale are played in the same trick, the second one played wins. That determines the effect applied. &lt;br /&gt;
&lt;br /&gt;
==Pirate Powers==&lt;br /&gt;
Pirate Powers can be enabled during game creation. Each of the five Pirate cards have a unique skill. To use the skill, you must win a trick with that pirate. Capturing one played by another player does not invoke the skill. The skill must be used immediately and does not carry over to the next round. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Rosie D’ Laney:&amp;lt;/b&amp;gt; Choose any player, including yourself, to lead the next trick. Cannot be used in the final trick of the round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bendt the Bandit:&amp;lt;/b&amp;gt; Add 2 cards to your hand from the deck, then discard 2 cards. Cannot be used in the final trick of the round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Rascal of Roatan:&amp;lt;/b&amp;gt; Make a side bet of 0, 10, or 20 points. If you make your bid, you win these points. If you fail to make your bid, you lose these points. Cannot be used in the final trick of the round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Juanita Jade:&amp;lt;/b&amp;gt; You may look through the deck (i.e. cards not dealt that round) to see those not in play. Cannot be used in the final trick of the round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Harry the Giant:&amp;lt;/b&amp;gt; You may increase or decrease your bid by 1.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=27275</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=27275"/>
		<updated>2025-11-10T16:53:11Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Accepted the new horizontal Card Distribution table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Can someone please add rules for the new two maps the rules are missing for them. Thanks!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&#039;&#039;&#039;Toggle safe/help mode&#039;&#039;&#039; - this toggle displays ? help in areas of the game board where tooltip information is available.  It also safely disables gameplay click actions in these areas to avoid unwanted gameplay while using help.  Reset the toggle to continue normal gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;View Player/Opponent Game Play Area&#039;&#039;&#039; - To cycle through the Player/Opponent game play areas 1) click the arrows beside the Player Name OR 2) click on an Opponents scoring tableau.&lt;br /&gt;
&lt;br /&gt;
== Standard Rules == &lt;br /&gt;
&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next. &lt;br /&gt;
&lt;br /&gt;
On BGA, currently the first 6 adventures are available: (1) The Launch, (2) The Journey, (3) The Colony, (4) The Mine, (5) The Dome and (6) The Virus.&lt;br /&gt;
&lt;br /&gt;
Starship cards are numbered from 1 to 15.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Card Distribution&lt;br /&gt;
!Number&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
|-&lt;br /&gt;
|Cards in Deck&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
=== Game Turn ===&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 - Flip 3 Starship Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 - Pick a Number/Action Combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 - Write Down a Number (Compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone. &lt;br /&gt;
&lt;br /&gt;
* Adventure 1: numbers must ascend from left to right&lt;br /&gt;
* Adventure 2:  numbers ascend from the lower end of the string of spaces to the higher end&lt;br /&gt;
* Adventure 3: numbers must ascend in rows from left right and in columns from bottom to top&lt;br /&gt;
&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).  &lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 - Use the Action (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination. &lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Robot action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Water and Plant actions:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Energy action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Astronaut action:&#039;&#039;&#039; Allows you to add or subtract 0, 1, or 2 from the number before placing&lt;br /&gt;
* &#039;&#039;&#039;The Planning action:&#039;&#039;&#039; Allows you to fill in an additional space by placing an X, which is then counted as a numbered space&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 - Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved at the immediately. &lt;br /&gt;
&lt;br /&gt;
Sabotage effect: Your opponents has a System Error circled on their sheet and the same Sabotage symbol that you have just triggered is crossed off. Your opponents will no longer be able to trigger it themselves in the future.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 - Accomplish a Mission (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player to fulfill, in the same turn, the requirements of the mission can accomplish it. They gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on. &lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The game ends immediately at the end of a turn, if one of the players has either: &lt;br /&gt;
&lt;br /&gt;
* Accomplished all three missions A, B and C&lt;br /&gt;
* Crossed off all the System Error boxes     -or-&lt;br /&gt;
&lt;br /&gt;
* Filled in all spaces of the marking area on their sheet, with numbers or X.&lt;br /&gt;
&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner. &lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
=== Adventure #1: The Launch ===&lt;br /&gt;
&lt;br /&gt;
==== 3 &amp;amp; 4 - Write Down a Number Using the Action (Compulsory) ====&lt;br /&gt;
There are 9 floors in the rocket. Each floor is an independent zone that must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In this Adventure, you won’t perform any action. That means that none of the 6 actions has any effect. Each floor is tied to one of the action symbols (Astronaut, Water, Robot...). The actions only serve to show you where you can write down the number of the combination. So, each turn, you must write down a number on the floor tied to the action associated with that number.&lt;br /&gt;
&lt;br /&gt;
The first floor, at the bottom of the rocket, is a Wild action floor, where any number can be placed, whatever the action of the combination, as long as the ascending order is respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; With a combination “6/Astronaut”, you can write down the 6 on one of the two floors with astronauts or on the Wild action floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you cannot write down any number during a turn, circle one of the System Error box (in no particular order) instead of playing.&lt;br /&gt;
&lt;br /&gt;
Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket.&lt;br /&gt;
&lt;br /&gt;
==== The Quarter Effects ====&lt;br /&gt;
Each floor of the rocket has one or more quarters separated with partition walls. As soon as you complete a quarter of a floor, having written down a number in each space of this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building effect:&#039;&#039;&#039; You can write an X in an empty space of your choice, which allows you to complete quarters faster.&lt;br /&gt;
* &#039;&#039;&#039;Rocket Activation effect:&#039;&#039;&#039; There are Active and Inactive Rockets (see the symbols opposite). With the Activation effect, fill in the arrow of an Inactive Rocket in order to activate it, in any quarter that is not fully numbered.&lt;br /&gt;
* &#039;&#039;&#039;Active Rocket effect:&#039;&#039;&#039; Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Then, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets to cross off, cross off the rockets next to the final scoring space.&lt;br /&gt;
* &#039;&#039;&#039;Sabotage effect:&#039;&#039;&#039; During phase 5, announce a Sabotage. Your opponents must circle a System Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Error circled with the Active Rocket effects.&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents: Trigger Sabotages ====&lt;br /&gt;
The Sabotage effects are announced and triggered at this moment of the turn.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission ====&lt;br /&gt;
In this Adventure, an accomplished mission does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet.&lt;br /&gt;
&lt;br /&gt;
==== End Of Game ====&lt;br /&gt;
The game can end either with one of the 3 end conditions from the standard rules, or as soon as a rocket is launched.&lt;br /&gt;
&lt;br /&gt;
To launch your rocket and win the game, at the end of the turn, you must have crossed off all the rockets below the 150 scoring box, as well as all the System Error boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie ![tie icon] if several players launched a rocket during the same turn, the winner is the player who has crossed off the most of these rockets.&lt;br /&gt;
&lt;br /&gt;
In case of a standard rules end condition, scores are tallied, and whoever has the highest score is the winner: Your score is equal to the lowest rocket score still visible, from which you must subtract 5 points for each circled System Error box that hasn’t been crossed off.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
&lt;br /&gt;
* Number the 3 Astronaut &amp;amp; Water floors completely.&lt;br /&gt;
* Number the 3 Robot &amp;amp; Planning floors completely.&lt;br /&gt;
* Number the Energy floor completely.&lt;br /&gt;
* Number the Plant and Wild floors completely.&lt;br /&gt;
* Write down 10 X with the Building effects.&lt;br /&gt;
* Have 5 System Error boxes circled and not crossed off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adventure #2: The Journey ===&lt;br /&gt;
&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
At the beginning of the game, the trajectory to the Moon is one long zone that you must number in ascending order from the Earth to the Moon. This trajectory is way too long to be numbered completely. As the game progresses, with the Energy action (see later on), you can split the trajectory into several smaller zones that you can number independently from each other (①).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; For each of the first two System Error boxes that you cross off, you get one Energy in compensation: immediately circle an Energy symbol at the top of your sheet (②). If you have 2 circled Energies, you must immediately use them (see Energy action).&lt;br /&gt;
&lt;br /&gt;
==== 4  - Use the Action (Optional) ====&lt;br /&gt;
&#039;&#039;&#039;Energy Action:&#039;&#039;&#039; The energy allows you to turn on the engines of your rocket, in order to create a boost to correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet (②). At the beginning of the game, you start with one energy already circled. Each time you have 2 circled energies, you must &#039;&#039;&#039;immediately&#039;&#039;&#039; cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another (①).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Action:&#039;&#039;&#039;  It is important to stir the water tanks. If you have written down the number of your combination in a space with a water tank, then, with the Water action, you can circle that water tank (③).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robot action:&#039;&#039;&#039; You must program the robots to retrieve the plants from the space stations. The stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station (④).The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier (⑤). The other players must then cross off this multiplier and will be able to get only the lowest multiplier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plant action:&#039;&#039;&#039;  You must organize the growing of the plants in microgravity in the space stations. These stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. &#039;&#039;&#039;Note that you can circle the Plants of a station even though you have not circled all the robots for this station (⑥).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (−2, −1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol (⑦).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol (⑧). &#039;&#039;&#039;Note&#039;&#039;&#039; that you cannot cross off a Planning symbol without writing down an X in an empty space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want (⑨). To use it, cross it off, then use any of the 6 possible actions &#039;&#039;&#039;instead&#039;&#039;&#039; of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Plants:&#039;&#039;&#039;  For each space station, multiply the # of circled plants by the multiplier bonus you circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Water tanks:&#039;&#039;&#039;  Add up the values of each circled water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Longest complete zone:&#039;&#039;&#039;  Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 The most zones complete:&#039;&#039;&#039;  Those who filled in the most zones on their course earn 20 points, the second one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle a multiplier bonus for 3 different space stations with the robots.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory&#039;&#039;&#039; &#039;&#039;&#039;2 zones of 6 numbered spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory 3 zones of numbered spaces: 1 zone of 6 spaces, 1 zone of 4 spaces and 1 zone of 2 spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 6 water tanks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 4 consecutive water tanks on your trajectory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Adventure #3: The Colony ===&lt;br /&gt;
&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
In this Adventure, each building is a space to be numbered.&lt;br /&gt;
&lt;br /&gt;
Each row and each column of buildings forms a zone that you must number in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each horizontal row of buildings must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each vertical column of buildings must be numbered in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column 🔴①.&lt;br /&gt;
&lt;br /&gt;
The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered 🔴②.&lt;br /&gt;
&lt;br /&gt;
Moreover the two buildings marked with an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.&lt;br /&gt;
&lt;br /&gt;
==== The Quarters ====&lt;br /&gt;
The colony buildings are divided up into four quarters.&lt;br /&gt;
&lt;br /&gt;
The first players to write a number in all the buildings of one quarter, in the same turn, circle the highest bonus of 15 points 🔴③.&lt;br /&gt;
&lt;br /&gt;
he other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.&lt;br /&gt;
&lt;br /&gt;
==== 4 - Use the Action (Optional) ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number of your combination in a building with a water tank, then with the Water action, you can circle that water tank 🔴④.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse in the same quarter where you have just written down the number of your combination 🔴⑤.  You must circle the greenhouses of a quarter from top to bottom. Each greenhouse will earn you 1 plant for the end of the game. The fourth greenhouse, which is larger, will earn you 2 plants.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; In order to dispatch the scientists and the equipment, you must create a network of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket 🔴⑥. With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered &#039;&#039;&#039;AND&#039;&#039;&#039; connected to your tunnel network, circle its antenna 🔴⑦.  If you connect the observatory on the top right corner, immediately circle its 3 antennas.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Using the energy, you can improve the greenhouses, the water tanks or the network of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas 🔴⑧. You must first cross off the box with the lowest value, then the others from top to bottom.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area of your sheet 🔴⑨.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet 🔴⑩. The Planning action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
🌱 &#039;&#039;&#039;Plants, Water Tanks, and Parabolic Antennas:&#039;&#039;&#039; Tally the Plant symbols in your circled greenhouses, the circled Water tanks and the circled antennas.  Write down these numbers in their corresponding scoring areas. For each of these three fields, multiply that number with the highest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🏘️ &#039;&#039;&#039;Complete quarters:&#039;&#039;&#039; Write down and add up the bonuses that you have earned for your completed quarters.&lt;br /&gt;
&lt;br /&gt;
👨‍🚀 &#039;&#039;&#039;Astronauts:&#039;&#039;&#039; The players who have crossed off the most astronauts earn 20 points, the second ones 10 points, and the third ones 5 points.  You do not earn any points if you have not crossed off any astronaut.&lt;br /&gt;
&lt;br /&gt;
🧠 &#039;&#039;&#039;Planning:&#039;&#039;&#039; Subtract the lowest value still visible in the Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 vertical columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 horizontal rows.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the parabolic antennas in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle enough greenhouses in order to have 10 plants.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the water tanks in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #4: The Mine===&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
The mine at the bottom of your sheet has 3 underground levels. &lt;br /&gt;
&lt;br /&gt;
Each horizontal level is an independent zone made up of cavities: spaces you must number in ascending order from left to right.🔴①.&lt;br /&gt;
&lt;br /&gt;
In the mine, there are 2 types of minerals, &amp;quot;pearls&amp;quot; and &amp;quot;rubies.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
When you write down a number in a space with a mineral, immediately circle it. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re using the Plant or Water actions, you can also circle the plants and waters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extracting resources:&#039;&#039;&#039; You will supply your factories with circled resources when you complete columns of spaces. (in step 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factories:&#039;&#039;&#039; The six columns above the ground are the main factories and control centers. The five small boxes at the top are the secondary factories.&lt;br /&gt;
&lt;br /&gt;
The 4 main factories on the left process plants, water, pearls, and rubies, which you circle from top to bottom. &lt;br /&gt;
&lt;br /&gt;
The 2 control centers on the right use astronauts and planning the same way.&lt;br /&gt;
&lt;br /&gt;
You can increase the points earned by the main factories by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
If you are the first player to circle a resource next to the star-shaped filling bonus, claim that bonus by circling it. All other players cross off that bonus.&lt;br /&gt;
&lt;br /&gt;
The 5 secondary factories along the top give you bonuses in your main factories. You can activate these by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number in a cavity next to a Water, you can circle the water.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; If you write down the number in a cavity next to a Plant, you can circle the plant.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the astronaut control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, cross off 1 Planning symbol in the planning control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot and Energy actions:&#039;&#039;&#039; Cross off a robot or energy symbol in any factory or control center.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Upgrading a factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a main factory, cross off the top scoring box in that factory. At the end of the game, the bottom scoring box will apply.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Activating a Secondary Factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a secondary factory, cross off the bonuses and circle or cross off the corresponding symbols in the factories.&lt;br /&gt;
&lt;br /&gt;
====5 - Incidents: Extracting the Resources====&lt;br /&gt;
If you have numbered 3 spaces of a column, then you must extract the resources of this column.&lt;br /&gt;
&lt;br /&gt;
Cross off the circled resources in this column, then for each crossed off resource, circle the resource in the appropriate main factory.&lt;br /&gt;
&lt;br /&gt;
Then circle the extraction pump just above the column.&lt;br /&gt;
&lt;br /&gt;
====End of Game====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Resource Factories:&#039;&#039;&#039; In each main resource factory, write down the total number of circled resources. Multiply that number by the active value of the factory (the top value if you have not upgraded it, the bottom value if you have completed the upgrade). Add the filling bonus if you obtained it.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Astronaut Control Center:&#039;&#039;&#039; If you did not upgrade the factory, the astronauts do not score. If you upgraded this area, you gain 3 points for each crossed off astronaut symbol&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Planning Control Center:&#039;&#039;&#039; If you did not upgrade the factory, you &#039;&#039;&#039;lose&#039;&#039;&#039; 3 points for each crossed off planning symbol. If you upgraded this area, you do not lose any points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 5 extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 4 adjacent extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Activate the 5 secondary factories located on the top of your sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Upgrade or activate a total of 6 factories, either main or secondary&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 8 plants in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 5 waters in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #5: The Dome===&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
Each skyscraper is an independent zone made up of different levels: spaces that you must in ascending order from bottom to top. &lt;br /&gt;
&lt;br /&gt;
The first number that you write down in each skyscraper has to be placed in of the 2 starting levels:&lt;br /&gt;
&lt;br /&gt;
- the first level above the lunar surface&lt;br /&gt;
&lt;br /&gt;
- or the first level below the surface&lt;br /&gt;
&lt;br /&gt;
Afterwards you have to place a number in a level adjacent to an already numbered space, directly above or below it 🔴①.&lt;br /&gt;
&lt;br /&gt;
The first players to reach highest or lowest level of a skyscraper can circle the highest bonus of this level.&lt;br /&gt;
&lt;br /&gt;
The other players must immediately cross off this highest bonus on their sheet and can now only earn the lowest bonus for this level 🔴②.&lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water and Plant action:&#039;&#039;&#039; Both actions work in the same way. Some skyscraper levels are connected to the same levels of the Water &amp;amp; Plant research tower. With a Water or Plant action you circle a Water or Plant symbol in the level of the tower connected to the skyscraper level where you have just written the number of your combination 🔴③.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area at the bottom of your sheet 🔴④.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; This action allows you to build a section of the dome. To do that, draw one section of the dome according to the following rules:&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 You can build only one of the 2 sections at the surface level or one section adjacent to an already built section 🔴⑤.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 Moreover; each section has a requirement. A section with 1 circle at each end is an odd section type. A section with 2 circles at each end is an even section type. If the number of your combination that you have just written down is even, you can only build an even section type. Likewise with an odd number, you can only build an odd section type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; with an &amp;quot;8 / Robot&amp;quot; combination, you can build the even section type that is located at the base of the dome on the right side 🔴⑥, or the first half of the even section on the left side, that has been cut up in half because of a Planning action 🔴⑦.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The planning action speeds up the construction of the skyscrapers, but slows down the construction of the dome. The Planning action allows you to fill in a level with an X in addition to the number of your combination: either one of the two starting levels of a skyscraper; or a level adjacent to an already numbered level.&lt;br /&gt;
&lt;br /&gt;
In addition to that, with a line, you must, cut in half one unbuilt section of the dome of your choice 🔴⑦. This way, you end up with 2 sections to build instead of one. Both new sections keep the odd/even type of the original section. One section can only be cut up in half once. If there is no more unbuilt section to cut up in half, then you can use the Planning action without having to be subjected to this penalty.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action you can upgrade one of these 4 fields, the result of your &#039;&#039;&#039;accomplished missions&#039;&#039;&#039;, the &#039;&#039;&#039;plant &amp;amp; water&#039;&#039;&#039; research tower, the efficiency of your &#039;&#039;&#039;astronauts&#039;&#039;&#039;, and of your &#039;&#039;&#039;dome&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For that purpose, cross off one scoring box in your scoring area of your choice at the bottom of your sheet. You must &lt;br /&gt;
&lt;br /&gt;
cross off the boxes from top to bottom. The field of the plant &amp;amp; water tower has a triple scoring area. With one Energy action you can cross off 3 boxes at the same level. For example the 3 “2/5/9” boxes  🔴⑧. The missions and the astronauts follow the same logic with a double scoring area: cross off 2 boxes at the same level.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
can upgrade with the Energy action. The first players to accomplish a mission circle the ☆ symbol on the corresponding scoring space, either A, B or C. The other players can then only circle the 8 pointed star symbol.&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Missions&#039;&#039;&#039;: For each accomplished mission, depending on whether you have circled the ☆ or 8 pointed star symbol, write down the lowest visible value of the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and Waters:&#039;&#039;&#039; In the plant &amp;amp; water research tower, you will have levels with 1, 2 or 3 circled symbols (Plant or Water). In the 1st scoring column, write down the number of levels with only one circled symbol. In the 2nd scoring column, write down the number of levels with two circled symbols. In the 3rd scoring column, write down the number of levels with three circled symbols. In each column, multiply the number of levels you just wrote with the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Skyscrapers:&#039;&#039;&#039; Write down and add up the bonuses earned with the highest and lowest levels of the skyscrapers.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Astronauts:&#039;&#039;&#039; Those who have crossed off the most astronauts earn the lowest visible value in the 1st scoring column, the others earn the lowest value of the 2nd scoring column. You do not earn or lose any points if you have not crossed off at least one Astronaut.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Dome:&#039;&#039;&#039; You lose points if your dome is not finished. Write down the number of unbuilt sections of the dome and multiply this number with the highest visible value. Subtract those points to your score.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number all the levels of one skyscraper.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the last level at the top of 2 skyscrapers&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle at least 2 symbols (2 plants or 1 plant + 1 water) in 3 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle all 3 symbols (the 2 plants + the water) in 2 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 Build all sections of the dome.&lt;br /&gt;
&lt;br /&gt;
🟥 Write down an X in 4 levels with Planning actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #6: The Virus===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;br /&gt;
Before starting the game, select a quarter with an empty virus target . Draw a virus in this target and circle it to signal that this virus is active.&lt;br /&gt;
&lt;br /&gt;
Each player can choose a different quarter for that virus. This is the “grey virus” and it immediately spreads. &lt;br /&gt;
&lt;br /&gt;
A housing space of that quarter is infected: cross off one housing space of your choice in that quarter .&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
You are in charge of a housing unit composed of 5 floors.  &lt;br /&gt;
&lt;br /&gt;
Each floor is an independent zone with housing spaces that you must number in ascending order from left to right.  &lt;br /&gt;
&lt;br /&gt;
Each floor is divided in 2 or 3 quarters of 5 housing spaces and these quarters are connected to one another by walkways.  &lt;br /&gt;
&lt;br /&gt;
Some housing spaces will be infected/crossed off during the game, they will not matter for the ascending order of your numbers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error -&#039;&#039;&#039;  When you cross off the 2nd and 3rd System Error box, you trigger a propagation of all active viruses, only on your sheet, during Phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses) &lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Circle one energy in the quarter where you have written down the number of your combination. Note that at the start of the game, there is already one circled energy in each quarter.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Robot:&#039;&#039;&#039;  With this action, you can quarantine quarters to slow down the propagation of the viruses. Close one walkway of your choice, wherever on your sheet, with a line that will close the walkway. This way, the quarters that were connected with this walkway are no longer connected. This will prevent the propagation of the viruses from one quarter to another. Closing a walkway that connects two quarters of the same floor does not divide the zone and you must still number the whole floor in ascending order.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant &amp;amp; Water action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; Circle a plant in the quarter where you have written down the number of your number/plant combination. Then cross off a Plant symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; Circle the water tank if you have written down the number of your number/water combination in a housing space with a water tank. Then cross off a  Water symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
In the scoring area, you must cross off the Plant and Water symbols from left to right, and from top to bottom starting from the top line.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off the last symbol of a line of the scoring area, cross off the scoring box at the end of this line, as well as the Robot or Energy symbol that you must immediately use. With the Robot, close a walkway. With the Energy, circle one energy in any quarter of your choice, except in a complete quarter, in other words, a quarter with all its housing spaces numbered or crossed off. &lt;br /&gt;
&lt;br /&gt;
Whenever you cross off a symbol (Plant or Water) with a virus activation symbol, everyone must immediately activate it on their sheet by circling the corresponding virus target. Everyone must also cross off the same activation symbol on their sheet, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for every player during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses).&lt;br /&gt;
&lt;br /&gt;
Whenever you circle a symbol (Plant or Water) with a Propagation symbol , everyone must cross off this symbol on their sheet, because it can only be activated once. A propagation of all active viruses must be triggered only for your opponents during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses). If several players activate the same Propagation symbol during the same turn, then this propagation does not impact those who have activated it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol at the top of your sheet. Whenever you have 2 crossed off astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a housing space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol at the top of your sheet. Whenever you have 2 crossed off planning, circle a Wild Action symbol. Note that you cannot circle a Planning symbol without writing down an X in a housing space.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents: Propagation of the Active Viruses and Evacuation of the Quarters ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Number and type of Propagation:&#039;&#039;&#039; First of all, you must determine the number and type of propagation of the active viruses that you must trigger.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;The infections:&#039;&#039;&#039;  For each virus that has been activated during the turn, every player must trigger a propagation of all active viruses. Therefore if 2 viruses have been activated during this turn, you must trigger a 1st propagation for all active viruses, then carry on with a 2nd propagation.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water &amp;amp; Plant Propagation:&#039;&#039;&#039; If a Propagation symbol has been triggered with a Plant or Water action, a propagation is triggered for all the players but those who have triggered it.&lt;br /&gt;
&lt;br /&gt;
🔹🔹  &#039;&#039;&#039;System Error Propagation:&#039;&#039;&#039;  If you have crossed off the 2nd or 3rd System Error box, you must trigger a propagation only on your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Trigger one propagation:&#039;&#039;&#039;  On your sheet, each active virus spreads, one by one, in the following order: from left to right, starting with the top floor, then going down floor by floor. A virus spreads by infecting a housing space in the quarter where it is active. Cross off one empty housing space of your choice in this quarter.&lt;br /&gt;
&lt;br /&gt;
If the quarter is complete, with all its housing spaces numbered or crossed off, then the virus spreads to all the neighboring quarters directly connected to that quarter by a walkway. You must then cross off one housing space of your choice in each of these quarters. However the virus does not spread in a neighboring quarter if the walkway is closed. Likewise, the virus does not spread into a complete neighboring quarter and does not spread further on.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Evacuation of the complete quarters:&#039;&#039;&#039; A quarter is complete when all its housing spaces are numbered or infected/crossed off. Then you must immediately score the points of this quarter. For that, multiply the number of numbered housing spaces by the number of circled energies in this quarter.&lt;br /&gt;
&lt;br /&gt;
Write down this score in the corresponding space in the scoring area at the bottom of your sheet 18. You do not earn any points with the infected/crossed off housing spaces. Finally, circle this evacuated quarter. A quarter can only be evacuated and scored once.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
Whenever a mission is accomplished for the first time in the game, each player must activate the virus (red, purple or yellow) shown on the mission, by circling on their sheet the corresponding virus targets. Each player must also cross off the activation symbol of this virus in the scoring mission area, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for everyone. For that purpose, carry out the previous phase 5 again&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The 3 end game conditions from the standard rules apply. Note that the game will end if all your housing spaces are filled with a number or an X or crossed off due to an infection.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and water:&#039;&#039;&#039;: Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Evacuated quarters:&#039;&#039;&#039; Evacuate all the remaining incomplete quarters and score their points on your sheet (multiply the number of numbered housing spaces by the number of circled energies). Then add up the points of all your quarters.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Infected housing spaces:&#039;&#039;&#039; You lose 1 point for each infected/crossed off housing space.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Evacuate 2 quarters. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Evacuate all the quarters of one floor. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine 3 quarters by closing all the walkways giving access to them. Each quarter must be independently quarantined from one another.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine the quarter with the green virus and the quarter with the blue virus, by closing all the walkways giving access to them.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the energies on 2 floors.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the plants and all the water tanks on 2 floors.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=27274</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=27274"/>
		<updated>2025-11-10T16:50:41Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Testing a horizontal table for better use of space.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Can someone please add rules for the new two maps the rules are missing for them. Thanks!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&#039;&#039;&#039;Toggle safe/help mode&#039;&#039;&#039; - this toggle displays ? help in areas of the game board where tooltip information is available.  It also safely disables gameplay click actions in these areas to avoid unwanted gameplay while using help.  Reset the toggle to continue normal gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;View Player/Opponent Game Play Area&#039;&#039;&#039; - To cycle through the Player/Opponent game play areas 1) click the arrows beside the Player Name OR 2) click on an Opponents scoring tableau.&lt;br /&gt;
&lt;br /&gt;
== Standard Rules == &lt;br /&gt;
&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next. &lt;br /&gt;
&lt;br /&gt;
On BGA, currently the first 6 adventures are available: (1) The Launch, (2) The Journey, (3) The Colony, (4) The Mine, (5) The Dome and (6) The Virus.&lt;br /&gt;
&lt;br /&gt;
Starship cards are numbered from 1 to 15.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Card Distribution&lt;br /&gt;
!Number&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
|-&lt;br /&gt;
|Cards in Deck&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Card Distribution&lt;br /&gt;
!Number&lt;br /&gt;
!How Many in Deck&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Game Turn ===&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 - Flip 3 Starship Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
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&#039;&#039;&#039;2 - Pick a Number/Action Combination&#039;&#039;&#039;&lt;br /&gt;
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The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
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&#039;&#039;&#039;3 - Write Down a Number (Compulsory)&#039;&#039;&#039;&lt;br /&gt;
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You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone. &lt;br /&gt;
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* Adventure 1: numbers must ascend from left to right&lt;br /&gt;
* Adventure 2:  numbers ascend from the lower end of the string of spaces to the higher end&lt;br /&gt;
* Adventure 3: numbers must ascend in rows from left right and in columns from bottom to top&lt;br /&gt;
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You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).  &lt;br /&gt;
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You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn. &lt;br /&gt;
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&#039;&#039;&#039;4 - Use the Action (Optional)&#039;&#039;&#039;&lt;br /&gt;
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You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination. &lt;br /&gt;
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You will always perform the same 6 actions, but in different ways depending on the Adventure played.  &lt;br /&gt;
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* &#039;&#039;&#039;The Robot action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Water and Plant actions:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Energy action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Astronaut action:&#039;&#039;&#039; Allows you to add or subtract 0, 1, or 2 from the number before placing&lt;br /&gt;
* &#039;&#039;&#039;The Planning action:&#039;&#039;&#039; Allows you to fill in an additional space by placing an X, which is then counted as a numbered space&lt;br /&gt;
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&#039;&#039;&#039;5 - Incidents &#039;&#039;&#039;&lt;br /&gt;
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Some effects or consequences that can be triggered during the different Adventures are resolved at the immediately. &lt;br /&gt;
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Sabotage effect: Your opponents has a System Error circled on their sheet and the same Sabotage symbol that you have just triggered is crossed off. Your opponents will no longer be able to trigger it themselves in the future.  &lt;br /&gt;
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&#039;&#039;&#039;6 - Accomplish a Mission (Optional)&#039;&#039;&#039;&lt;br /&gt;
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The 3 mission cards are objectives. The first player to fulfill, in the same turn, the requirements of the mission can accomplish it. They gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on. &lt;br /&gt;
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==== End of the Game ====&lt;br /&gt;
The game ends immediately at the end of a turn, if one of the players has either: &lt;br /&gt;
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* Accomplished all three missions A, B and C&lt;br /&gt;
* Crossed off all the System Error boxes     -or-&lt;br /&gt;
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* Filled in all spaces of the marking area on their sheet, with numbers or X.&lt;br /&gt;
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Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner. &lt;br /&gt;
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== Adventures ==&lt;br /&gt;
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=== Adventure #1: The Launch ===&lt;br /&gt;
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==== 3 &amp;amp; 4 - Write Down a Number Using the Action (Compulsory) ====&lt;br /&gt;
There are 9 floors in the rocket. Each floor is an independent zone that must be numbered in ascending order from left to right.&lt;br /&gt;
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In this Adventure, you won’t perform any action. That means that none of the 6 actions has any effect. Each floor is tied to one of the action symbols (Astronaut, Water, Robot...). The actions only serve to show you where you can write down the number of the combination. So, each turn, you must write down a number on the floor tied to the action associated with that number.&lt;br /&gt;
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The first floor, at the bottom of the rocket, is a Wild action floor, where any number can be placed, whatever the action of the combination, as long as the ascending order is respected.&lt;br /&gt;
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&#039;&#039;&#039;Example:&#039;&#039;&#039; With a combination “6/Astronaut”, you can write down the 6 on one of the two floors with astronauts or on the Wild action floor.&lt;br /&gt;
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&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you cannot write down any number during a turn, circle one of the System Error box (in no particular order) instead of playing.&lt;br /&gt;
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Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket.&lt;br /&gt;
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==== The Quarter Effects ====&lt;br /&gt;
Each floor of the rocket has one or more quarters separated with partition walls. As soon as you complete a quarter of a floor, having written down a number in each space of this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.&lt;br /&gt;
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* &#039;&#039;&#039;Building effect:&#039;&#039;&#039; You can write an X in an empty space of your choice, which allows you to complete quarters faster.&lt;br /&gt;
* &#039;&#039;&#039;Rocket Activation effect:&#039;&#039;&#039; There are Active and Inactive Rockets (see the symbols opposite). With the Activation effect, fill in the arrow of an Inactive Rocket in order to activate it, in any quarter that is not fully numbered.&lt;br /&gt;
* &#039;&#039;&#039;Active Rocket effect:&#039;&#039;&#039; Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Then, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets to cross off, cross off the rockets next to the final scoring space.&lt;br /&gt;
* &#039;&#039;&#039;Sabotage effect:&#039;&#039;&#039; During phase 5, announce a Sabotage. Your opponents must circle a System Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once.&lt;br /&gt;
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If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Error circled with the Active Rocket effects.&lt;br /&gt;
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==== 5 - Incidents: Trigger Sabotages ====&lt;br /&gt;
The Sabotage effects are announced and triggered at this moment of the turn.&lt;br /&gt;
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==== 6 - Accomplish a Mission ====&lt;br /&gt;
In this Adventure, an accomplished mission does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet.&lt;br /&gt;
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==== End Of Game ====&lt;br /&gt;
The game can end either with one of the 3 end conditions from the standard rules, or as soon as a rocket is launched.&lt;br /&gt;
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To launch your rocket and win the game, at the end of the turn, you must have crossed off all the rockets below the 150 scoring box, as well as all the System Error boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie ![tie icon] if several players launched a rocket during the same turn, the winner is the player who has crossed off the most of these rockets.&lt;br /&gt;
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In case of a standard rules end condition, scores are tallied, and whoever has the highest score is the winner: Your score is equal to the lowest rocket score still visible, from which you must subtract 5 points for each circled System Error box that hasn’t been crossed off.&lt;br /&gt;
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==== The Missions ====&lt;br /&gt;
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* Number the 3 Astronaut &amp;amp; Water floors completely.&lt;br /&gt;
* Number the 3 Robot &amp;amp; Planning floors completely.&lt;br /&gt;
* Number the Energy floor completely.&lt;br /&gt;
* Number the Plant and Wild floors completely.&lt;br /&gt;
* Write down 10 X with the Building effects.&lt;br /&gt;
* Have 5 System Error boxes circled and not crossed off.&lt;br /&gt;
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=== Adventure #2: The Journey ===&lt;br /&gt;
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==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
At the beginning of the game, the trajectory to the Moon is one long zone that you must number in ascending order from the Earth to the Moon. This trajectory is way too long to be numbered completely. As the game progresses, with the Energy action (see later on), you can split the trajectory into several smaller zones that you can number independently from each other (①).&lt;br /&gt;
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&#039;&#039;&#039;System Error:&#039;&#039;&#039; For each of the first two System Error boxes that you cross off, you get one Energy in compensation: immediately circle an Energy symbol at the top of your sheet (②). If you have 2 circled Energies, you must immediately use them (see Energy action).&lt;br /&gt;
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==== 4  - Use the Action (Optional) ====&lt;br /&gt;
&#039;&#039;&#039;Energy Action:&#039;&#039;&#039; The energy allows you to turn on the engines of your rocket, in order to create a boost to correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet (②). At the beginning of the game, you start with one energy already circled. Each time you have 2 circled energies, you must &#039;&#039;&#039;immediately&#039;&#039;&#039; cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another (①).&lt;br /&gt;
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&#039;&#039;&#039;Water Action:&#039;&#039;&#039;  It is important to stir the water tanks. If you have written down the number of your combination in a space with a water tank, then, with the Water action, you can circle that water tank (③).&lt;br /&gt;
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&#039;&#039;&#039;Robot action:&#039;&#039;&#039; You must program the robots to retrieve the plants from the space stations. The stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station (④).The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier (⑤). The other players must then cross off this multiplier and will be able to get only the lowest multiplier.&lt;br /&gt;
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&#039;&#039;&#039;Plant action:&#039;&#039;&#039;  You must organize the growing of the plants in microgravity in the space stations. These stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. &#039;&#039;&#039;Note that you can circle the Plants of a station even though you have not circled all the robots for this station (⑥).&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (−2, −1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol (⑦).&lt;br /&gt;
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&#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol (⑧). &#039;&#039;&#039;Note&#039;&#039;&#039; that you cannot cross off a Planning symbol without writing down an X in an empty space.&lt;br /&gt;
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&#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want (⑨). To use it, cross it off, then use any of the 6 possible actions &#039;&#039;&#039;instead&#039;&#039;&#039; of the one from your number/action combination.&lt;br /&gt;
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==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
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&#039;&#039;&#039;🔹 Plants:&#039;&#039;&#039;  For each space station, multiply the # of circled plants by the multiplier bonus you circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.&lt;br /&gt;
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&#039;&#039;&#039;🔹 Water tanks:&#039;&#039;&#039;  Add up the values of each circled water tank.&lt;br /&gt;
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&#039;&#039;&#039;🔹 Longest complete zone:&#039;&#039;&#039;  Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.&lt;br /&gt;
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&#039;&#039;&#039;🔹 The most zones complete:&#039;&#039;&#039;  Those who filled in the most zones on their course earn 20 points, the second one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.&lt;br /&gt;
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==== The Missions ====&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle a multiplier bonus for 3 different space stations with the robots.&#039;&#039;&#039;&lt;br /&gt;
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🔸 &#039;&#039;&#039;Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.&#039;&#039;&#039;&lt;br /&gt;
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🔹 &#039;&#039;&#039;Using the energy, create on your trajectory&#039;&#039;&#039; &#039;&#039;&#039;2 zones of 6 numbered spaces.&#039;&#039;&#039;&lt;br /&gt;
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🔹 &#039;&#039;&#039;Using the energy, create on your trajectory 3 zones of numbered spaces: 1 zone of 6 spaces, 1 zone of 4 spaces and 1 zone of 2 spaces.&#039;&#039;&#039;&lt;br /&gt;
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🔸 &#039;&#039;&#039;Circle 6 water tanks.&#039;&#039;&#039;&lt;br /&gt;
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🔸 &#039;&#039;&#039;Circle 4 consecutive water tanks on your trajectory.&#039;&#039;&#039;&lt;br /&gt;
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=== Adventure #3: The Colony ===&lt;br /&gt;
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==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
In this Adventure, each building is a space to be numbered.&lt;br /&gt;
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Each row and each column of buildings forms a zone that you must number in ascending order.&lt;br /&gt;
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Each horizontal row of buildings must be numbered in ascending order from left to right.&lt;br /&gt;
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Each vertical column of buildings must be numbered in ascending order from bottom to top.&lt;br /&gt;
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When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column 🔴①.&lt;br /&gt;
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The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered 🔴②.&lt;br /&gt;
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Moreover the two buildings marked with an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.&lt;br /&gt;
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==== The Quarters ====&lt;br /&gt;
The colony buildings are divided up into four quarters.&lt;br /&gt;
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The first players to write a number in all the buildings of one quarter, in the same turn, circle the highest bonus of 15 points 🔴③.&lt;br /&gt;
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he other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.&lt;br /&gt;
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==== 4 - Use the Action (Optional) ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number of your combination in a building with a water tank, then with the Water action, you can circle that water tank 🔴④.&lt;br /&gt;
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🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse in the same quarter where you have just written down the number of your combination 🔴⑤.  You must circle the greenhouses of a quarter from top to bottom. Each greenhouse will earn you 1 plant for the end of the game. The fourth greenhouse, which is larger, will earn you 2 plants.&lt;br /&gt;
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🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; In order to dispatch the scientists and the equipment, you must create a network of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket 🔴⑥. With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered &#039;&#039;&#039;AND&#039;&#039;&#039; connected to your tunnel network, circle its antenna 🔴⑦.  If you connect the observatory on the top right corner, immediately circle its 3 antennas.&lt;br /&gt;
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🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Using the energy, you can improve the greenhouses, the water tanks or the network of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas 🔴⑧. You must first cross off the box with the lowest value, then the others from top to bottom.&lt;br /&gt;
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🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area of your sheet 🔴⑨.&lt;br /&gt;
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🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet 🔴⑩. The Planning action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.&lt;br /&gt;
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==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
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🌱 &#039;&#039;&#039;Plants, Water Tanks, and Parabolic Antennas:&#039;&#039;&#039; Tally the Plant symbols in your circled greenhouses, the circled Water tanks and the circled antennas.  Write down these numbers in their corresponding scoring areas. For each of these three fields, multiply that number with the highest visible value in the corresponding scoring area.&lt;br /&gt;
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🏘️ &#039;&#039;&#039;Complete quarters:&#039;&#039;&#039; Write down and add up the bonuses that you have earned for your completed quarters.&lt;br /&gt;
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👨‍🚀 &#039;&#039;&#039;Astronauts:&#039;&#039;&#039; The players who have crossed off the most astronauts earn 20 points, the second ones 10 points, and the third ones 5 points.  You do not earn any points if you have not crossed off any astronaut.&lt;br /&gt;
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🧠 &#039;&#039;&#039;Planning:&#039;&#039;&#039; Subtract the lowest value still visible in the Planning scoring area.&lt;br /&gt;
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&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
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🟥 Number all the buildings in 3 vertical columns.&lt;br /&gt;
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🟥 Number all the buildings in 3 horizontal rows.&lt;br /&gt;
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🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.&lt;br /&gt;
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🎯 Circle all the parabolic antennas in 2 quarters.&lt;br /&gt;
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🎯 Circle enough greenhouses in order to have 10 plants.&lt;br /&gt;
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🎯 Circle all the water tanks in 2 quarters.&lt;br /&gt;
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===Adventure #4: The Mine===&lt;br /&gt;
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====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
The mine at the bottom of your sheet has 3 underground levels. &lt;br /&gt;
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Each horizontal level is an independent zone made up of cavities: spaces you must number in ascending order from left to right.🔴①.&lt;br /&gt;
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In the mine, there are 2 types of minerals, &amp;quot;pearls&amp;quot; and &amp;quot;rubies.&amp;quot; &lt;br /&gt;
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When you write down a number in a space with a mineral, immediately circle it. &lt;br /&gt;
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If you&#039;re using the Plant or Water actions, you can also circle the plants and waters.&lt;br /&gt;
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&#039;&#039;&#039;Extracting resources:&#039;&#039;&#039; You will supply your factories with circled resources when you complete columns of spaces. (in step 5)&lt;br /&gt;
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&#039;&#039;&#039;Factories:&#039;&#039;&#039; The six columns above the ground are the main factories and control centers. The five small boxes at the top are the secondary factories.&lt;br /&gt;
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The 4 main factories on the left process plants, water, pearls, and rubies, which you circle from top to bottom. &lt;br /&gt;
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The 2 control centers on the right use astronauts and planning the same way.&lt;br /&gt;
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You can increase the points earned by the main factories by crossing off energy and robots.&lt;br /&gt;
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If you are the first player to circle a resource next to the star-shaped filling bonus, claim that bonus by circling it. All other players cross off that bonus.&lt;br /&gt;
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The 5 secondary factories along the top give you bonuses in your main factories. You can activate these by crossing off energy and robots.&lt;br /&gt;
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====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number in a cavity next to a Water, you can circle the water.&lt;br /&gt;
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🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; If you write down the number in a cavity next to a Plant, you can circle the plant.&lt;br /&gt;
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🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the astronaut control center.&lt;br /&gt;
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🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, cross off 1 Planning symbol in the planning control center.&lt;br /&gt;
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🔹 &#039;&#039;&#039;Robot and Energy actions:&#039;&#039;&#039; Cross off a robot or energy symbol in any factory or control center.&lt;br /&gt;
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🔹 🔹 &#039;&#039;&#039;Upgrading a factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a main factory, cross off the top scoring box in that factory. At the end of the game, the bottom scoring box will apply.&lt;br /&gt;
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🔹 🔹 &#039;&#039;&#039;Activating a Secondary Factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a secondary factory, cross off the bonuses and circle or cross off the corresponding symbols in the factories.&lt;br /&gt;
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====5 - Incidents: Extracting the Resources====&lt;br /&gt;
If you have numbered 3 spaces of a column, then you must extract the resources of this column.&lt;br /&gt;
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Cross off the circled resources in this column, then for each crossed off resource, circle the resource in the appropriate main factory.&lt;br /&gt;
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Then circle the extraction pump just above the column.&lt;br /&gt;
&lt;br /&gt;
====End of Game====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Resource Factories:&#039;&#039;&#039; In each main resource factory, write down the total number of circled resources. Multiply that number by the active value of the factory (the top value if you have not upgraded it, the bottom value if you have completed the upgrade). Add the filling bonus if you obtained it.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Astronaut Control Center:&#039;&#039;&#039; If you did not upgrade the factory, the astronauts do not score. If you upgraded this area, you gain 3 points for each crossed off astronaut symbol&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Planning Control Center:&#039;&#039;&#039; If you did not upgrade the factory, you &#039;&#039;&#039;lose&#039;&#039;&#039; 3 points for each crossed off planning symbol. If you upgraded this area, you do not lose any points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 5 extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 4 adjacent extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Activate the 5 secondary factories located on the top of your sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Upgrade or activate a total of 6 factories, either main or secondary&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 8 plants in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 5 waters in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #5: The Dome===&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
Each skyscraper is an independent zone made up of different levels: spaces that you must in ascending order from bottom to top. &lt;br /&gt;
&lt;br /&gt;
The first number that you write down in each skyscraper has to be placed in of the 2 starting levels:&lt;br /&gt;
&lt;br /&gt;
- the first level above the lunar surface&lt;br /&gt;
&lt;br /&gt;
- or the first level below the surface&lt;br /&gt;
&lt;br /&gt;
Afterwards you have to place a number in a level adjacent to an already numbered space, directly above or below it 🔴①.&lt;br /&gt;
&lt;br /&gt;
The first players to reach highest or lowest level of a skyscraper can circle the highest bonus of this level.&lt;br /&gt;
&lt;br /&gt;
The other players must immediately cross off this highest bonus on their sheet and can now only earn the lowest bonus for this level 🔴②.&lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water and Plant action:&#039;&#039;&#039; Both actions work in the same way. Some skyscraper levels are connected to the same levels of the Water &amp;amp; Plant research tower. With a Water or Plant action you circle a Water or Plant symbol in the level of the tower connected to the skyscraper level where you have just written the number of your combination 🔴③.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area at the bottom of your sheet 🔴④.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; This action allows you to build a section of the dome. To do that, draw one section of the dome according to the following rules:&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 You can build only one of the 2 sections at the surface level or one section adjacent to an already built section 🔴⑤.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 Moreover; each section has a requirement. A section with 1 circle at each end is an odd section type. A section with 2 circles at each end is an even section type. If the number of your combination that you have just written down is even, you can only build an even section type. Likewise with an odd number, you can only build an odd section type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; with an &amp;quot;8 / Robot&amp;quot; combination, you can build the even section type that is located at the base of the dome on the right side 🔴⑥, or the first half of the even section on the left side, that has been cut up in half because of a Planning action 🔴⑦.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The planning action speeds up the construction of the skyscrapers, but slows down the construction of the dome. The Planning action allows you to fill in a level with an X in addition to the number of your combination: either one of the two starting levels of a skyscraper; or a level adjacent to an already numbered level.&lt;br /&gt;
&lt;br /&gt;
In addition to that, with a line, you must, cut in half one unbuilt section of the dome of your choice 🔴⑦. This way, you end up with 2 sections to build instead of one. Both new sections keep the odd/even type of the original section. One section can only be cut up in half once. If there is no more unbuilt section to cut up in half, then you can use the Planning action without having to be subjected to this penalty.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action you can upgrade one of these 4 fields, the result of your &#039;&#039;&#039;accomplished missions&#039;&#039;&#039;, the &#039;&#039;&#039;plant &amp;amp; water&#039;&#039;&#039; research tower, the efficiency of your &#039;&#039;&#039;astronauts&#039;&#039;&#039;, and of your &#039;&#039;&#039;dome&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For that purpose, cross off one scoring box in your scoring area of your choice at the bottom of your sheet. You must &lt;br /&gt;
&lt;br /&gt;
cross off the boxes from top to bottom. The field of the plant &amp;amp; water tower has a triple scoring area. With one Energy action you can cross off 3 boxes at the same level. For example the 3 “2/5/9” boxes  🔴⑧. The missions and the astronauts follow the same logic with a double scoring area: cross off 2 boxes at the same level.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
can upgrade with the Energy action. The first players to accomplish a mission circle the ☆ symbol on the corresponding scoring space, either A, B or C. The other players can then only circle the 8 pointed star symbol.&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Missions&#039;&#039;&#039;: For each accomplished mission, depending on whether you have circled the ☆ or 8 pointed star symbol, write down the lowest visible value of the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and Waters:&#039;&#039;&#039; In the plant &amp;amp; water research tower, you will have levels with 1, 2 or 3 circled symbols (Plant or Water). In the 1st scoring column, write down the number of levels with only one circled symbol. In the 2nd scoring column, write down the number of levels with two circled symbols. In the 3rd scoring column, write down the number of levels with three circled symbols. In each column, multiply the number of levels you just wrote with the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Skyscrapers:&#039;&#039;&#039; Write down and add up the bonuses earned with the highest and lowest levels of the skyscrapers.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Astronauts:&#039;&#039;&#039; Those who have crossed off the most astronauts earn the lowest visible value in the 1st scoring column, the others earn the lowest value of the 2nd scoring column. You do not earn or lose any points if you have not crossed off at least one Astronaut.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Dome:&#039;&#039;&#039; You lose points if your dome is not finished. Write down the number of unbuilt sections of the dome and multiply this number with the highest visible value. Subtract those points to your score.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number all the levels of one skyscraper.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the last level at the top of 2 skyscrapers&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle at least 2 symbols (2 plants or 1 plant + 1 water) in 3 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle all 3 symbols (the 2 plants + the water) in 2 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 Build all sections of the dome.&lt;br /&gt;
&lt;br /&gt;
🟥 Write down an X in 4 levels with Planning actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure #6: The Virus===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;br /&gt;
Before starting the game, select a quarter with an empty virus target . Draw a virus in this target and circle it to signal that this virus is active.&lt;br /&gt;
&lt;br /&gt;
Each player can choose a different quarter for that virus. This is the “grey virus” and it immediately spreads. &lt;br /&gt;
&lt;br /&gt;
A housing space of that quarter is infected: cross off one housing space of your choice in that quarter .&lt;br /&gt;
&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
You are in charge of a housing unit composed of 5 floors.  &lt;br /&gt;
&lt;br /&gt;
Each floor is an independent zone with housing spaces that you must number in ascending order from left to right.  &lt;br /&gt;
&lt;br /&gt;
Each floor is divided in 2 or 3 quarters of 5 housing spaces and these quarters are connected to one another by walkways.  &lt;br /&gt;
&lt;br /&gt;
Some housing spaces will be infected/crossed off during the game, they will not matter for the ascending order of your numbers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error -&#039;&#039;&#039;  When you cross off the 2nd and 3rd System Error box, you trigger a propagation of all active viruses, only on your sheet, during Phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses) &lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Circle one energy in the quarter where you have written down the number of your combination. Note that at the start of the game, there is already one circled energy in each quarter.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Robot:&#039;&#039;&#039;  With this action, you can quarantine quarters to slow down the propagation of the viruses. Close one walkway of your choice, wherever on your sheet, with a line that will close the walkway. This way, the quarters that were connected with this walkway are no longer connected. This will prevent the propagation of the viruses from one quarter to another. Closing a walkway that connects two quarters of the same floor does not divide the zone and you must still number the whole floor in ascending order.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant &amp;amp; Water action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; Circle a plant in the quarter where you have written down the number of your number/plant combination. Then cross off a Plant symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; Circle the water tank if you have written down the number of your number/water combination in a housing space with a water tank. Then cross off a  Water symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
In the scoring area, you must cross off the Plant and Water symbols from left to right, and from top to bottom starting from the top line.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off the last symbol of a line of the scoring area, cross off the scoring box at the end of this line, as well as the Robot or Energy symbol that you must immediately use. With the Robot, close a walkway. With the Energy, circle one energy in any quarter of your choice, except in a complete quarter, in other words, a quarter with all its housing spaces numbered or crossed off. &lt;br /&gt;
&lt;br /&gt;
Whenever you cross off a symbol (Plant or Water) with a virus activation symbol, everyone must immediately activate it on their sheet by circling the corresponding virus target. Everyone must also cross off the same activation symbol on their sheet, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for every player during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses).&lt;br /&gt;
&lt;br /&gt;
Whenever you circle a symbol (Plant or Water) with a Propagation symbol , everyone must cross off this symbol on their sheet, because it can only be activated once. A propagation of all active viruses must be triggered only for your opponents during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses). If several players activate the same Propagation symbol during the same turn, then this propagation does not impact those who have activated it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol at the top of your sheet. Whenever you have 2 crossed off astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a housing space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol at the top of your sheet. Whenever you have 2 crossed off planning, circle a Wild Action symbol. Note that you cannot circle a Planning symbol without writing down an X in a housing space.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents: Propagation of the Active Viruses and Evacuation of the Quarters ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Number and type of Propagation:&#039;&#039;&#039; First of all, you must determine the number and type of propagation of the active viruses that you must trigger.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;The infections:&#039;&#039;&#039;  For each virus that has been activated during the turn, every player must trigger a propagation of all active viruses. Therefore if 2 viruses have been activated during this turn, you must trigger a 1st propagation for all active viruses, then carry on with a 2nd propagation.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water &amp;amp; Plant Propagation:&#039;&#039;&#039; If a Propagation symbol has been triggered with a Plant or Water action, a propagation is triggered for all the players but those who have triggered it.&lt;br /&gt;
&lt;br /&gt;
🔹🔹  &#039;&#039;&#039;System Error Propagation:&#039;&#039;&#039;  If you have crossed off the 2nd or 3rd System Error box, you must trigger a propagation only on your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Trigger one propagation:&#039;&#039;&#039;  On your sheet, each active virus spreads, one by one, in the following order: from left to right, starting with the top floor, then going down floor by floor. A virus spreads by infecting a housing space in the quarter where it is active. Cross off one empty housing space of your choice in this quarter.&lt;br /&gt;
&lt;br /&gt;
If the quarter is complete, with all its housing spaces numbered or crossed off, then the virus spreads to all the neighboring quarters directly connected to that quarter by a walkway. You must then cross off one housing space of your choice in each of these quarters. However the virus does not spread in a neighboring quarter if the walkway is closed. Likewise, the virus does not spread into a complete neighboring quarter and does not spread further on.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Evacuation of the complete quarters:&#039;&#039;&#039; A quarter is complete when all its housing spaces are numbered or infected/crossed off. Then you must immediately score the points of this quarter. For that, multiply the number of numbered housing spaces by the number of circled energies in this quarter.&lt;br /&gt;
&lt;br /&gt;
Write down this score in the corresponding space in the scoring area at the bottom of your sheet 18. You do not earn any points with the infected/crossed off housing spaces. Finally, circle this evacuated quarter. A quarter can only be evacuated and scored once.&lt;br /&gt;
&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
Whenever a mission is accomplished for the first time in the game, each player must activate the virus (red, purple or yellow) shown on the mission, by circling on their sheet the corresponding virus targets. Each player must also cross off the activation symbol of this virus in the scoring mission area, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for everyone. For that purpose, carry out the previous phase 5 again&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The 3 end game conditions from the standard rules apply. Note that the game will end if all your housing spaces are filled with a number or an X or crossed off due to an infection.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and water:&#039;&#039;&#039;: Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Evacuated quarters:&#039;&#039;&#039; Evacuate all the remaining incomplete quarters and score their points on your sheet (multiply the number of numbered housing spaces by the number of circled energies). Then add up the points of all your quarters.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Infected housing spaces:&#039;&#039;&#039; You lose 1 point for each infected/crossed off housing space.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Evacuate 2 quarters. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Evacuate all the quarters of one floor. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine 3 quarters by closing all the walkways giving access to them. Each quarter must be independently quarantined from one another.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine the quarter with the green virus and the quarter with the blue virus, by closing all the walkways giving access to them.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the energies on 2 floors.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the plants and all the water tanks on 2 floors.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpskullking&amp;diff=26845</id>
		<title>Talk:Gamehelpskullking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpskullking&amp;diff=26845"/>
		<updated>2025-10-16T14:32:08Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Disrepancies noted.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Scoring Summary ==&lt;br /&gt;
&lt;br /&gt;
The in game scoring summary page at the end of the round, does not match the naming conventions used in the BGA game rules, nor the original game rules, and is confusing.&lt;br /&gt;
: The BGA rules do not include nor explain the Rascal Scoring Variant - yet the Rascal Bonus is included in the Scoring Summary page - added to Rules page.&lt;br /&gt;
: The BGA Scoring Summary includes a line for Bonus Validated, which is not initially obvious what is is used for - added to Rules page.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskullking&amp;diff=26844</id>
		<title>Gamehelpskullking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskullking&amp;diff=26844"/>
		<updated>2025-10-16T14:25:51Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&#039;&#039;Skull King is a trick-taking game in which you will bid the &amp;lt;u&amp;gt;exact&amp;lt;/u&amp;gt; number of tricks you predict you will win each round.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You’ll battle with your rivals as you strive to keep your own bid afloat... while seizing opportunities to also sink your opponents!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The pirate with the highest score at the end of the game wins and earns the title of Pirate Captain of the Seven Seas!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Key Terms==&lt;br /&gt;
For those unfamiliar with these waters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;A Trick:&amp;lt;/b&amp;gt; Consists of each player, in clockwise order, playing 1 card face-up to the table. The person who plays the highest valued card wins and takes all the cards played in that trick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Round:&amp;lt;/b&amp;gt; Consisting of 1 or more tricks. The number of tricks in a round is determined by the number of cards dealt. A round begins by dealing cards and ends when all cards dealt have been played.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: In the third round, 3 cards are dealt so 3 tricks will be played that round.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Suit:&amp;lt;/b&amp;gt; Suit cards are the numbered cards (1-14) in four colors: Parrots (green), Pirate Maps (purple), Treasure Chests (Yellow) &amp;amp; Jolly Roger (black).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Superior Suit:&amp;lt;/b&amp;gt; All black bordered cards (Jolly Roger) form the &amp;quot;superior&amp;quot; suit. Every card in black ranks higher than all the cards of the other three colored suits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: The number 14 of green (Parrots) is of lower rank than the number 1 of black (Jolly Roger) because black is the superior suit.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Leading and Following Suit:&amp;lt;/b&amp;gt; The first card played in a trick sets the pattern (the &#039;lead&#039; suit) that must be followed. All following players must play a card of that same suit (if they have one).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Important: Cards &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; numbers do not need to &#039;follow suit!&#039;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dealing Cards==&lt;br /&gt;
Skull King is played over 10 rounds. 1 card is dealt to each player in the first round, 2 are dealt in the second, and so on, ending with 10 cards dealt to each player in round 10. &lt;br /&gt;
&lt;br /&gt;
The entire deck, including all cards played in the previous round, is shuffled together and redealt at the start of each round.&lt;br /&gt;
&lt;br /&gt;
==Bidding==&lt;br /&gt;
After the cards are dealt and you’ve studied your hand, you must decide the &amp;lt;u&amp;gt;exact&amp;lt;/u&amp;gt; number of tricks you predict you will win in that round. &lt;br /&gt;
&lt;br /&gt;
Remember, the higher a card’s value, the more likely you are to win a trick.&lt;br /&gt;
&lt;br /&gt;
Be sure to acquaint yourself with all the Special Cards too (see below)!&lt;br /&gt;
&lt;br /&gt;
==Numbered Cards==&lt;br /&gt;
There are 4 suits of numbered cards in the deck. Each suit contains cards numbered from 1 to 14.&lt;br /&gt;
&lt;br /&gt;
There are three &amp;lt;b&amp;gt;standard suits:&amp;lt;/b&amp;gt; Parrots (green), Treasure Chests (yellow), Treasure Maps (purple), and one &amp;lt;b&amp;gt;superior suit:&amp;lt;/b&amp;gt; Jolly Roger (black). &lt;br /&gt;
&lt;br /&gt;
Each and every Jolly Roger (black) card outranks all cards in the other three standard suits.&lt;br /&gt;
&lt;br /&gt;
If any numbered suit card is played first in a trick (even a black card), all other players must &#039;follow suit&#039; and play a card from their hand of that same suit if they have one (if they are going to play a numbered card). This means that you cannot play a black card if you have a card in the suit that was lead!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Important: Cards without numbers are NOT suit cards and may be played regardless of what was led.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you do not have a card in the suit that was lead, you may play &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; other suit card including a Jolly Roger (black) card.&lt;br /&gt;
&lt;br /&gt;
If all cards played are the &amp;lt;i&amp;gt;same&amp;lt;/i&amp;gt; suit, the highest numbered card in that suit would win the trick. But if a black card was played, its rank is superior and it will beat any standard suit card, even a standard suit card of a greater number value. If more than one black card was played, the highest numbered black card would win the trick.&lt;br /&gt;
&lt;br /&gt;
==Special Cards==&lt;br /&gt;
Special cards allow you to override the rules that govern numbered cards. You can choose to play a special card in &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; trick, even if you would normally be required to follow suit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Escape (qty: 5):&amp;lt;/b&amp;gt; An Escape card loses to &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; other cards. Escape cards can be handy to help you meet your bid by &#039;not winning&#039; more tricks than you want. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Pirate (qty: 5):&amp;lt;/b&amp;gt; A Pirate card beats &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; numbered cards. They are of equal rank with each other, so if more than one Pirate card is played in a trick, the person who played the first Pirate card wins the trick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Tigress (qty: 1):&amp;lt;/b&amp;gt; The cunning Tigress chooses her battles wisely. When you play the Tigress, you must declare whether she will count as a Pirate card or as an Escape card: the choice is yours! She takes on all characteristics of either a Pirate or an Escape. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Skull King (qty: 1):&amp;lt;/b&amp;gt; As the scourge of the seas, the Skull King is superior to all other Pirates! He beats all numbered cards and beats all Pirates (including the Tigress). The only card that can defeat the Skull King is the Mermaid, luring him into the sea with their precious treasure!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mermaid (qty: 2):&amp;lt;/b&amp;gt; A Mermaid card beats all numbered cards but loses to all of the Pirate cards (including the Tigress, when played as a Pirate), with the exception of the Skull King. If both Mermaids are played in the same trick, the first one played takes precedence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If a Pirate, the Skull King, and a Mermaid are all played in the same trick, the Mermaid wins the trick, regardless of order of play. (For scoring purposes, only the Mermaid&#039;s &amp;quot;capturing the Skull King&amp;quot; bonus is earned. See Bonus Points, below).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Leading with Special Cards==&lt;br /&gt;
When you lead a trick, you may choose to play either a suit card (even a black card) or a special card. &lt;br /&gt;
&lt;br /&gt;
When a special card is led, the rules for the &#039;lead suit&#039; are altered as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Leading with an Escape:&amp;lt;/b&amp;gt; When an Escape, Tigress (as an Escape), or Loot card (see Expansion Cards, below) is lead, the &amp;lt;i&amp;gt;next&amp;lt;/i&amp;gt; player sets the lead suit that must be followed, unless they play one of these as well, which would defer setting the suit to the next player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Leading with a Character:&amp;lt;/b&amp;gt; When a Mermaid, Pirate, Skull King, Tigress (as a Pirate), Kraken, or White Whale (see Expansion Cards, below) leads a trick, there is no suit to follow for that trick. Each other player may play any card they choose.&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence==&lt;br /&gt;
For each round, once bidding is complete, the player to the left of the &#039;dealer&#039; leads the first trick by playing a card. In clockwise order, each other player plays a card following the rules outlined in the previous sections. The person who played the highest-ranking card wins the trick and plays a card to lead the next trick.&lt;br /&gt;
&lt;br /&gt;
Play continues until all the tricks in that round have been played. Tally each player&#039;s score, including any bonus points earned (see below).&lt;br /&gt;
&lt;br /&gt;
All cards, including the ones played in the previous round, are collected, shuffled and redealt, increasing the number of cards dealt to each player by 1.&lt;br /&gt;
&lt;br /&gt;
The player to the left of the previous round&#039;s &#039;dealer&#039; leads the first trick of the next round.&lt;br /&gt;
&lt;br /&gt;
After the tenth round is completed, final scores are tallied, the player with the highest score is declared the victor and is appointed as the Pirate Captain of the Seven Seas! &lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bidding One or More&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
When you win the exact number of tricks that you bid, you are awarded 20 points for each trick taken.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Calvin bids 3 and then takes 3 tricks. This earns him 60 points (20 × 3).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capture more or fewer tricks than you bid, and you’ll &amp;lt;i&amp;gt;lose&amp;lt;/i&amp;gt; 10 points for every trick you were off! You don’t earn points for any tricks captured that round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Angela bids 2 but takes 4 tricks. She&#039;s off by 2 so she loses 20 points (-10 × 2).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bidding Zero&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bid zero and get your bid correct and your score is 10 points times the number of cards dealt that round. The higher the card count, the greater your reward! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Kate bids zero on round 7 and takes zero tricks. She scores 70 points (10 x 7).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, if you bid zero and then take 1 or more tricks, you&#039;ll &amp;lt;i&amp;gt;lose&amp;lt;/i&amp;gt; 10 points per card dealt that round instead! Zero bids are risky, but fortune favors the bold!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Johnny bids zero in the ninth round but he captures 2 tricks. He scores -90 points for the round.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bonus Points==&lt;br /&gt;
&amp;lt;b&amp;gt;Bonus Validation&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In each round you&#039;ll have the chance to earn bonus points, but get your bid wrong and you forfeit all bonuses!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Number Fourteen Cards&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every 14 card you have collected in a trick earns you a bonus at the end of the round (whether played by you or an opponent):&lt;br /&gt;
&lt;br /&gt;
10 points for each standard suit (yellow, purple, or green) 14 card you have at the end of the round.&lt;br /&gt;
&lt;br /&gt;
20 points for possessing the black (Jolly Roger) 14 card at the end of the round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Character Cards&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capturing character cards in a trick earns you a bonus at the end of the round:&lt;br /&gt;
&lt;br /&gt;
20 points for each Mermaid taken by a Pirate.&lt;br /&gt;
&lt;br /&gt;
30 points for each Pirate taken by the Skull King.&lt;br /&gt;
&lt;br /&gt;
40 points for taking the Skull King with a Mermaid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Rascal Bonus&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Rascal&#039;s Scoring variant has not been implemented.  No Rascal Bonus is awarded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loot Card Bonus&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
20 points for each player that has entered into a Loot alliance.  (See Loot expansion card below.)&lt;br /&gt;
&lt;br /&gt;
==Standard Card Count==&lt;br /&gt;
Total cards in the standard deck = 70.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Suit Cards:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Parrot (1-14)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Pirate Map (1-14)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Treasure Chest (1-14)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Jolly Roger (1-14)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Special Cards:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Pirate (Qty: 5)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Escape (Qty: 5)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Tigress (Qty: 1)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Skull King (Qty: 1)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Mermaid (Qty: 2)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Expansion Cards==&lt;br /&gt;
These expansion cards can be added when creating the game on BGA.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loot (qty: 2):&amp;lt;/b&amp;gt; Time to get yerself some treasure me hearties! When you play a loot card, you enter into an alliance with the player who captures it. If both of you bid correctly, you are each awarded 20 bonus points. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Kraken (qty: 1):&amp;lt;/b&amp;gt; Pirates fear nothin’ at all, ‘cept fer maybe the Kraken (and their in-laws). When the Kraken is played, the trick is destroyed entirely as the Kraken consumes all. No one wins the trick and the cards are set aside. &lt;br /&gt;
&lt;br /&gt;
The next trick is led by the player who would have won the trick. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;White Whale (qty: 1):&amp;lt;/b&amp;gt; Once hunted by whalers, the White Whale now hunts any vessel that dares cross its path. The White Whale effects both the special cards and numbered suits in unique ways.&lt;br /&gt;
&lt;br /&gt;
Special cards are destroyed and can’t win! &lt;br /&gt;
&lt;br /&gt;
Numbered cards (including black cards) turn white with fear! This means that the highest numbered card wins the trick, regardless of the suit. If there is a tie, the first one played is the winner. If only special cards were played, then the trick is discarded (like the Kraken) and the person who played the White Whale is the next to lead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: The Kraken and the White Whale are ancient rivals. When played in the same trick the second one played wins the battle. That card then sets the action to be applied. When either of these beasts leads a trick, there is no suit for others to follow.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advanced Pirate Abilities==&lt;br /&gt;
These Pirate Powers can be enabled when creating the game on BGA.&lt;br /&gt;
&lt;br /&gt;
Unlock each pirate’s unique skill! To do this, you must first win a trick with that pirate rather than just capturing them. Also, it must be used immediately and does not carry over to the next round. Harry the Giant is the only pirate who’s ability may be used after the final trick of a round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Rosie D’ Laney:&amp;lt;/b&amp;gt; A galley chef with a temper hot as her pies and cold eyes as blue as the sea.&lt;br /&gt;
&lt;br /&gt;
Ability: Choose any player, including yourself, to lead the next trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bendt the Bandit:&amp;lt;/b&amp;gt; An orphan raised by smugglers, Bendt is a trader (and traitor).&lt;br /&gt;
&lt;br /&gt;
Ability: Add 2 cards to your hand from the deck and then discard 2 cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Rascal of Roatan:&amp;lt;/b&amp;gt; A notorious mercenary and gambler with suspiciously good luck.&lt;br /&gt;
&lt;br /&gt;
Ability: Make a side bet of 0, 10, or 20 points. Win these points if you hit your original bid correct, lose the points if you fail to hit your bid exactly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Juanita Jade:&amp;lt;/b&amp;gt; Rumored to have mermaid ancestry granting her the gift of divination.&lt;br /&gt;
&lt;br /&gt;
Ability: Privately look through any cards not dealt that round to see which are not in play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Harry the Giant:&amp;lt;/b&amp;gt; Known to wrestle panthers and crocs for fun, no one dares oppose this man.&lt;br /&gt;
&lt;br /&gt;
Ability: You may choose to change your bid by plus or minus 1, or to leave it the same.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpskullking&amp;diff=26842</id>
		<title>Talk:Gamehelpskullking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpskullking&amp;diff=26842"/>
		<updated>2025-10-16T13:33:06Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Some BGA Rules Page updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Scoring Summary ==&lt;br /&gt;
&lt;br /&gt;
The in game scoring summary at the end of the round, does not match the naming conventions used in the BGA game rules, the original game rules and is confusing.&lt;br /&gt;
The BGA rules does not explain the Rascal Variant.&lt;br /&gt;
The BGA Scoring Summary seems to have a bug (addition of scoring).&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskullking&amp;diff=26841</id>
		<title>Gamehelpskullking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskullking&amp;diff=26841"/>
		<updated>2025-10-16T13:29:09Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Grammar Editing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&#039;&#039;Skull King is a trick-taking game in which you will bid the &amp;lt;u&amp;gt;exact&amp;lt;/u&amp;gt; number of tricks you predict you will win each round.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You’ll battle with your rivals as you strive to keep your own bid afloat... while seizing opportunities to also sink your opponents!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The pirate with the highest score at the end of the game wins and earns the title of Pirate Captain of the Seven Seas!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Key Terms==&lt;br /&gt;
For those unfamiliar with these waters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;A Trick:&amp;lt;/b&amp;gt; Consists of each player, in clockwise order, playing 1 card face-up to the table. The person who plays the highest valued card wins and takes all the cards played in that trick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Round:&amp;lt;/b&amp;gt; Consisting of 1 or more tricks. The number of tricks in a round is determined by the number of cards dealt. A round begins by dealing cards and ends when all cards dealt have been played.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: In the third round, 3 cards are dealt so 3 tricks will be played that round.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Suit:&amp;lt;/b&amp;gt; Suit cards are the numbered cards (1-14) in four colors: Parrots (green), Pirate Maps (purple), Treasure Chests (Yellow) &amp;amp; Jolly Roger (black).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Superior Suit:&amp;lt;/b&amp;gt; All black bordered cards (Jolly Roger) form the &amp;quot;superior&amp;quot; suit. Every card in black ranks higher than all the cards of the other three colored suits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: The number 14 of green (Parrots) is of lower rank than the number 1 of black (Jolly Roger) because black is the superior suit.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Leading and Following Suit:&amp;lt;/b&amp;gt; The first card played in a trick sets the pattern (the &#039;lead&#039; suit) that must be followed. All following players must play a card of that same suit (if they have one).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Important: Cards &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; numbers do not need to &#039;follow suit!&#039;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dealing Cards==&lt;br /&gt;
Skull King is played over 10 rounds. 1 card is dealt to each player in the first round, 2 are dealt in the second, and so on, ending with 10 cards dealt to each player in round 10. &lt;br /&gt;
&lt;br /&gt;
The entire deck, including all cards played in the previous round, is shuffled together and redealt at the start of each round.&lt;br /&gt;
&lt;br /&gt;
==Bidding==&lt;br /&gt;
After the cards are dealt and you’ve studied your hand, you must decide the &amp;lt;u&amp;gt;exact&amp;lt;/u&amp;gt; number of tricks you predict you will win in that round. &lt;br /&gt;
&lt;br /&gt;
Remember, the higher a card’s value, the more likely you are to win a trick.&lt;br /&gt;
&lt;br /&gt;
Be sure to acquaint yourself with all the Special Cards too (see below)!&lt;br /&gt;
&lt;br /&gt;
==Numbered Cards==&lt;br /&gt;
There are 4 suits of numbered cards in the deck. Each suit contains cards numbered from 1 to 14.&lt;br /&gt;
&lt;br /&gt;
There are three &amp;lt;b&amp;gt;standard suits:&amp;lt;/b&amp;gt; Parrots (green), Treasure Chests (yellow), Treasure Maps (purple), and one &amp;lt;b&amp;gt;superior suit:&amp;lt;/b&amp;gt; Jolly Roger (black). &lt;br /&gt;
&lt;br /&gt;
Each and every Jolly Roger (black) card outranks all cards in the other three standard suits.&lt;br /&gt;
&lt;br /&gt;
If any numbered suit card is played first in a trick (even a black card), all other players must &#039;follow suit&#039; and play a card from their hand of that same suit if they have one (if they are going to play a numbered card). This means that you cannot play a black card if you have a card in the suit that was lead!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Important: Cards without numbers are NOT suit cards and may be played regardless of what was led.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you do not have a card in the suit that was lead, you may play &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; other suit card including a Jolly Roger (black) card.&lt;br /&gt;
&lt;br /&gt;
If all cards played are the &amp;lt;i&amp;gt;same&amp;lt;/i&amp;gt; suit, the highest numbered card in that suit would win the trick. But if a black card was played, its rank is superior and it will beat any standard suit card, even a standard suit card of a greater number value. If more than one black card was played, the highest numbered black card would win the trick.&lt;br /&gt;
&lt;br /&gt;
==Special Cards==&lt;br /&gt;
Special cards allow you to override the rules that govern numbered cards. You can choose to play a special card in &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; trick, even if you would normally be required to follow suit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Escape (qty: 5):&amp;lt;/b&amp;gt; An Escape card loses to &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; other cards. Escape cards can be handy to help you meet your bid by &#039;not winning&#039; more tricks than you want. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Pirate (qty: 5):&amp;lt;/b&amp;gt; A Pirate card beats &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; numbered cards. They are of equal rank with each other, so if more than one Pirate card is played in a trick, the person who played the first Pirate card wins the trick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Tigress (qty: 1):&amp;lt;/b&amp;gt; The cunning Tigress chooses her battles wisely. When you play the Tigress, you must declare whether she will count as a Pirate card or as an Escape card: the choice is yours! She takes on all characteristics of either a Pirate or an Escape. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Skull King (qty: 1):&amp;lt;/b&amp;gt; As the scourge of the seas, the Skull King is superior to all other Pirates! He beats all numbered cards and beats all Pirates (including the Tigress). The only card that can defeat the Skull King is the Mermaid, luring him into the sea with their precious treasure!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mermaid (qty: 2):&amp;lt;/b&amp;gt; A Mermaid card beats all numbered cards but loses to all of the Pirate cards (including the Tigress, when played as a Pirate), with the exception of the Skull King. If both Mermaids are played in the same trick, the first one played takes precedence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If a Pirate, the Skull King, and a Mermaid are all played in the same trick, the Mermaid wins the trick, regardless of order of play. (For scoring purposes, only the Mermaid&#039;s &amp;quot;capturing the Skull King&amp;quot; bonus is earned. See Bonus Points, below).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Leading with Special Cards==&lt;br /&gt;
When you lead a trick, you may choose to play either a suit card (even a black card) or a special card. &lt;br /&gt;
&lt;br /&gt;
When a special card is led, the rules for the &#039;lead suit&#039; are altered as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Leading with an Escape:&amp;lt;/b&amp;gt; When an Escape, Tigress (as an Escape), or Loot card (see Expansion Cards, below) is lead, the &amp;lt;i&amp;gt;next&amp;lt;/i&amp;gt; player sets the lead suit that must be followed, unless they play one of these as well, which would defer setting the suit to the next player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Leading with a Character:&amp;lt;/b&amp;gt; When a Mermaid, Pirate, Skull King, Tigress (as a Pirate), Kraken, or White Whale (see Expansion Cards, below) leads a trick, there is no suit to follow for that trick. Each other player may play any card they choose.&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence==&lt;br /&gt;
For each round, once bidding is complete, the player to the left of the &#039;dealer&#039; leads the first trick by playing a card. In clockwise order, each other player plays a card following the rules outlined in the previous sections. The person who played the highest-ranking card wins the trick and plays a card to lead the next trick.&lt;br /&gt;
&lt;br /&gt;
Play continues until all the tricks in that round have been played. Tally each player&#039;s score, including any bonus points earned (see below).&lt;br /&gt;
&lt;br /&gt;
All cards, including the ones played in the previous round, are collected, shuffled and redealt, increasing the number of cards dealt to each player by 1.&lt;br /&gt;
&lt;br /&gt;
The player to the left of the previous round&#039;s &#039;dealer&#039; leads the first trick of the next round.&lt;br /&gt;
&lt;br /&gt;
After the tenth round is completed, final scores are tallied, the player with the highest score is declared the victor and is appointed as the Pirate Captain of the Seven Seas! &lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bidding One or More&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
When you win the exact number of tricks that you bid, you are awarded 20 points for each trick taken.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Calvin bids 3 and then takes 3 tricks. This earns him 60 points (20 × 3).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capture more or fewer tricks than you bid, and you’ll &amp;lt;i&amp;gt;lose&amp;lt;/i&amp;gt; 10 points for every trick you were off! You don’t earn points for any tricks captured that round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Angela bids 2 but takes 4 tricks. She&#039;s off by 2 so she loses 20 points (-10 × 2).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bidding Zero&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bid zero and get your bid correct and your score is 10 points times the number of cards dealt that round. The higher the card count, the greater your reward! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Kate bids zero on round 7 and takes zero tricks. She scores 70 points (10 x 7).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, if you bid zero and then take 1 or more tricks, you&#039;ll &amp;lt;i&amp;gt;lose&amp;lt;/i&amp;gt; 10 points per card dealt that round instead! Zero bids are risky, but fortune favors the bold!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Johnny bids zero in the ninth round but he captures 2 tricks. He scores -90 points for the round.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bonus Points==&lt;br /&gt;
In each round you&#039;ll have the chance to earn bonus points, but get your bid wrong and you forfeit all bonuses!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Number Fourteen Cards&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every 14 card you have collected in a trick earns you a bonus at the end of the round (whether played by you or an opponent):&lt;br /&gt;
&lt;br /&gt;
10 points for each standard suit (yellow, purple, or green) 14 card you have at the end of the round.&lt;br /&gt;
&lt;br /&gt;
20 points for possessing the black (Jolly Roger) 14 card at the end of the round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Character Cards&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capturing character cards in a trick earns you a bonus at the end of the round:&lt;br /&gt;
&lt;br /&gt;
20 points for each Mermaid taken by a Pirate.&lt;br /&gt;
&lt;br /&gt;
30 points for each Pirate taken by the Skull King.&lt;br /&gt;
&lt;br /&gt;
40 points for taking the Skull King with a Mermaid.&lt;br /&gt;
&lt;br /&gt;
==Standard Card Count==&lt;br /&gt;
Total cards in the standard deck = 70.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Suit Cards:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Parrot (1-14)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Pirate Map (1-14)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Treasure Chest (1-14)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Jolly Roger (1-14)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Special Cards:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Pirate (Qty: 5)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Escape (Qty: 5)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Tigress (Qty: 1)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Skull King (Qty: 1)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Mermaid (Qty: 2)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Expansion Cards==&lt;br /&gt;
These expansion cards can be added when creating the game on BGA.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loot (qty: 2):&amp;lt;/b&amp;gt; Time to get yerself some treasure me hearties! When you play a loot card, you enter into an alliance with the player who captures it. If both of you bid correctly, you are each awarded 20 bonus points. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Kraken (qty: 1):&amp;lt;/b&amp;gt; Pirates fear nothin’ at all, ‘cept fer maybe the Kraken (and their in-laws). When the Kraken is played, the trick is destroyed entirely as the Kraken consumes all. No one wins the trick and the cards are set aside. &lt;br /&gt;
&lt;br /&gt;
The next trick is led by the player who would have won the trick. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;White Whale (qty: 1):&amp;lt;/b&amp;gt; Once hunted by whalers, the White Whale now hunts any vessel that dares cross its path. The White Whale effects both the special cards and numbered suits in unique ways.&lt;br /&gt;
&lt;br /&gt;
Special cards are destroyed and can’t win! &lt;br /&gt;
&lt;br /&gt;
Numbered cards (including black cards) turn white with fear! This means that the highest numbered card wins the trick, regardless of the suit. If there is a tie, the first one played is the winner. If only special cards were played, then the trick is discarded (like the Kraken) and the person who played the White Whale is the next to lead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: The Kraken and the White Whale are ancient rivals. When played in the same trick the second one played wins the battle. That card then sets the action to be applied. When either of these beasts leads a trick, there is no suit for others to follow.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advanced Pirate Abilities==&lt;br /&gt;
These Pirate Powers can be enabled when creating the game on BGA.&lt;br /&gt;
&lt;br /&gt;
Unlock each pirate’s unique skill! To do this, you must first win a trick with that pirate rather than just capturing them. Also, it must be used immediately and does not carry over to the next round. Harry the Giant is the only pirate who’s ability may be used after the final trick of a round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Rosie D’ Laney:&amp;lt;/b&amp;gt; A galley chef with a temper hot as her pies and cold eyes as blue as the sea.&lt;br /&gt;
&lt;br /&gt;
Ability: Choose any player, including yourself, to lead the next trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bendt the Bandit:&amp;lt;/b&amp;gt; An orphan raised by smugglers, Bendt is a trader (and traitor).&lt;br /&gt;
&lt;br /&gt;
Ability: Add 2 cards to your hand from the deck and then discard 2 cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Rascal of Roatan:&amp;lt;/b&amp;gt; A notorious mercenary and gambler with suspiciously good luck.&lt;br /&gt;
&lt;br /&gt;
Ability: Make a side bet of 0, 10, or 20 points. Win these points if you hit your original bid correct, lose the points if you fail to hit your bid exactly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Juanita Jade:&amp;lt;/b&amp;gt; Rumored to have mermaid ancestry granting her the gift of divination.&lt;br /&gt;
&lt;br /&gt;
Ability: Privately look through any cards not dealt that round to see which are not in play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Harry the Giant:&amp;lt;/b&amp;gt; Known to wrestle panthers and crocs for fun, no one dares oppose this man.&lt;br /&gt;
&lt;br /&gt;
Ability: You may choose to change your bid by plus or minus 1, or to leave it the same.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsupermegaluckybox&amp;diff=26693</id>
		<title>Gamehelpsupermegaluckybox</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsupermegaluckybox&amp;diff=26693"/>
		<updated>2025-10-01T12:36:03Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Minor sentence editing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It&#039;s a game. There are boxes. You need luck and it&#039;s Super Mega.&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The objective of the game is to cross off all the numbers on your lucky box cards. Complete rows and columns to earn points and bonus actions. Each round, nine number cards will be drawn from an 18-card deck. Each card is numbered 1 through 9 twice. For each card drawn, cross off a matching number on one of your lucky box cards. After 4 rounds, see who was luckiest!&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, choose 3 of the 5 lucky box cards available. Then the top card of the deck is revealed. Click that number on any of your Lucky Box cards to cross it off.&lt;br /&gt;
&lt;br /&gt;
When you cross off all three numbers on a row or column, gain the bonus action shown in the box at the end. The bonuses are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number&#039;&#039;&#039;: You may cross that number off in another box.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Question mark&#039;&#039;&#039;: You may cross off &#039;&#039;any&#039;&#039; number in another box.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightning bolt(s)&#039;&#039;&#039;: Take one or two Lightning tokens from the supply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Lightning tokens can be used to increase or decrease the number on the card being played by 1 for each lightning token used. For example, if a 4 is drawn, you can spend one lightning token to cross off a 5 or a 3, or spend two lightning tokens to score 6 or 2. The number 9 can wrap around to 1 and vice versa. You cannot use lighting tokens to adjust a number given through a bonus action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Star&#039;&#039;&#039;: Used in scoring for the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moon&#039;&#039;&#039;: Used in scoring the end of the game.&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Each &#039;&#039;&#039;&#039;&#039;completed&#039;&#039;&#039;&#039;&#039; Lucky Box card scores points based on the round it was completed:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round 1&#039;&#039;&#039; = 15 points for each card&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round 2&#039;&#039;&#039; = 12 points for each card&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round 3&#039;&#039;&#039; = 10 points for each card&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round 4&#039;&#039;&#039; = 8 points for each card&lt;br /&gt;
&lt;br /&gt;
Stars earn points based on how many you gain in a round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 star&#039;&#039;&#039; = 1 point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 stars&#039;&#039;&#039; = 4 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 or more stars&#039;&#039;&#039; = 9 points&lt;br /&gt;
&lt;br /&gt;
At the end of the game, the player with the MOST moons earns 6 points. The player with the FEWEST moons, loses 6 points (except in a two player game). In case of a tie for moons, all tied players gain or lose the full 6 points.&lt;br /&gt;
&lt;br /&gt;
Finally, gain 1 point for every 2 crossed out boxes on incomplete Lucky Box cards.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins the game! In case of a tie, the player with the most moons wins.&lt;br /&gt;
&lt;br /&gt;
== Solo Rules ==&lt;br /&gt;
&lt;br /&gt;
You can have a party all by yourself! Rules are the same except for the moon scoring at the end:&lt;br /&gt;
&lt;br /&gt;
0 moons = -6 points&lt;br /&gt;
&lt;br /&gt;
1 moon  = -2 points&lt;br /&gt;
&lt;br /&gt;
2 moons = 0 points&lt;br /&gt;
&lt;br /&gt;
3 moons = 1 point&lt;br /&gt;
&lt;br /&gt;
4 moons = 3 points&lt;br /&gt;
&lt;br /&gt;
5 moons = 6 points&lt;br /&gt;
&lt;br /&gt;
6+ moons = 10 points&lt;br /&gt;
&lt;br /&gt;
Scores below 44 are Super Mega UN-lucky.&lt;br /&gt;
&lt;br /&gt;
45-59: OK, you got lucky, but not very&lt;br /&gt;
&lt;br /&gt;
60-64: You got the hang of it now!&lt;br /&gt;
&lt;br /&gt;
65-69: Super mega bragging rights!&lt;br /&gt;
&lt;br /&gt;
70+: Super Mega Lucky Legend!&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpsupermegaluckybox&amp;diff=26692</id>
		<title>Talk:Gamehelpsupermegaluckybox</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpsupermegaluckybox&amp;diff=26692"/>
		<updated>2025-10-01T12:31:48Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: minor format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 1. Additional Content Proposed ==&lt;br /&gt;
&lt;br /&gt;
* There is an exception added for the two player game rules, for scoring moons that is incomplete.  It does not say what the player with the fewest moons scores?&lt;br /&gt;
* During gameplay when a Card is completed, a new card is drawn.  It does not state the criteria for drawing a new card?&lt;br /&gt;
* The paragraph describing use of Lightning tokens, may be better suited located in the crossing off numbers section.  Indentation of the paragraph doesn&#039;t seem to function with the &amp;quot;::&amp;quot;.&lt;br /&gt;
* Consistency in using &amp;quot;Lightning Bolts&amp;quot; or just &amp;quot;Lightning.&amp;quot;&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpsupermegaluckybox&amp;diff=26691</id>
		<title>Talk:Gamehelpsupermegaluckybox</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpsupermegaluckybox&amp;diff=26691"/>
		<updated>2025-10-01T12:27:44Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Proposed additional rules clarifications.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Additional Content Proposed ==&lt;br /&gt;
&lt;br /&gt;
1. There is an exception added for the two player game rules, for scoring moons that is incomplete.  It does not say what the player with the fewest moons scores?&lt;br /&gt;
2. During gameplay when a Card is completed, a new card is drawn.  It does not state the criteria for drawing a new card?&lt;br /&gt;
3. The paragraph describing use of Lightning tokens, may be better suited located in the crossing off numbers section.  Indentation of the paragraph doesn&#039;t seem to function with the &amp;quot;::&amp;quot;.&lt;br /&gt;
4. Consistency in using &amp;quot;Lightning Bolts&amp;quot; or just &amp;quot;Lightning.&amp;quot;&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsupermegaluckybox&amp;diff=26689</id>
		<title>Gamehelpsupermegaluckybox</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsupermegaluckybox&amp;diff=26689"/>
		<updated>2025-10-01T12:19:24Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Grammar improvements.  Consistency change &amp;quot;checked&amp;quot; to &amp;quot;crossed&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It&#039;s a game. There are boxes. You need luck and it&#039;s Super Mega.&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The objective of the game is to cross off all the numbers on your lucky box cards. Complete rows and columns to earn points and bonus actions. Each round, nine number cards will be drawn from an 18-card deck. Each card is numbered 1 through 9 twice. For each card drawn, cross off a matching number on one of your lucky box cards. After 4 rounds, see who was luckiest!&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, choose 3 of the 5 lucky box cards available. Then the top card of the deck is revealed. Click that number on any of your Lucky Box cards to cross it off.&lt;br /&gt;
&lt;br /&gt;
When you cross off all three numbers on a row or column, gain the bonus action shown in the box at the end. The bonuses are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number&#039;&#039;&#039;: You may cross that number off in another box.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Question mark&#039;&#039;&#039;: You may cross off &#039;&#039;any&#039;&#039; number in another box.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightning bolt(s)&#039;&#039;&#039;: Take one or two Lightning tokens from the supply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;::&amp;lt;/nowiki&amp;gt; Lightning tokens can be used to increase or decrease the number on the card being played by 1 for each lightning token used. For example, if a 4 is drawn, you can spend one lightning token to cross off a 5 or a 3, or spend two lightning tokens to score 6 or 2. The number 9 can wrap around to 1 and vice versa. You cannot use lighting bolts to adjust a number given through a bonus action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Star&#039;&#039;&#039;: Used in scoring for the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moon&#039;&#039;&#039;: Used in scoring the end of the game.&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Each &#039;&#039;&#039;&#039;&#039;completed&#039;&#039;&#039;&#039;&#039; Lucky Box card scores points based on the round it was completed:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round 1&#039;&#039;&#039; = 15 points for each card&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round 2&#039;&#039;&#039; = 12 points for each card&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round 3&#039;&#039;&#039; = 10 points for each card&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round 4&#039;&#039;&#039; = 8 points for each card&lt;br /&gt;
&lt;br /&gt;
Stars earn points based on how many you gain in a round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 star&#039;&#039;&#039; = 1 point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 stars&#039;&#039;&#039; = 4 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 or more stars&#039;&#039;&#039; = 9 points&lt;br /&gt;
&lt;br /&gt;
At the end of the game, the player with the MOST moons earns 6 points. The player with the FEWEST moons, loses 6 points (except in a two player game). In case of a tie for moons, all tied players gain or lose the full 6 points.&lt;br /&gt;
&lt;br /&gt;
Finally, gain 1 point for every 2 crossed out boxes on incomplete Lucky Box cards.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins the game! In case of a tie, the player with the most moons wins.&lt;br /&gt;
&lt;br /&gt;
== Solo Rules ==&lt;br /&gt;
&lt;br /&gt;
You can have a party all by yourself! Rules are the same except for the moon scoring at the end:&lt;br /&gt;
&lt;br /&gt;
0 moons = -6 points&lt;br /&gt;
&lt;br /&gt;
1 moon  = -2 points&lt;br /&gt;
&lt;br /&gt;
2 moons = 0 points&lt;br /&gt;
&lt;br /&gt;
3 moons = 1 point&lt;br /&gt;
&lt;br /&gt;
4 moons = 3 points&lt;br /&gt;
&lt;br /&gt;
5 moons = 6 points&lt;br /&gt;
&lt;br /&gt;
6+ moons = 10 points&lt;br /&gt;
&lt;br /&gt;
Scores below 44 are Super Mega UN-lucky.&lt;br /&gt;
&lt;br /&gt;
45-59: OK, you got lucky, but not very&lt;br /&gt;
&lt;br /&gt;
60-64: You got the hang of it now!&lt;br /&gt;
&lt;br /&gt;
65-69: Super mega bragging rights!&lt;br /&gt;
&lt;br /&gt;
70+: Super Mega Lucky Legend!&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipfreighters&amp;diff=26128</id>
		<title>Gamehelpflipfreighters</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipfreighters&amp;diff=26128"/>
		<updated>2025-08-07T13:28:11Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Grammar checked.  Additions.  Joker explained???&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
In Flip Freighters, players play as a freight company, that is in charge of getting products to their customers. This will be done through the flipping of cards from a deck and deciding whether to load those “goods” on trucks to be shipped out, or to use the card’s numerical value to deliver the trucks to their destination. &lt;br /&gt;
&lt;br /&gt;
The player at the end of the game who manages to ship their goods most effectively, to their customers, wins the game.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
* 1 Sheet per player&lt;br /&gt;
* 2 Decks of (standard) Playing Cards. Use only Ace,2,3,4,5,6 and all four Jokers, removing all 7,8,9,10,Jack,Queen,King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: In this game Aces are considered to be 1’s.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: Jokers may be used as any number and suit.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Shuffle all &#039;&#039;&#039;52 cards&#039;&#039;&#039; together then deal out &#039;&#039;&#039;3 piles with 15 cards each&#039;&#039;&#039;. &lt;br /&gt;
* Choose one of these piles to be the draw deck for week one, and place the other two piles off to the side.&lt;br /&gt;
* The &#039;&#039;&#039;extra 7 cards may be removed&#039;&#039;&#039; from the table as they will not be used in this game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
* The game will take place over &#039;&#039;&#039;3 weeks&#039;&#039;&#039; (rounds). &lt;br /&gt;
* Each week will consist of &#039;&#039;&#039;5 days&#039;&#039;&#039; (turns). &lt;br /&gt;
* During each day, &#039;&#039;&#039;players will play&#039;&#039;&#039; &#039;&#039;&#039;simultaneously&#039;&#039;&#039; : they use the values on the three faceup cards to &#039;&#039;&#039;&amp;lt;u&amp;gt;load&amp;lt;/u&amp;gt;&#039;&#039;&#039; or &#039;&#039;&#039;&amp;lt;u&amp;gt;move&amp;lt;/u&amp;gt;&#039;&#039;&#039; their trucks. Once all players have used all three cards, the next day will begin. &lt;br /&gt;
* A week ends when all the cards in the draw pile are exhausted. Players will use those last three cards as usual, score points, and then move to the next week. &lt;br /&gt;
* At the end of three weeks, players will total their score and the player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
All players may then use each of the three cards of the day, in any order of their choosing, to do one of two actions: &#039;&#039;Loading or Moving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;Loading&#039;&#039;, suits represent types of goods, and the numbers represent the amount of that good.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Loading&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
# Click on a card&lt;br /&gt;
# The game displays/highlights all truck &#039;&#039;&amp;lt;u&amp;gt;squares&amp;lt;/u&amp;gt;&#039;&#039; where you can load with this card (suits represent types of goods, and the numbers represent the amount of that good)&lt;br /&gt;
#* Each square that has a number on it requires that number;&lt;br /&gt;
#* Each square that has a suit on it requires that suit; squares that have multi-suits may be filled with any suit. &lt;br /&gt;
#* The amount you can load is indicated by the symbol outside the truck. &lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;=&#039;&#039;&#039;&amp;quot; means this truck must be loaded with only one value&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;≠&#039;&#039;&#039;&amp;quot; means this truck must be loaded with only different values&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;#&#039;&#039;&#039;&amp;quot; means this truck must be loaded with any values&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;6-1&#039;&#039;&#039;&amp;quot; means this truck must be loaded with 1,2,3,4,5,6 values from front to back, ie from RIGHT to LEFT. &#039;&#039;You may skip numbers but you may never fill in numbers that were skipped.&#039;&#039;&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;1-6&#039;&#039;&#039;&amp;quot; means this truck must be loaded with 6,5,4,3,2,1 values from front to back, ie from RIGHT to LEFT. &#039;&#039;You may skip numbers but you may never fill in numbers that were skipped.&#039;&#039;&lt;br /&gt;
#* once a truck has started moving, you may not load anything else onto it&lt;br /&gt;
# Click on the square you target&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Moving&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
# Click on a card&lt;br /&gt;
# The game displays/highlights all truck &#039;&#039;&amp;lt;u&amp;gt;route spots&amp;lt;/u&amp;gt;&#039;&#039; where you can move to with this card &lt;br /&gt;
#* Any truck may be moved at any point, as long as it has at least one square filled&lt;br /&gt;
#* You can move as far from the truck starting position as the card&#039;s value&lt;br /&gt;
#* You can move less than the maximum&lt;br /&gt;
#* Additionally, you may split the value on a card between two or more trucks&lt;br /&gt;
# Click on the circle you target for a truck&lt;br /&gt;
# Click on the circle you target for another truck, etc... repeat&lt;br /&gt;
# Click the top button &amp;quot;Stop moving&amp;quot; to confirm&lt;br /&gt;
# In case you did not spend all the possible moves for a card, you won&#039;t be able to use the remaining amount (unless you cancel your turn)&lt;br /&gt;
# Once you have filled in all the movement circles for a truck, it has reached its destination (near the box with scoring condition), the game displays the score of the truck according to the truck scoring rules and the loaded goods. This truck is now &#039;&#039;delivered&#039;&#039;, and can no longer be accessed for the rest of the game&lt;br /&gt;
# It is worth noting that some trucks have more than one stop location along their path (x1 and x2), giving you more points for delivering the truck further. When you reach the first location you may choose whether to deliver that truck, or you may keep going. Once you have delivered and score the truck, you may not continue moving that truck.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overtime Hours&#039;&#039;&#039;&lt;br /&gt;
** Near the week-end scoring, you will find a section labeled “Overtime Hours.” This area will let you either increase or decrease a card’s value by 1. Players may choose to use multiple circles on the same card, and may even increase a number over 6 if they would like. Every hour that you do &#039;&#039;&amp;lt;u&amp;gt;not use&amp;lt;/u&amp;gt;&#039;&#039; will give you 2 points at the end of the game.&lt;br /&gt;
** In order to use it, click on the buttons &amp;quot;&amp;lt;u&amp;gt;+1&amp;lt;/u&amp;gt;&amp;quot; or &amp;quot;&amp;lt;u&amp;gt;-1&amp;lt;/u&amp;gt;&amp;quot; on step 2 (either loading or moving)&lt;br /&gt;
** if &#039;&#039;Overtime Variant Rule&#039;&#039; is enabled, click on the buttons &amp;quot;&amp;lt;u&amp;gt;spade&amp;lt;/u&amp;gt;&amp;quot;, &amp;quot;&amp;lt;u&amp;gt;heart&amp;lt;/u&amp;gt;&amp;quot;, &amp;quot;&amp;lt;u&amp;gt;club&amp;lt;/u&amp;gt;&amp;quot; or &amp;quot;&amp;lt;u&amp;gt;diamond&amp;lt;/u&amp;gt;&amp;quot; on step 2 (either loading or moving) to change the card to that suit. The game highlights the original suit of the card in case you forget it&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Buttons&#039;&#039;&#039;&lt;br /&gt;
** End turn: stop your turn so that you cannot act until next turn + inform others that you are ready for next turn (BGA stop your thinking time hourglass)&lt;br /&gt;
** Restart turn: cancel all your actions in this turn (can be done before or after clicking on &amp;quot;end turn&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==End of Week Scoring==&lt;br /&gt;
When a week ends, the game computes the &amp;quot;week score&amp;quot; of every player = total all the values for all the trucks that have been delivered. &lt;br /&gt;
&lt;br /&gt;
Because points are totaled every week, this means that trucks delivered in &#039;&#039;&amp;lt;u&amp;gt;early&amp;lt;/u&amp;gt;&#039;&#039; weeks will &amp;lt;u&amp;gt;&#039;&#039;score more than once&#039;&#039;&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
==End of game==&lt;br /&gt;
&lt;br /&gt;
At the end of week 3 day 5 the game ends, players will total their score &lt;br /&gt;
&lt;br /&gt;
*Score (is automatically computed on BGA each day) as the sum of:&lt;br /&gt;
**score from Week 1&lt;br /&gt;
**score from Week 2&lt;br /&gt;
**score from Week 3&lt;br /&gt;
**scored from unused Overtime Hours (2/hour) &lt;br /&gt;
&lt;br /&gt;
*the player with the highest score wins.&lt;br /&gt;
*In case of a tie, the player who delivered the most total trucks is the winner&lt;br /&gt;
&lt;br /&gt;
==Solo scoring==&lt;br /&gt;
Since there is no competitive play for solo, the game designer adds this solo comparative rating : &lt;br /&gt;
&lt;br /&gt;
*0-200 points = 0 stars&lt;br /&gt;
*200-249 = 1 stars&lt;br /&gt;
*250-299 = 2 stars&lt;br /&gt;
*300-349 = 3 stars&lt;br /&gt;
*350-399 = 4 stars&lt;br /&gt;
*400+ = 5 stars&lt;br /&gt;
&lt;br /&gt;
==Variants== &lt;br /&gt;
*&#039;&#039;&#039;Overtime Hours&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Basic&#039;&#039;: Overtime Hours let you either increase or decrease a card value by 1&lt;br /&gt;
*#&#039;&#039;Overtime Variant Rule&#039;&#039;: In addition to changing the value of a card players may also choose to use overtime hours to change the suit of a card&lt;br /&gt;
*&#039;&#039;&#039;Show discard pile&#039;&#039;&#039;&lt;br /&gt;
*#Enabled : Players can look at already played cards in the discard pile and see which cards may still be in the deck (Note that the 7 cards staying in the game box are considered to be in the deck to keep it unknown)&lt;br /&gt;
*#Disabled&lt;br /&gt;
&lt;br /&gt;
==User Preferences== &lt;br /&gt;
*&#039;&#039;&#039;Interface theme&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Standard (default)&#039;&#039;: the same background as any classic BGA game.&lt;br /&gt;
*#&#039;&#039;Darker&#039;&#039;: a black background with 75% opacity&lt;br /&gt;
*&#039;&#039;&#039;Display all players board&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Enabled&#039;&#039;: display every player&#039;s board (alias score sheet) in the central zone. This is interesting with &amp;lt;u&amp;gt;few players&amp;lt;/u&amp;gt; (2-3) but difficult to read with many (6+).&lt;br /&gt;
*#&#039;&#039;Disabled&#039;&#039; (default): display current player (or first player when spectator) board alias score sheet in the central zone. You may want to click the &#039;eye&#039; on player panels to see other player&#039;s boards anyway&lt;br /&gt;
*&#039;&#039;&#039;Font style&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Designer choice&#039;&#039; (default): the &amp;quot;Fugaz One&amp;quot;, chosen to write text on the board, and uniformized to other texts on the game&lt;br /&gt;
*#&#039;&#039;Simple&#039;&#039;: an easier font to read, but less pretty ?&lt;br /&gt;
*&#039;&#039;&#039;Board text language&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Designer choice&#039;&#039; (default): NOT translatable, but as pretty as it should because it is the exact text written by the game artists&lt;br /&gt;
*#&#039;&#039;Translated + adjusted to space&#039;&#039; (default): translatable, using a horizontal adjustment of the text to fit the exact spaces where the text is expected, can be less pretty with some &amp;quot;1 ideogram translation&amp;quot; language&lt;br /&gt;
*#&#039;&#039;Translated:&#039;&#039; translatable, using NO adjustment, so the text will overflow very quickly in some &amp;quot;many characters&amp;quot; languages&lt;br /&gt;
*&#039;&#039;&#039;Display route taken by trucks&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Disabled&#039;&#039;: display only black points you move to&lt;br /&gt;
*#&#039;&#039;Accurate&#039;&#039; (default): draw the route following the actual path between points you move to, as when you draw a line with a black pen on the sheet&lt;br /&gt;
*#&#039;&#039;Straight lines&#039;&#039;: display black lines between black points you move to, as when you draw a line with a black pen on the sheet&lt;br /&gt;
*&#039;&#039;&#039;Route color&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;NB: in each case, it is dotted with a blinking selected destination when the move has not yet been sent to server by the &amp;quot;Stop moving&amp;quot; button; in order to let you know you can click wherever you want to change your moves.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Depends on position  (default)&lt;br /&gt;
|&lt;br /&gt;
*red when cancelable in current turn&lt;br /&gt;
*black when not cancelable (ie. done in previous turns)&lt;br /&gt;
*green when delivered (at previous turns)&lt;br /&gt;
|-&lt;br /&gt;
!Black&lt;br /&gt;
|always black&lt;br /&gt;
|-&lt;br /&gt;
!Blue&lt;br /&gt;
|always blue&lt;br /&gt;
|-&lt;br /&gt;
!Gray&lt;br /&gt;
|always gray&lt;br /&gt;
|-&lt;br /&gt;
!Turquoise&lt;br /&gt;
|always turquoise&lt;br /&gt;
|-&lt;br /&gt;
!Violet&lt;br /&gt;
|always violet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Truck color&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Disabled&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Depends on position (default)&lt;br /&gt;
|&lt;br /&gt;
*transparent when not moved&lt;br /&gt;
*black when not cancelable (ie. moved in previous turns)&lt;br /&gt;
*green when delivered (at previous turns)&lt;br /&gt;
|-&lt;br /&gt;
!Depends on position + Blink&lt;br /&gt;
|see previous + blinking when confirmed in current turn&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Display mini truck icons&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Enabled&#039;&#039; :  display some truck icon near the last point you move to on each truck route, with a different color for each status&lt;br /&gt;
*#*red when cancelable in current turn&lt;br /&gt;
*#*black when not cancelable (ie. done in previous turns)&lt;br /&gt;
*#*green when delivered (at previous turns)&lt;br /&gt;
*#&#039;&#039;Disabled (default)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=25360</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=25360"/>
		<updated>2025-06-10T15:07:54Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Added Features descriptions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story. &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&#039;&#039;&#039;Toggle safe/help mode&#039;&#039;&#039; - this toggle displays ? help in areas of the game board where tooltip information is available.  It also safely disables gameplay click actions in these areas to avoid unwanted gameplay while using help.  Reset the toggle to continue normal gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;View Player/Opponent Game Play Area&#039;&#039;&#039; - To cycle through the Player/Opponent game play areas 1) click the arrows beside the Player Name OR 2) click on an Opponents scoring tableau.&lt;br /&gt;
&lt;br /&gt;
== Standard Rules == &lt;br /&gt;
&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next. &lt;br /&gt;
&lt;br /&gt;
On BGA, currently the first 3 adventures are available: The Launch, The Journey, and The Colony&lt;br /&gt;
&lt;br /&gt;
Starship cards are numbered from 1 to 15.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Card Distribution&lt;br /&gt;
!Number&lt;br /&gt;
!How Many in Deck&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Game Turn ===&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Flip 3 starship cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Pick a number/action combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Write down a number (compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone. &lt;br /&gt;
&lt;br /&gt;
* Adventure 1: numbers must ascend from left to right&lt;br /&gt;
* Adventure 2:  numbers ascend from the lower end of the string of spaces to the higher end&lt;br /&gt;
* Adventure 3: numbers must ascend in rows from left right and in columns from bottom to top&lt;br /&gt;
&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).  &lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Use the action (optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination. &lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Robot action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Water and Plant actions:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Energy action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Astronaut action:&#039;&#039;&#039; Allows you to add or subtract 0, 1, or 2 from the number before placing&lt;br /&gt;
* &#039;&#039;&#039;The Planning action:&#039;&#039;&#039; Allows you to fill in an additional space by placing an X, which is then counted as a numbered space&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved at the immediately. &lt;br /&gt;
&lt;br /&gt;
Sabotage effect: Your opponents has a System Error circled on their sheet and the same Sabotage symbol that you have just triggered is crossed off. Your opponents will no longer be able to trigger it themselves in the future.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Accomplish a mission (optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player to fulfill, in the same turn, the requirements of the mission can accomplish it. They gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on. &lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The game ends immediately at the end of a turn, if one of the players has either: &lt;br /&gt;
&lt;br /&gt;
* Accomplished all three missions A, B and C&lt;br /&gt;
* Crossed off all the System Error boxes     -or-&lt;br /&gt;
&lt;br /&gt;
* Filled in all spaces of the marking area on their sheet, with numbers or X.&lt;br /&gt;
&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner. &lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
=== Adventure #1: The Launch ===&lt;br /&gt;
&lt;br /&gt;
==== 3 &amp;amp; 4 Write Down a Number Using the Action (Compulsory) ====&lt;br /&gt;
There are 9 floors in the rocket. Each floor is an independent zone that must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In this Adventure, you won’t perform any action. That means that none of the 6 actions has any effect. Each floor is tied to one of the action symbols (Astronaut, Water, Robot...). The actions only serve to show you where you can write down the number of the combination. So, each turn, you must write down a number on the floor tied to the action associated with that number.&lt;br /&gt;
&lt;br /&gt;
The first floor, at the bottom of the rocket, is a Wild action floor, where any number can be placed, whatever the action of the combination, as long as the ascending order is respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; With a combination “6/Astronaut”, you can write down the 6 on one of the two floors with astronauts or on the Wild action floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you cannot write down any number during a turn, circle one of the System Error box (in no particular order) instead of playing.&lt;br /&gt;
&lt;br /&gt;
Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket.&lt;br /&gt;
&lt;br /&gt;
==== The Quarter Effects ====&lt;br /&gt;
Each floor of the rocket has one or more quarters separated with partition walls. As soon as you complete a quarter of a floor, having written down a number in each space of this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building effect:&#039;&#039;&#039; You can write an X in an empty space of your choice, which allows you to complete quarters faster.&lt;br /&gt;
* &#039;&#039;&#039;Rocket Activation effect:&#039;&#039;&#039; There are Active and Inactive Rockets (see the symbols opposite). With the Activation effect, fill in the arrow of an Inactive Rocket in order to activate it, in any quarter that is not fully numbered.&lt;br /&gt;
* &#039;&#039;&#039;Active Rocket effect:&#039;&#039;&#039; Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Then, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets to cross off, cross off the rockets next to the final scoring space.&lt;br /&gt;
* &#039;&#039;&#039;Sabotage effect:&#039;&#039;&#039; During phase 5, announce a Sabotage. Your opponents must circle a System Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Error circled with the Active Rocket effects.&lt;br /&gt;
&lt;br /&gt;
==== 5 Incidents: Trigger Sabotages ====&lt;br /&gt;
The Sabotage effects are announced and triggered at this moment of the turn.&lt;br /&gt;
&lt;br /&gt;
==== 6 Accomplish a Mission ====&lt;br /&gt;
In this Adventure, an accomplished mission does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet.&lt;br /&gt;
&lt;br /&gt;
==== End Of Game ====&lt;br /&gt;
The game can end either with one of the 3 end conditions from the standard rules, or as soon as a rocket is launched.&lt;br /&gt;
&lt;br /&gt;
To launch your rocket and win the game, at the end of the turn, you must have crossed off all the rockets below the 150 scoring box, as well as all the System Error boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie ![tie icon] if several players launched a rocket during the same turn, the winner is the player who has crossed off the most of these rockets.&lt;br /&gt;
&lt;br /&gt;
In case of a standard rules end condition, scores are tallied, and whoever has the highest score is the winner: Your score is equal to the lowest rocket score still visible, from which you must subtract 5 points for each circled System Error box that hasn’t been crossed off.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
&lt;br /&gt;
* Number the 3 Astronaut &amp;amp; Water floors completely.&lt;br /&gt;
* Number the 3 Robot &amp;amp; Planning floors completely.&lt;br /&gt;
* Number the Energy floor completely.&lt;br /&gt;
* Number the Plant and Wild floors completely.&lt;br /&gt;
* Write down 10 X with the Building effects.&lt;br /&gt;
* Have 5 System Error boxes circled and not crossed off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adventure #2: The Journey ===&lt;br /&gt;
&lt;br /&gt;
==== 3 Write Down a Number (Compulsory) ====&lt;br /&gt;
At the beginning of the game, the trajectory to the Moon is one long zone that you must number in ascending order from the Earth to the Moon. This trajectory is way too long to be numbered completely. As the game progresses, with the Energy action (see later on), you can split the trajectory into several smaller zones that you can number independently from each other (①).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; For each of the first two System Error boxes that you cross off, you get one Energy in compensation: immediately circle an Energy symbol at the top of your sheet (②). If you have 2 circled Energies, you must immediately use them (see Energy action).&lt;br /&gt;
&lt;br /&gt;
==== 4 Use the Action (Optional) ====&lt;br /&gt;
&#039;&#039;&#039;Energy Action:&#039;&#039;&#039; The energy allows you to turn on the engines of your rocket, in order to create a boost to correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet (②). At the beginning of the game, you start with one energy already circled. Each time you have 2 circled energies, you must &#039;&#039;&#039;immediately&#039;&#039;&#039; cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another (①).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Action:&#039;&#039;&#039;  It is important to stir the water tanks. If you have written down the number of your combination in a space with a water tank, then, with the Water action, you can circle that water tank (③).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robot action:&#039;&#039;&#039; You must program the robots to retrieve the plants from the space stations. The stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station (④).The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier (⑤). The other players must then cross off this multiplier and will be able to get only the lowest multiplier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plant action:&#039;&#039;&#039;  You must organize the growing of the plants in microgravity in the space stations. These stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. &#039;&#039;&#039;Note that you can circle the Plants of a station even though you have not circled all the robots for this station (⑥).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (−2, −1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol (⑦).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol (⑧). &#039;&#039;&#039;Note&#039;&#039;&#039; that you cannot cross off a Planning symbol without writing down an X in an empty space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want (⑨). To use it, cross it off, then use any of the 6 possible actions &#039;&#039;&#039;instead&#039;&#039;&#039; of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Plants:&#039;&#039;&#039;  For each space station, multiply the # of circled plants by the multiplier bonus you circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Water tanks:&#039;&#039;&#039;  Add up the values of each circled water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Longest complete zone:&#039;&#039;&#039;  Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 The most zones complete:&#039;&#039;&#039;  Those who filled in the most zones on their course earn 20 points, the second one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle a multiplier bonus for 3 different space stations with the robots.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory&#039;&#039;&#039; &#039;&#039;&#039;2 zones of 6 numbered spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory 3 zones of numbered spaces: 1 zone of 6 spaces, 1 zone of 4 spaces and 1 zone of 2 spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 6 water tanks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 4 consecutive water tanks on your trajectory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Adventure #3: The Colony ===&lt;br /&gt;
&lt;br /&gt;
==== 3 Write Down a Number (Compulsory) ====&lt;br /&gt;
In this Adventure, each building is a space to be numbered.&lt;br /&gt;
&lt;br /&gt;
Each row and each column of buildings forms a zone that you must number in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each horizontal row of buildings must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each vertical column of buildings must be numbered in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column 🔴①.&lt;br /&gt;
&lt;br /&gt;
The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered 🔴②.&lt;br /&gt;
&lt;br /&gt;
Moreover the two buildings marked with an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.&lt;br /&gt;
&lt;br /&gt;
==== The Quarters ====&lt;br /&gt;
The colony buildings are divided up into four quarters.&lt;br /&gt;
&lt;br /&gt;
The first players to write a number in all the buildings of one quarter, in the same turn, circle the highest bonus of 15 points 🔴③.&lt;br /&gt;
&lt;br /&gt;
he other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.&lt;br /&gt;
&lt;br /&gt;
==== 4 Use the Action (Optional) ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number of your combination in a building with a water tank, then with the Water action, you can circle that water tank 🔴④.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse in the same quarter where you have just written down the number of your combination 🔴⑤.  You must circle the greenhouses of a quarter from top to bottom. Each greenhouse will earn you 1 plant for the end of the game. The fourth greenhouse, which is larger, will earn you 2 plants.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; In order to dispatch the scientists and the equipment, you must create a network of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket 🔴⑥. With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered &#039;&#039;&#039;AND&#039;&#039;&#039; connected to your tunnel network, circle its antenna 🔴⑦.  If you connect the observatory on the top right corner, immediately circle its 3 antennas.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Using the energy, you can improve the greenhouses, the water tanks or the network of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas 🔴⑧. You must first cross off the box with the lowest value, then the others from top to bottom.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area of your sheet 🔴⑨.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet 🔴⑩. The Planning action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
🌱 &#039;&#039;&#039;Plants, Water Tanks, and Parabolic Antennas:&#039;&#039;&#039; Tally the Plant symbols in your circled greenhouses, the circled Water tanks and the circled antennas.  Write down these numbers in their corresponding scoring areas. For each of these three fields, multiply that number with the highest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🏘️ &#039;&#039;&#039;Complete quarters:&#039;&#039;&#039; Write down and add up the bonuses that you have earned for your completed quarters.&lt;br /&gt;
&lt;br /&gt;
👨‍🚀 &#039;&#039;&#039;Astronauts:&#039;&#039;&#039; The players who have crossed off the most astronauts earn 20 points, the second ones 10 points, and the third ones 5 points.  You do not earn any points if you have not crossed off any astronaut.&lt;br /&gt;
&lt;br /&gt;
🧠 &#039;&#039;&#039;Planning:&#039;&#039;&#039; Subtract the lowest value still visible in the Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 vertical columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 horizontal rows.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the parabolic antennas in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle enough greenhouses in order to have 10 plants.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the water tanks in 2 quarters.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgardenrush&amp;diff=24704</id>
		<title>Gamehelpgardenrush</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgardenrush&amp;diff=24704"/>
		<updated>2025-04-22T12:31:30Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Updated for grammar, spelling and readability.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Skillfully plant Veggies in your garden and harvest them in specific patterns. Be the fastest to harvest your Veggies to win! &lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
On your turn, you must either: &#039;&#039;&#039;Place 1 Veggie token&#039;&#039;&#039; or &#039;&#039;&#039;Harvest 1 Veggie bed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
When either the Trampoline cannot be refilled, or any player has reach at least 40 points, the end game triggered. If this happens at the end of the First player&#039;s turn, the other player takes one final turn. The player with the most points wins the game. &lt;br /&gt;
&lt;br /&gt;
==== Place 1 Veggie token ====&lt;br /&gt;
&lt;br /&gt;
Choose 1 of the 5 Veggie tokens from the Hedge and place it onto an empty space in your Garden. &lt;br /&gt;
&lt;br /&gt;
If it is placed onto the same column as it was in the Hedge, the &#039;&#039;double&#039;&#039; Veggie token side is placed face up. Else, the &#039;&#039;single&#039;&#039; Veggie token side is placed face up. &lt;br /&gt;
&lt;br /&gt;
Refill the Hedge by pushing a token from the Trampoline, and refill the Trampoline from the bag. &lt;br /&gt;
&lt;br /&gt;
If the token is placed on a Tool space, you may immediately use the matching bonus action (see below). &lt;br /&gt;
&lt;br /&gt;
==== Harvest 1 Veggie bed ====&lt;br /&gt;
&lt;br /&gt;
To harvest a Veggie bed in your garden, the bed must match one of the patterns indicated for that Veggie (no matter the orientation). &lt;br /&gt;
&lt;br /&gt;
Each token in the pattern scores 1 point. Discard the &#039;&#039;single&#039;&#039; Veggie tokens and flip the &#039;&#039;double&#039;&#039; Veggie to their single side. &lt;br /&gt;
&lt;br /&gt;
If your Gnome finishes its movement on a Tool space, you may apply the bonus action of &#039;&#039;any&#039;&#039; Tool space &#039;&#039;&#039;Visible in your garden&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== Tool space Bonus Actions ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gloves&#039;&#039;&#039;: Do a &#039;&#039;&#039;Place 1 token&#039;&#039;&#039; action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basket&#039;&#039;&#039;: Do a &#039;&#039;&#039;Harvest 1 Veggie bed&#039;&#039;&#039; action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wheelbarrow&#039;&#039;&#039;: Move 1 Veggie token in your garden onto another space.  If you move a Veggie token onto a Tool space, you may apply its bonus action. (You cannot choose the token that you just placed onto this Tool space. ) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watering Can&#039;&#039;&#039;: Flip 1 Veggie token in &#039;&#039;either&#039;&#039; player&#039;s Garden.&lt;br /&gt;
&lt;br /&gt;
== Bonus Tools Variant ==&lt;br /&gt;
&lt;br /&gt;
8 additional Tool tokens are added to the token bag with Veggie tokens. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Place 1 token&#039;&#039;&#039; action allows you to choose 1 Tool token from the Hedge and place it on any empty space in your garden except the Tool space. Unlike Veggie tokens, it doesn&#039;t matter which column you place it in. After the Hedge is refilled, apply the bonus action of the Tool token like you covered a Tool space. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can flip the Tool token on the Hedge to its Mole side and place it onto any empty space in your opponent&#039;s Garden, except a Tool space. Moles do nothing except take up space. &lt;br /&gt;
&lt;br /&gt;
Tool/Mole tokens can &#039;&#039;&#039;NEVER be flipped&#039;&#039;&#039; for the rest of the game. But you can use &#039;&#039;&#039;Wheelbarrow&#039;&#039;&#039; to move them to another empty space &#039;&#039;&#039;except the tool space&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
When your Gnome ends on a Tool space, you may apply the bonus action of any visible Tool token or Tool space in your garden, &#039;&#039;&#039;OR&#039;&#039;&#039; you can move a Mole token from your garden into your opponent&#039;s garden (still, except the Tool space). &lt;br /&gt;
&lt;br /&gt;
==== Tool Token Bonus Action ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Golden Shovel&#039;&#039;&#039;: After resupplying the Hedge, swap 2 adjacent tokens on the Hedge, then place &#039;&#039;&#039;1 of those tokens&#039;&#039;&#039; using &#039;&#039;&#039;Place 1 token&#039;&#039;&#039; action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poison&#039;&#039;&#039;: Discard ALL Veggies of a single type from the Hedge (not the Trampoline) and score 1 point per discarded token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hose&#039;&#039;&#039;: Flip ALL the Veggie tokens from any column in both players’ Gardens. The token on the Hedge of the chosen column is unaffected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toolbox&#039;&#039;&#039;: Apply the bonus action of any visible Tool space or Tool token from your opponent’s Garden to your own Garden.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelprallymangt&amp;diff=24430</id>
		<title>Talk:Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelprallymangt&amp;diff=24430"/>
		<updated>2025-03-22T17:43:35Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Determining Turn Order - Position Evaluation ==&lt;br /&gt;
&lt;br /&gt;
The note clarifying the &amp;quot;current corner&amp;quot; vs &amp;quot;next corner&amp;quot; rule implementation required some English grammar cleanup.  [[User:SquashEngineer|SquashEngineer]] ([[User talk:SquashEngineer|talk]]) 18:42, 22 March 2025 (CET)&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelprallymangt&amp;diff=24429</id>
		<title>Talk:Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelprallymangt&amp;diff=24429"/>
		<updated>2025-03-22T17:42:11Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Noting a suggested improvement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Player Position Evaluation ==&lt;br /&gt;
&lt;br /&gt;
The note clarifying the &amp;quot;current corner&amp;quot; vs &amp;quot;next corner&amp;quot; rule implementation required some English grammar cleanup.  [[User:SquashEngineer|SquashEngineer]] ([[User talk:SquashEngineer|talk]]) 18:42, 22 March 2025 (CET)&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=24428</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=24428"/>
		<updated>2025-03-22T17:39:41Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Improved the English grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Determining Turn Order ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed:&#039;&#039;&#039; Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance:&#039;&#039;&#039; If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position:&#039;&#039;&#039; In case of a draw in terms of speed and distance, the car situated on the inside lane of the current or next corner plays first. A “corner” is a section of track with speed limitations. /* Note. The French rule book has been adopted in the BGA implementation. If cars are positioned in a corner, then the current corner is used for the evaluation, otherwise the next corner. */&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn.&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning Your Turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The inside line:&#039;&#039;&#039;Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
&lt;br /&gt;
Note that you can safely move diagonally into spaces like this, as long as you don&#039;t exceed the normal limits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The outside line&#039;&#039;&#039;:Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.&lt;br /&gt;
&lt;br /&gt;
=== Show Overspeed Alarm Option ===&lt;br /&gt;
If the Show Overspeed Alarm option is enabled, a red halo will appear around your die if you place it on a space which will cause your car to spin.  An orange halo will appear if the space will cause you to gain an automatic caution symbol (!).&lt;br /&gt;
&lt;br /&gt;
==Rolling Your Dice and Moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Meet or exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear or coast die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The Dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
*&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die (available in GT5 races) lets you skip a gear upwards. &lt;br /&gt;
*&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Car Dice&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Coast dice&#039;&#039;&#039; !! &#039;&#039;&#039;Brake dice&#039;&#039;&#039; !! &#039;&#039;&#039;Boost Dice&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT4&#039;&#039;&#039; || 4 || 3 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT5&#039;&#039;&#039; || 5 || 2 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT6&#039;&#039;&#039; || 6 || 2 || 3 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you meet or exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board table to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. &lt;br /&gt;
You might also take some damage: at higher speeds (3,4,5th gear) and on more dangerous tiles (Yellow, Orange, Red). &lt;br /&gt;
For each black damage marker in the table a &amp;quot;Damage&amp;quot; token will be randomly drawn for you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
*&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several Damage result tokens (42 total).  0, 1, 2 or 3 of these Damage Tokens are drawn randomly for you depending on your Gear/Speed when you lost control and the track segment you are on.  (Consult the table on your player dashboard.)&lt;br /&gt;
* &#039;&#039;&#039;Lose a Dice:&#039;&#039;&#039; (Qty x 6 of each: Red, White, Black) This reduces your dice pool. You might lose a white, black, or red die (meaning you will have one less die of that color to use on your turn.) Losing a black die means you can pick, each turn, which number you want to leave unused.&lt;br /&gt;
* &#039;&#039;&#039;Yellow Flag:&#039;&#039;&#039; (Qty x 6) This will be removed on your next move (not turn - if you are at speed 00, the yellow flag stays on the board, affecting all players, until you are ready to move again).  While the yellow flag is on the table, no player may move alongside any other player’s car.  (Cars &#039;&#039;&#039;are&#039;&#039;&#039; allowed to pass cars stopped at speed 0 or 00).&lt;br /&gt;
* &#039;&#039;&#039;Weather:&#039;&#039;&#039; (Qty x 6) The weather will change from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* &#039;&#039;&#039;Green Flag:&#039;&#039;&#039; (Qty x 12) No damage, you got lucky!&lt;br /&gt;
&lt;br /&gt;
===Confirm Trajectory===&lt;br /&gt;
If you see a message that says: &amp;quot;You must set back your dice with a loss of control&amp;quot; you are being given the option to &amp;quot;re-allocate and re-order some or all of the dice you used on that turn back onto the track in any legal order you like.&amp;quot;  You must still use enough &amp;quot;!&amp;quot; dice and/or track features to activate the &amp;quot;spin out,&amp;quot; but sometimes this offers an opportunity to adjust your dice, their order and you car&#039;s route so that you spin out at a more favorable location on the track, on a more favorable tile (Yellow instead of Orange or Red) or in a more favorable gear (1 or 2, instead of 3, 4 or 5).&lt;br /&gt;
&lt;br /&gt;
Once you have re-ordered your dice you must click the &#039;confirm trajectory&#039; button.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Pit Stops==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, change tires, or both by making a Pit Stop. To make a Pit Stop, you must end your turn in 1st Gear in a space with no speed or restrictions (meaning not on a corner space) at the edge of the track. While you are in the pit your gear is either 0 or 00 depending on whether you chose to change tires or repair damage, and you are off the track (not blocking other players’ movement). Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;br /&gt;
&lt;br /&gt;
==Flying Start==&lt;br /&gt;
&lt;br /&gt;
With Flying Start, you can go straight to Gear 2 instead of Gear 1 when starting from 0. &lt;br /&gt;
&lt;br /&gt;
When you resolve your move, whether rolling one by one or moving Flat Out, the result of the Gear 2 die is checked: if it&#039;s a caution symbol, your turn ends immediately. The car moves forward one space and stays in Gear 2.&lt;br /&gt;
&lt;br /&gt;
If you were going Flat Out and would have suffered a Loss of Control as well as this effect, the Loss of Control is ignored.&lt;br /&gt;
&lt;br /&gt;
== Tire Dashboards ==&lt;br /&gt;
Here are the available dice for each type of tire and weather condition:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ GT6 Tires&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Asphalt-Dry&#039;&#039;&#039; !! &#039;&#039;&#039;Asphalt-Wet&#039;&#039;&#039; !! &#039;&#039;&#039;Rain-Wet&#039;&#039;&#039; !! &#039;&#039;&#039;Rain-Dry&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;/!\&#039;&#039;&#039; || 3 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gear&#039;&#039;&#039; || 6 || 6 || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coast&#039;&#039;&#039; || 2 || 2 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brake&#039;&#039;&#039; || 3 || 1 || 2 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ GT5 Tires&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Asphalt-Dry&#039;&#039;&#039; !! &#039;&#039;&#039;Asphalt-Wet&#039;&#039;&#039; !! &#039;&#039;&#039;Rain-Wet&#039;&#039;&#039; !! &#039;&#039;&#039;Rain-Dry&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;/!\&#039;&#039;&#039; || 3 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gear&#039;&#039;&#039; || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coast&#039;&#039;&#039; || 2 || 2 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brake&#039;&#039;&#039; || 3 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039; || 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ GT4 Tires&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Asphalt-Dry&#039;&#039;&#039; !! &#039;&#039;&#039;Asphalt-Wet&#039;&#039;&#039; !! &#039;&#039;&#039;Rain-Wet&#039;&#039;&#039; !! &#039;&#039;&#039;Rain-Dry&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;/!\&#039;&#039;&#039; || 3 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gear&#039;&#039;&#039; || 4 || 4 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coast&#039;&#039;&#039; || 3 || 3 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brake&#039;&#039;&#039; || 2 || 1 || 2 || 2&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpwelcometothemoon&amp;diff=24408</id>
		<title>Talk:Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpwelcometothemoon&amp;diff=24408"/>
		<updated>2025-03-19T16:49:09Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why is the &amp;quot;Welcome To ... BGA Wiki&amp;quot; link provided as a reference right in the middle of this instruction page?  [[User:SquashEngineer|SquashEngineer]] ([[User talk:SquashEngineer|talk]]) 17:49, 19 March 2025 (CET)&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpwelcometothemoon&amp;diff=24407</id>
		<title>Talk:Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpwelcometothemoon&amp;diff=24407"/>
		<updated>2025-03-19T16:48:37Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Clarification.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why is the &amp;quot;Welcome To ... BGA Wiki&amp;quot; link provided as a reference right in the middle of this instruction page?&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=24406</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=24406"/>
		<updated>2025-03-19T16:43:53Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Additions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story. &lt;br /&gt;
&lt;br /&gt;
== Standard Rules == &lt;br /&gt;
&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next. &lt;br /&gt;
&lt;br /&gt;
[[https://en.doc.boardgamearena.com/Gamehelpwelcometo]Welcome to... BGA Wiki]&lt;br /&gt;
&lt;br /&gt;
==== Setup ==== &lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;&#039;Mission cards&#039;&#039;&#039; that match the chosen Adventure. Randomly use 1 Mission A card, 1 Mission B card and 1 Mission C card. &lt;br /&gt;
&lt;br /&gt;
Shuffle the &#039;&#039;&#039;Starship cards&#039;&#039;&#039; and split them into 3 equal draw piles.  Starship cards are numbered from 1 to 15. &lt;br /&gt;
&lt;br /&gt;
==== Game Turn ==== &lt;br /&gt;
&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Flip 3 starship cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Pick a number/action combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Write down a number (compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone. &lt;br /&gt;
&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6). &lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Use the action (optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination. &lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played. Here are the general instructions for each action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Robot action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Water and Plant actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Energy action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Astronaut action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Planning action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved at the immediately. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Accomplish a mission (optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player to fulfill, in the same turn, the requirements of the mission can accomplish it. They gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on. &lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
&lt;br /&gt;
The game ends immediately at the end of a turn, if one of the players has either: &lt;br /&gt;
&lt;br /&gt;
- Accomplished &#039;&#039;&#039; all three missions A, B and C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- crossed off all the System Error boxes&lt;br /&gt;
&lt;br /&gt;
- Filled in all spaces of the marking area on their sheet, with numbers or X. &lt;br /&gt;
&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner. &lt;br /&gt;
&lt;br /&gt;
== Astra Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
== Adventure rules ==&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=24404</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=24404"/>
		<updated>2025-03-19T14:53:40Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Grammar, additions, improvements.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon is a Welcome to... trilogy of game. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that from a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story. &lt;br /&gt;
&lt;br /&gt;
== Standard Rules == &lt;br /&gt;
&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next. &lt;br /&gt;
&lt;br /&gt;
[[https://en.doc.boardgamearena.com/Gamehelpwelcometo]Welcome to... BGA Wiki]&lt;br /&gt;
&lt;br /&gt;
==== Setup ==== &lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;&#039;Mission cards&#039;&#039;&#039; that match the chosen Adventure. Randomly use 1 Mission A card, 1 Mission B card and 1 Mission C card. &lt;br /&gt;
&lt;br /&gt;
Shuffle the &#039;&#039;&#039;Starship cards&#039;&#039;&#039; and split them into 3 equal draw piles. &lt;br /&gt;
&lt;br /&gt;
==== Game Turn ==== &lt;br /&gt;
&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Flip 3 starship cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Pick a number/action combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Write down a number (compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone. &lt;br /&gt;
&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6). &lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Use the action (optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination. &lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played. Here are the general instructions for each action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Robot action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Water and Plant actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Energy action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Astronaut action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Planning action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved at the immediately. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Accomplish a mission (optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player to fulfill, in the same turn, the requirements of the mission can accomplish it. They gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on. &lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
&lt;br /&gt;
The game ends immediately at the end of a turn, if one of the players has either: &lt;br /&gt;
&lt;br /&gt;
- Accomplished &#039;&#039;&#039; all three missions A, B and C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- crossed off all the System Error boxes&lt;br /&gt;
&lt;br /&gt;
- Filled in all spaces of the marking area on their sheet, with numbers or X. &lt;br /&gt;
&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner. &lt;br /&gt;
&lt;br /&gt;
== Astra Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
== Adventure rules ==&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometonewlasvegas&amp;diff=23053</id>
		<title>Gamehelpwelcometonewlasvegas</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometonewlasvegas&amp;diff=23053"/>
		<updated>2024-10-18T12:22:12Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Word editing: &amp;quot;consequent&amp;quot; changed to &amp;quot;subsequent&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Game Turn=&lt;br /&gt;
&lt;br /&gt;
# Flip 3 Casino cards - At the beginning of each turn, the card from the top of each stack is flipped and placed next to it, effect side up, creating three combinations: Casino number / Effect. Flipped cards will be stacked in three discarded stacks.&lt;br /&gt;
# Pick a number / effect combination - The players turn is simultaneous: each player individually picks one of the three combinations available and applies the results on their sheets. Several architects can therefore choose the same combination.&lt;br /&gt;
# Open a Casino (compulsory) - First, each architect must write the number of the combination they picked in the casino of one of their 4 streets on their city sheet. Numbers must always be written in an empty and constructed Casino, that is a casino without a crane or with a crossed off crane (see Construction effect page 8). They must be put in ascending order from left to right in each street independently.  Note: If a player cannot write any of the 3 numbers of the Casino cards because they cannot respect the placement rules, they get to check 2 boxes on the Inauguration Track on their score sheet and will not be able to perform any action this turn. &lt;br /&gt;
# Perform the Effect (optional) - The player’s chosen combination allows them to perform an effect, if they wish, and if they have opened a casino with the Casino card. Important: an effect is always optional.&lt;br /&gt;
&lt;br /&gt;
=Card Effects=&lt;br /&gt;
# Inauguration (Scissors Cutting Ribbon) - Tick one circle on inauguration track. If the track is filled, game end is triggered. For every 2 circles filled, you can optionally use one of the 3 bonus actions. At game end, players count the number of inauguration spots filled. The player with most garners 1st place and scores the bonus points listed on their player sheet. Second and third place do the same. However, all players with the least inauguration spots filled encircle the debt marker on their sheet by the placement column.&lt;br /&gt;
&lt;br /&gt;
# Limousine - Draw 2 segments for limousine path. Points or cash bundles are garnered toward game end for every red carpet on a finished casino passed by limousine. Points are deducted at game end for every segment  needed to get back to the starting point.&lt;br /&gt;
&lt;br /&gt;
# Construction (Crane) - Build a casino location, and circle the debt marker for that spot. Debt marker is crossed out if a casino is built over the newly constructed location.&lt;br /&gt;
&lt;br /&gt;
# Improvement (Calculator) - Scratch over or fill in EXACTLY one of the multiplier boxes at the bottom of the screen of your player board (except for shows). The bottom most uncovered number will go toward your final score.&lt;br /&gt;
&lt;br /&gt;
# Show Opening (Pink Star) - If placed on a casino with a star on its ceiling, then you can fill in one of the spots on the 2 columns of the show track of your player board. If a column is started, circle the 2 debt markers by that column. The debt marker can be crossed out if the circle next to it is filled. (i.e. you might not want to start a show if you don&#039;t think you can pay for the debt marker at the bottom)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Special Actions=&lt;br /&gt;
For every 2 filled inauguration spots, you may use one of 3 bonus actions on your turn.&lt;br /&gt;
&lt;br /&gt;
# Increase or decrease the number of your chosen cards by up to -2/-1/+1/+2. Cross out the debt marker above the inauguration pair when used. (i.e. No debt)&lt;br /&gt;
&lt;br /&gt;
# Change the action of your chosen cards to one of the other 4 possible actions. Cross out the debt marker above the inauguration pair when used. (No debt)&lt;br /&gt;
&lt;br /&gt;
# After building your casino, you can build another casino on a slot adjacent to an existing casino, copying the number of the building adjacent. Encircle the debt marker above the inauguration pair. (Debt is accrued.)&lt;br /&gt;
*If your main action is construction, you cannot copy onto the spot you just constructed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other Scoring Concepts=&lt;br /&gt;
&lt;br /&gt;
# Golf (Building on the top row) - After building your first casino on the top row, encircle the golf symbol above it. Now, you must build all the rest of the casinos on the top row adjacent to existing casinos. If any spots are skipped, scratch out all the golf spots above the top row in that direction. These scratched out holes can no longer be scored.&lt;br /&gt;
&lt;br /&gt;
# Odd/Even Streaks - For each street, at game end find the longest streak of even or odd number casinos built on that row. Empty spaces, or unbuilt casino slots do not interrupt these streaks. The length of the streak scores bonus points as listed at the bottom of your player sheet (noted by circle/triangle).&lt;br /&gt;
&lt;br /&gt;
# Hotels (Below all 4 streets) - Once all the spots in a column have been filled by a casino, a hotel is built at the bottom of that column or Avenue. The first player to build in that column builds a large hotel (and all other players must scratch out the top half of the hotel space as a reminder). All subsequent players can build the small hotel afterward.&lt;br /&gt;
&lt;br /&gt;
# Debt - Debt markers are shown as cash that has been wrung out. You can find these debt markers on;&lt;br /&gt;
* The inauguration track, only encircled for the 3rd bonus action.&lt;br /&gt;
* Casino locations to be built, only encircled after construction, and crossed out after casino built.&lt;br /&gt;
* Next to the 2 show columns, encircled if a show column is started, and crossed out if the slot next to the debt marker is filled.&lt;br /&gt;
* In inauguration placement column, encircled by player(s) who filled out the least number of inauguration slots at game end.&lt;br /&gt;
&lt;br /&gt;
# Cash and Borrowing from the Bank - At game end, the cash in your safe is counted and counted against your debt. If you have more debt than cash bundles, you lose 20 points at game end. Cash can be accrued one of two ways. During the game, the limousine can accrue cash by passing built casinos with red carpets and cash listed by the red carpet (as these are owned by the mafia according to the game makers). The only other way to accrue cash is by the decision at the start of the game of whether to borrow from the bank or not.&lt;br /&gt;
* If no one borrows from the bank, all players only start with the ONE ALREADY encircled cash icon in their safe.&lt;br /&gt;
* If half or less than half of the players agree to borrow, then the players who borrow encircle 2 more spots getting a starting total of 3 cash bundles in their safe.&lt;br /&gt;
* If more than half of the players agree to borrow from the bank, those players encircle 4 cash bundles to have a starting total of 5 cash bundles in their safe.&lt;br /&gt;
&lt;br /&gt;
=End of Game=&lt;br /&gt;
&lt;br /&gt;
The game ends as soon as a player does any of the following:&lt;br /&gt;
* completes their inauguration track,&lt;br /&gt;
* fulfils all three projects, or&lt;br /&gt;
* opens all the built casinos on all four streets (casinos under construction do not count).&lt;br /&gt;
&lt;br /&gt;
All the points are counted up; highest score wins! &lt;br /&gt;
First tiebreaker: most hotels.&lt;br /&gt;
Second tiebreaker: most large hotels.&lt;br /&gt;
There is no third tiebreaker.&lt;br /&gt;
&lt;br /&gt;
=Additional Information=&lt;br /&gt;
==Distribution of cards==&lt;br /&gt;
===Effect side:===&lt;br /&gt;
* 16 Inauguration cards&lt;br /&gt;
* 16 Construction cards&lt;br /&gt;
* 16 Limo cards&lt;br /&gt;
* 16 Show cards&lt;br /&gt;
* 17 Improvement cards&lt;br /&gt;
&lt;br /&gt;
===Casino number side:===&lt;br /&gt;
* 3x 1, 2, 14, 15&lt;br /&gt;
* 4x 3, 13&lt;br /&gt;
* 5x 4, 12&lt;br /&gt;
* 6x 5, 11&lt;br /&gt;
* 7x 6, 10&lt;br /&gt;
* 8x 7, 9&lt;br /&gt;
* 9x 8&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpboomerangeurope&amp;diff=22304</id>
		<title>Gamehelpboomerangeurope</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpboomerangeurope&amp;diff=22304"/>
		<updated>2024-08-26T12:31:20Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Added &amp;quot;Passport Bonus&amp;quot; reference.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
* The game consists of 4 rounds. At the start of each round, deal 7 cards to each player. The others are not used for the round.&lt;br /&gt;
* On your turn, pick a card you want, then pass the rest to the left. All cards drafted are not revealed.&lt;br /&gt;
* After 7 turns, all hands are depleted and drafted cards are scored. Afterwards, shuffle all 28 cards and start a new round.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* Throw and Catch: The first card drafted in a round is the throw, and the last card drafted is the catch. Score points equal to the absolute difference between them.&lt;br /&gt;
* Tourist Sites: Cross out all countries visited each round. At the end of the game, each visited country is worth 1 point. The first player to visit all countries in a region scores 2-5 points. Passport Bonus:  If you have visited at least one country in each region, score 7/3/1 points.&lt;br /&gt;
* Cuisine: Total all scores on icons. If the sum is larger than 7, score half of the total. Otherwise, score normally.&lt;br /&gt;
* Transport: For each pair of transport scores the points marked.&lt;br /&gt;
* National Treasures: Choose an unscored treasure that you have at least one of. Score 4/3/2 points (for 2/3/4 players) for each matching treasure drafted by an opponent.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
The game ends after 4 rounds. The player with the highest score wins. If there is a tie, the player with the highest throw and catch wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Direction Variant: Alternate passing to the left and to the right each round.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpontour&amp;diff=20954</id>
		<title>Gamehelpontour</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpontour&amp;diff=20954"/>
		<updated>2024-05-02T18:02:32Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: (X) on the route explained.  Tiebreaker added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You’re living the dream! You are in a band and about to go on tour! It’s your job to schedule the band’s stops over the 100-day tour, visiting as many U.S. states or European countries as possible.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The dice are rolled and the results are combined to form two different 2-digit numbers (i.e. 1 &amp;amp; 4 combine to form 14 &amp;amp; 41). A card is drawn and the lower number of the 2 is written on that card&#039;s state (or country), on each player map. The number is then circled.&lt;br /&gt;
&lt;br /&gt;
That step is then repeated another time with the lower number, then two more time with the higher number.&lt;br /&gt;
&lt;br /&gt;
The 4 cards are removed from the game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each turn, 3 cards are revealed for all players and the two dice are rolled, creating two 2-digit numbers.&lt;br /&gt;
&lt;br /&gt;
All players simultaneously write each of these numbers in two empty states on their board. When writing numbers, players choose two of the three cards. The numbers must be&lt;br /&gt;
&lt;br /&gt;
written in one of the regions on the displayed cards (North, Central...). If you write a number on the same state displayed on the card, it is circled. When writing numbers, a different card must be used for each number.&lt;br /&gt;
&lt;br /&gt;
If you are unable to place any number in a state, because the states in the regions provided on the cards are all full (normally near the end of the game), you must place an (X) within a state in one of the valid regions.&lt;br /&gt;
&lt;br /&gt;
If all three cards display the same region OR if doubles are rolled, each player draws one star in any one empty state on their board instead of writing numbers. The state must be in the same region as shown on the card. The star is circled.&lt;br /&gt;
&lt;br /&gt;
== End of the game and scoring ==&lt;br /&gt;
When only one or two empty states remain, cards aren&#039;t flipped. Instead, the dice are rolled and players may freely write numbers in any remaining states, following the usual rules.&lt;br /&gt;
&lt;br /&gt;
When all states are filled, the game ends. Beginning in any state, draw a continuous route for your tour. The line must continue to any adjacent state with a number equal to or greater than the previous state you started in. Stars are wild and count as any number. You can never return to a state that you have already visited.  Your route MAY NOT pass through any state that was filled with an (X).&lt;br /&gt;
&lt;br /&gt;
Score one point for each state you visit and an additional point for each encircled star or number on your route.&lt;br /&gt;
&lt;br /&gt;
The highest score is the winner!  If tied, the band manager with the most circled states is the winner.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdownforce&amp;diff=20812</id>
		<title>Gamehelpdownforce</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdownforce&amp;diff=20812"/>
		<updated>2024-04-19T15:38:48Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Minor improvements applied.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
Downforce is a card-driven bidding, racing, and betting game for 2-6 players based on Top Race, the award-winning design by the legendary Wolfgang Kramer. Players first bid to own the six cars in the race, then they play cards from their hand to speed them around the track. However, most cards will also move their opponents&#039; cars. So figuring out just the right time to play a card is the key to victory. Along the way, players make secret bets on who they think will win the race. Whoever has the most money (in $ millions) from their prize money, winning bets, and remaining bank, wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
&lt;br /&gt;
The game is composed of:&lt;br /&gt;
&lt;br /&gt;
* a game board&lt;br /&gt;
* six colored cars (black, blue, green, yellow, orange, red)&lt;br /&gt;
* 42 speed cards with one to six lines with a color and a speed on each&lt;br /&gt;
* six special speed cards with a single speed line&lt;br /&gt;
* power cards with special abilities &lt;br /&gt;
&lt;br /&gt;
A race circuit is chosen and all six racing cars are placed randomly on starting spaces.  Then, six color cards are shuffled and disposed on a stack.  Each player takes an equal number of speed cards (in 4 or 5 player games, 2 cards are not dealt and are left in the box).&lt;br /&gt;
&lt;br /&gt;
== Auctions ==&lt;br /&gt;
&lt;br /&gt;
The first color card is then drawn and every player will secretly and simultaneously choose a card from their hand to bid on it.  The highest speed line matching the current auction color will win the auction and get the car, the special speed card and a power card associated with the car (if this game option has been selected).&lt;br /&gt;
&lt;br /&gt;
*Winning bids count against your final $M earnings. E.g. if you win the bid with a card listing 5 speed for the current auction, this counts as -$5M at end game.&lt;br /&gt;
&lt;br /&gt;
*Cards used for bidding are returned to your hand. This means that you may use the same card for different auctions.&lt;br /&gt;
&lt;br /&gt;
*Wild cards can only be used for a bid if no other cards in hand contain the current auction color. As a last resort, if none of the cards in hand have the current color on auction AND no cards in hand have a wild, then you may play any card for the bid, counting the lowest number as the replacement bid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*When all auctions are processed, the race begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some notes on auctions for games less than 6 players:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;All players must win at least 1 car by auction.&#039;&#039;&#039; As such if the remaining number of cars match the remaining number of players, only  players who yet to win a car can participate in that auction.&lt;br /&gt;
* &#039;&#039;&#039;Players that win an auction for more than 1 car can only keep 1 of the powers won, if Powers are included in your game&#039;&#039;&#039;. After all auctions end, choose 1 power to keep and discard the rest.  All winnings and auction costs for multiple cars are attributed to the the one player. &lt;br /&gt;
* &#039;&#039;&#039;Tie breakers.&#039;&#039;&#039; If more than one player ties for the current auction, the card with more different cars listed wins. If still tied, then the card with fewer Wild symbols shown wins.&lt;br /&gt;
* &#039;&#039;&#039;Rare All Wild/No Bid.&#039;&#039;&#039; There could be a car auction where all players play card bids that either do not correspond to that color, or use a Wild. (Wilds can only be played when no cards in hand have the color being auctioned). In the case of tie in this rare case, this car color is set aside and the rest of the colors are auctioned as planned. If by the end of the auction there are player(s) still needing car(s), the set aside colors are brought back to auction. Otherwise, the set aside cars will not be owned by any player. These still race and can be bet on. However, no player will benefit by the end game finish ranking of those car(s).&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
&lt;br /&gt;
During a player&#039;s turn, a player plays a speed card and moves in order every car that matches a speed line on it from top to bottom. To move a car, click on the card and then click on one of the highlighted spaces of that color. If playing a wild card, the first car you click on will be the wild move.&lt;br /&gt;
&lt;br /&gt;
Cars have to move as far as possible unless blocked by &amp;quot;traffic jams&amp;quot; and it is the current player that moves all cars, even opponents&#039;.  It is advised to play opponents&#039; cars so badly they become stuck and cannot move.&lt;br /&gt;
&lt;br /&gt;
If during a turn a car crosses a yellow line, all players must secretly bid on which car will win the race.  Betting on the winner will provide additional points and sound bets can win a game even for the last of the race.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
The game ends when all of the cars have crossed the finish line.  Payouts are given to players according to their race results:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1st&#039;&#039;&#039;: $12M&lt;br /&gt;
* &#039;&#039;&#039;2nd&#039;&#039;&#039;: $9M&lt;br /&gt;
* &#039;&#039;&#039;3rd&#039;&#039;&#039;: $6M&lt;br /&gt;
* &#039;&#039;&#039;4th&#039;&#039;&#039;: $4M&lt;br /&gt;
* &#039;&#039;&#039;5th&#039;&#039;&#039;: $2M&lt;br /&gt;
&lt;br /&gt;
Additionally, betting payouts are awarded as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;First bet&#039;&#039;&#039;:&lt;br /&gt;
** Betting on 1st: $9M&lt;br /&gt;
** Betting on 2nd: $6M&lt;br /&gt;
** Betting on 3rd: $3M&lt;br /&gt;
* &#039;&#039;&#039;Second bet&#039;&#039;&#039;:&lt;br /&gt;
** Betting on 1st: $6M&lt;br /&gt;
** Betting on 2nd: $4M&lt;br /&gt;
** Betting on 3rd: $2M&lt;br /&gt;
* &#039;&#039;&#039;Third bet&#039;&#039;&#039;:&lt;br /&gt;
** Betting on 1st: $3M&lt;br /&gt;
** Betting on 2nd: $2M&lt;br /&gt;
** Betting on 3rd: $1M&lt;br /&gt;
&lt;br /&gt;
The initial bid money is then subtracted.&lt;br /&gt;
&lt;br /&gt;
In the event of a tie for who has the most money, the player (from among those with the most money) whose car finished in the higher position is the winner.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
Powers can be added into the game for additional complexity and more dynamic games.  During each car auction, a power is attached to a car an the winner of the auction get the power.  If a player has several powers, they must choose only one.&lt;br /&gt;
&lt;br /&gt;
The base powers are the following:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aggressive&#039;&#039;&#039;: If you play a card with your car at the top the the card, you may move that car 1 additional space&lt;br /&gt;
* &#039;&#039;&#039;Cunning&#039;&#039;&#039;: You always move your cars, even on other player&#039;s turns&lt;br /&gt;
* &#039;&#039;&#039;Determined&#039;&#039;&#039;: On any player&#039;s turn, if your car moved into only rectangular spaces, you may move it 2 additional spaces&lt;br /&gt;
* &#039;&#039;&#039;Strategic&#039;&#039;&#039;: If you play a speed car with all six colors on it, you may ignore one color of it&lt;br /&gt;
* &#039;&#039;&#039;Tricky&#039;&#039;&#039;: On your turn, you may move the cars in reverse order, from lower to highest&lt;br /&gt;
* &#039;&#039;&#039;Unpredictable&#039;&#039;&#039;: If you play a card with a wild on it, you may use that wild for a color that is already on the card&lt;br /&gt;
&lt;br /&gt;
If the &amp;quot;additional powers&amp;quot; option is selected, the powers from the &#039;&#039;Danger Circuit&#039;&#039; expansion are added into the game:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: On any player&#039;s turn, if your car crosses a betting line you may move it 2 additional spaces&lt;br /&gt;
* &#039;&#039;&#039;Experienced&#039;&#039;&#039;: On any player&#039;s turn, if any car starts its movement in a space directly ahead of your car, you may move your car into the space that car moved out of&lt;br /&gt;
* &#039;&#039;&#039;Tough&#039;&#039;&#039;: On any player&#039;s turn, if your car ends its movement in a space adjacent to a Rumble Strip, you may move it 2 additional spaces. &amp;quot;Rumble Strips&amp;quot; are alternating white and red rectangles on the edge of the track on some maps.&lt;br /&gt;
* &#039;&#039;&#039;Bold&#039;&#039;&#039;: On your turn, if your car would move 1 or 2 spaces, move it 3 spaces instead&lt;br /&gt;
* &#039;&#039;&#039;Defensive&#039;&#039;&#039;: If none of your cars move on your turn, move one of your cars 3 spaces&lt;br /&gt;
* &#039;&#039;&#039;Reckless&#039;&#039;&#039;: On your turn, if your car moves through a Tight Space, you may move it 2 additional spaces. A Tight Space is a diagonal movement between and across two other cars that are diagonally adjacent. &lt;br /&gt;
&lt;br /&gt;
E.g. &lt;br /&gt;
* 1 X  &lt;br /&gt;
* X 2&lt;br /&gt;
or;&lt;br /&gt;
* X 1&lt;br /&gt;
* 2 X&lt;br /&gt;
&lt;br /&gt;
where: &lt;br /&gt;
*1 - start of movement, &lt;br /&gt;
*2 - end of movement, and &lt;br /&gt;
*X&#039;s as the other cars.&lt;br /&gt;
&lt;br /&gt;
=== Betting variants ===&lt;br /&gt;
&lt;br /&gt;
Two additional betting variants are provided:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;odds betting&#039;&#039;&#039;: instead of normal betting payout, multiply the &#039;&#039;&#039;current&#039;&#039;&#039; position of the car you bet on (1st, 2nd, 3rd, etc.) by the betting modifier (3 for finishing 1st, 2 for finishing 2nd, 1 for finishing third on the first bet; 2,1,0 for the second and; 1,0,0 for the third) to get the payout at the end.  For example, your first bet is on a car that is in 4th place and it ends up in 1st place at the end of the race, your payout is 4x3 = $12M!  If you bet on a car that is in second on the second bet and maintains that place to the end of the race, you would only earn 2x1 = $2M.  And finally, if you bet on the 1st place car on the last bet, but they end up placing only 3rd, you would get nothing because 1x0 = $0M.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;odds betting, winner only&#039;&#039;&#039;: same as above but only the winning car provide payouts, making it a high risk, high reward game of all or nothing!&lt;br /&gt;
&lt;br /&gt;
== Race Tracks ==&lt;br /&gt;
&lt;br /&gt;
There are 6 tracks for choosing in the game.&lt;br /&gt;
&lt;br /&gt;
=== River Station and Marina Bay ===&lt;br /&gt;
These are normal boards with no special features.&lt;br /&gt;
&lt;br /&gt;
=== Crosstown Speedway ===&lt;br /&gt;
This track features two crossover loops and two split sections. Cars entering the crossover loop must move into the loop. They cannot move directly from the entry to the exit directly or with a power.&lt;br /&gt;
&lt;br /&gt;
=== Switchback Pass ===&lt;br /&gt;
This track features dangerous spaces which are too small to fit any cars and have cracks on them. They can only be used to pass another car. You cannot end your movement on it and you are forced to move back to a regular space if there is one.&lt;br /&gt;
&lt;br /&gt;
=== Aloha Sands ===&lt;br /&gt;
This tracks features ramps which can be used to zoom ahead. They can only be used if the car has an equal or higher speed than the one on the ramp, has at least 1 space of movement remaining and the landing space is empty.&lt;br /&gt;
&lt;br /&gt;
=== Savanna Stretch ===&lt;br /&gt;
This tracks features animals including antelope, elephant and python. They occupy one space on the board and block any movement. At the end of a turn in which at least one car has passed an animal, that animal moves to its next open space on the board (or leaves the board if it was on its final space).&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoltexpress&amp;diff=20705</id>
		<title>Gamehelpcoltexpress</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoltexpress&amp;diff=20705"/>
		<updated>2024-04-09T20:01:47Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: tiny edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Object of the game and sequence of play ==&lt;br /&gt;
To win, you must become the richest Bandit in the Old West. To reach this goal, you will try to get more Loot than your opponents...without being hit by too many bullets! The best shooter will receive the title of Gunslinger, worth $1000.&lt;br /&gt;
&lt;br /&gt;
There are five Rounds in a game. Each Round has two phases:&lt;br /&gt;
* Phase 1 : Schemin&#039;! The players play their Action cards into a common deck in the center of the table.&lt;br /&gt;
* Phase 2 : Stealin&#039;! The Action cards played during Phase 1 are performed.&lt;br /&gt;
&lt;br /&gt;
The game ends after five Rounds. Each player then adds up the value of the Loot tokens they have stolen. The Gunslinger prize is awarded to the player(s) who shot the most bullets. It is worth $1000.&lt;br /&gt;
&lt;br /&gt;
The richest player wins the game. In case of a tie, the winner is the tied player who has received the fewest Bullet cards from other players and Events during the game.&lt;br /&gt;
&lt;br /&gt;
=== Starting a Round ===&lt;br /&gt;
At the beginning of a Round, each player shuffles their personal deck (made of the 10 Action cards of their colour) and draws six cards. These cards form that player&#039;s Hand.&lt;br /&gt;
&lt;br /&gt;
The Round card shows the number of turns (the number of Card icons) there will be during this phase.&lt;br /&gt;
It also shows how the turns will go :&lt;br /&gt;
* Standard turn - The Action cards must be played face-up during the current turn.&lt;br /&gt;
* Tunnel - The Action cards must be played face-down during the current turn.&lt;br /&gt;
* Speeding-Up - During the current turn, each player plays twice (playing two cards in a row, drawing 3 cards and playing a card, or drawing 6 cards).&lt;br /&gt;
* Switching - The current turn is played counter-clockwise, starting with the First Player.&lt;br /&gt;
&lt;br /&gt;
Some Round cards make Events happen. These Events always take place at the end of the Round, after Phase 2: Stealin&#039;! See the tooltip of the Round card for more details.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Schemin&#039;! ===&lt;br /&gt;
Starting with the First Player, each player plays their turn, followed by the next player in clockwise order.&lt;br /&gt;
On their turn, a player has to:&lt;br /&gt;
* either play an Action card face-up (unless otherwise specified) from their Hand to the common deck;&lt;br /&gt;
* or draw 3 additional cards from their deck and add them to their Hand.&lt;br /&gt;
The Schemin&#039;! phase ends when the number of turns indicated on the Round card has been completed. Any unplayed cards remaining in a player&#039;s Hand are placed back on the top of their personal deck.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Stealin&#039;! ===&lt;br /&gt;
The deck of Action cards that had been created during the Schemin&#039;! phase is turned over, without changing the order of the cards.&lt;br /&gt;
The Bandits&#039; Actions are performed, one by one, starting with the top card (i.e., in the order they have been played). Once performed, the Action card is given back to the player to whom it belongs. That player puts it back on their personal deck. Any Action programmed during the Schemin&#039;! phase is now obligatory. During the Stealin&#039;! phase, each player must use their action, if it is still possible.&lt;br /&gt;
&lt;br /&gt;
=== Ending the Round ===&lt;br /&gt;
Each player shuffles all their cards (10 Action cards and any Bullet cards they have been hit with in previous Rounds). Then they place their deck to the right of their Character card.&lt;br /&gt;
The player on the First Player&#039;s left becomes the new First Player and a new Round now begins.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
* Angry Marshal: The Marshal shoots the Bandits on the roof of their Car, then moves one Car towards the Caboose.&lt;br /&gt;
* Braking: All Bandits on rooves move one Car forward towards the Locomotive.&lt;br /&gt;
* Hostage-Taking of the Conductor: Each Bandit who is either in the Locomotive or on its roof receives $250 ransom.&lt;br /&gt;
* Marshal&#039;s Revenge: Each Bandit on the roof loses the least valuable Purse they have.&lt;br /&gt;
* Passengers&#039; Rebellion: All Bandits who are inside the Cars (and Locomotive - bug pending) get a Neutral Bullet each.&lt;br /&gt;
* Pickpocketing: Each alone Bandit takes a Purse from that location.&lt;br /&gt;
* Swivel Arm: All Bandits that are on rooves, move to the roof of the Caboose.&lt;br /&gt;
* Take It All!: Place the second Strongbox inside the Marshal&#039;s car.&lt;br /&gt;
&lt;br /&gt;
== The Action Cards ==&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
Move your Bandit:&lt;br /&gt;
# from one Car to the next adjacent Car, forwards or backwards, if they are inside the Train; or&lt;br /&gt;
# A distance ranging from one to three Cars (your choice), forwards or backwards, if they are on the roof.&lt;br /&gt;
The Locomotive is considered to be a Car. You can be in it or on it. If you have plotted this Action, your Bandit cannot stay where they are: you must move them.&lt;br /&gt;
&lt;br /&gt;
=== Floor Change ===&lt;br /&gt;
Switch the position of your Bandit from&lt;br /&gt;
# The interior to the roof of the Car on which they are standing ;&lt;br /&gt;
# or move theirs from the roof of the Car they&#039;re in to its interior.&lt;br /&gt;
&lt;br /&gt;
=== The Marshal ===&lt;br /&gt;
Move the Marshal inside the train a distance of one Car in the direction of your choice. (See &amp;quot;The Marshal&amp;quot;, to find out what happens if the Marshal meets a Bandit).&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
Choose one of your opponents to be your target and give them one of your Bullet cards. The targeted player places the Bullet card they have received on their deck. You cannot target a Bandit who is on the same spot as you.&lt;br /&gt;
# When you are inside the train, you can shoot a Bandit who is in the interior of an adjacent Car, either to the rear of your Car or ahead of it. Bandits who are more than one Car away cannot be shot.&lt;br /&gt;
# When you are on the roof, however, you can shoot a Bandit who is in your Line of Sight and on the roof of any Car other than your own, regardless of the distance. A Bandit is in Line of Sight if there is no other Bandit between you and them. Two Bandits on the roof of the same Car are considered as being side by side, and not located one behind the other: you choose which one gets hit.&lt;br /&gt;
If there is no target to be shot, keep your Bullet card: the Fire action will have no effect. If you successfully fire your 6 Bullet cards during the game, your Fire actions will have no further effect.&lt;br /&gt;
&lt;br /&gt;
=== Robbery ===&lt;br /&gt;
Take the Loot token of your choice from the Car where you are currently located and place it face-down on your Character card. If your Bandit is on the roof of a Car, they cannot rob inside it, and vice versa. If there is no Loot where your Bandit is, then the Robbery action has no effect.&lt;br /&gt;
&lt;br /&gt;
=== Punch ===&lt;br /&gt;
Choose a target among the Bandits who are on the same Car and same floor as you are. The targeted Bandit loses a Loot token if they have one: choose a Loot token from their Character card and place it on the floor where your Bandit pawn is located. If you choose a Purse token, you are not allowed to look at its value. Then, move the targeted Bandit to the same floor of an adjacent Car (either forwards or backwards,&lt;br /&gt;
your choice in most of the Cars; backwards if you are in the Engine and forwards if you are in the Caboose).&lt;br /&gt;
&lt;br /&gt;
== The Bandits ==&lt;br /&gt;
* Ghost: You can play the first card of each round face-down.&lt;br /&gt;
* Cheyenne: You can take the Purse they lost when punching a Bandit.&lt;br /&gt;
* Django: You can make them move one Car in the direction of fire when you shoot a Bandit.&lt;br /&gt;
* Belle: You cannot be the target of a Fire or Punch if there is another Bandit who can be targeted.&lt;br /&gt;
* Tuco: You can shoot a Bandit, either up or down, through the roof of the same Car you are in.&lt;br /&gt;
* Doc: At the beginning of each round, you draw seven cards instead of six.&lt;br /&gt;
&lt;br /&gt;
== The Marshal ==&lt;br /&gt;
Caution! When a Bandit enters a Car where the Marshal&lt;br /&gt;
is, or when the Marshal enters a Car where Bandits&lt;br /&gt;
are, they must escape up to the roof of the Car (even&lt;br /&gt;
if they have just come down from there). A Bandit can&lt;br /&gt;
never stay inside the Car where the Marshal is located.&lt;br /&gt;
Additionally, each one of those Bandits immediately&lt;br /&gt;
receives a Neutral Bullet card which must be placed&lt;br /&gt;
on each player&#039;s personal deck.&lt;br /&gt;
&lt;br /&gt;
== Expert Variant ==&lt;br /&gt;
* At the end of the Schemin&#039;! Phase, you are allowed to keep in your Hand the cards you are interested in holding for next Round. Discard all Bullet cards. Discard all Action cards that you are not interested in.&lt;br /&gt;
* During the Stealin&#039;! phase, place the performed Action cards you get back from the First Player on your discard deck. The Bullet cards you received that turn from your opponents, however, go on top of your draw deck, face-down.&lt;br /&gt;
* At the beginning of each Round, draw cards from your draw deck and fill your Hand up to six cards.&lt;br /&gt;
* Each time your draw deck is depleted and you have to draw cards, shuffle the discard deck to make a new draw deck. You can look through your discard at any time.&lt;br /&gt;
&lt;br /&gt;
== Set-Up for two players ==&lt;br /&gt;
There are four Cars, and each player chooses a team of two Characters.&lt;br /&gt;
One Bandit pawn from each team is placed inside the two&lt;br /&gt;
Cars at the rear of the train.&lt;br /&gt;
Each Character of your team starts with a separate deck of six Bullet cards and a $250 Purse on each of them.&lt;br /&gt;
From among the Action cards of each Character, every duplicate is discarded as well as the Marshal card from one of your Characters.&lt;br /&gt;
You will have&lt;br /&gt;
11 cards remaining in your Hand: 2 Fire (1 for each&lt;br /&gt;
Character), 2 Punch (1 for each Character), 2 Move&lt;br /&gt;
(1 for each Character), 2 Floor Change (1 for each&lt;br /&gt;
Character), 2 Robbery (1 for each Character) and 1&lt;br /&gt;
Marshal. Shuffle all of them to make your draw deck.&lt;br /&gt;
Each player then plays with the mixed Action cards&lt;br /&gt;
of the two Bandits.&lt;br /&gt;
&lt;br /&gt;
The game with two players is played with the Expert&lt;br /&gt;
Variant described earlier. The goal of the game is to&lt;br /&gt;
have the richest team at the end of the game. However,&lt;br /&gt;
no one wins the title of Gunslinger in the 2-player game.&lt;br /&gt;
When a Bandit is shot, the Bullet card is placed on&lt;br /&gt;
the top of the player&#039;s draw deck. It may very well&lt;br /&gt;
happen that a Bandit will inadvertently shoot their own&lt;br /&gt;
teammate!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
(This summary is made of excerpts Ludonaute&#039;s rules for Colt Express.)&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpboomeranglm&amp;diff=20704</id>
		<title>Gamehelpboomeranglm</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpboomeranglm&amp;diff=20704"/>
		<updated>2024-04-09T16:05:49Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Bullets.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
Players are hunters trying to gather the largest number of animals. For each specific animal, the player(s) with the most cards of this animal earn as many points as they have cards of that type, while the others get nothing for this animal. The game is played in rounds and ends after the animal card deck is empty. During rounds, each player secretly chooses a hunting ground, then spends their boomerangs to determine which player is going to hunt first. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
&lt;br /&gt;
== Begin of the round ==&lt;br /&gt;
&lt;br /&gt;
Animal cards, which feature 1 animal and 2 hunting grounds, are added to &#039;&#039;the river&#039;&#039; until either: all land types are featured, or the deck runs out. If some animals haven&#039;t been hunted at the end of a round, they remain in the river for the next round. If the animal deck runs out, a last round is played with the remaining cards in the river. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hunting ground selection ==&lt;br /&gt;
&lt;br /&gt;
Each player secretly chooses a land token and places it face down in front of them. This allows players to hunt animals whose cards feature this land. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The hunt ==&lt;br /&gt;
&lt;br /&gt;
In turn order, each player can either:&lt;br /&gt;
&lt;br /&gt;
- A  throw a boomerang by putting one of their boomerangs into the pot;&lt;br /&gt;
&lt;br /&gt;
- B  pass and collect all the boomerangs from the pot. They then place their land token face down on top of the land token stack. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The last remaining player, will be first to play next round. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
When the second to last player has passed and collected boomerangs, it’s time to capture the animals. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== The capture ==&lt;br /&gt;
&lt;br /&gt;
The last player in the hunting phase reveals their land token from the top of the stack. They then add to their tableau all the cards from &#039;&#039;the river&#039;&#039; featuring the land indicated by the token. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, the owner of the next land token at the top of the stack (the second to last in the hunting phase) reveals their token and takes the corresponding cards from the river. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat until the stack of land tokens is empty. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is possible that players at the bottom of the land token stack get no cards at all. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the deck of animal cards is empty, the game is over; proceed to scoring. Otherwise start a new round. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Scoring =&lt;br /&gt;
&lt;br /&gt;
The game ends when there are no animal cards to build a river at the start of a round. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a player has the most cards featuring a given animal, they score one point for each of the cards they have featuring that animal. If multiple players are tied for that animal, they both score. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, each player scores one point for each group of 6 boomerangs they still hold.&lt;br /&gt;
&lt;br /&gt;
The Player with the highest overall points, wins.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the case of a tie in overall points, the player with most boomerangs wins.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpboomeranglm&amp;diff=20703</id>
		<title>Gamehelpboomeranglm</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpboomeranglm&amp;diff=20703"/>
		<updated>2024-04-09T15:50:31Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Attempt to fix bulleted formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
Players are hunters trying to gather the largest number of animals. For each specific animal, the player(s) with the most cards of this animal earn as many points as they have cards of that type, while the others get nothing for this animal. The game is played in rounds and ends after the animal card deck is empty. During rounds, each player secretly chooses a hunting ground, then spends their boomerangs to determine which player is going to hunt first. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
&lt;br /&gt;
== Begin of the round ==&lt;br /&gt;
&lt;br /&gt;
Animal cards, which feature 1 animal and 2 hunting grounds, are added to &#039;&#039;the river&#039;&#039; until either: all land types are featured, or the deck runs out. If some animals haven&#039;t been hunted at the end of a round, they remain in the river for the next round. If the animal deck runs out, a last round is played with the remaining cards in the river. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hunting ground selection ==&lt;br /&gt;
&lt;br /&gt;
Each player secretly chooses a land token and places it face down in front of them. This allows players to hunt animals whose cards feature this land. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The hunt ==&lt;br /&gt;
&lt;br /&gt;
In turn order, each player can either:&lt;br /&gt;
&lt;br /&gt;
# throw a boomerang by putting one of their boomerangs into the pot; &lt;br /&gt;
# pass and collect all the boomerangs from the pot. They then place their land token face down on top of the land token stack. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The last remaining player, will be first to play next round. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
When the second to last player has passed and collected boomerangs, it’s time to capture the animals. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== The capture ==&lt;br /&gt;
&lt;br /&gt;
The last player in the hunting phase reveals their land token from the top of the stack. They then add to their tableau all the cards from &#039;&#039;the river&#039;&#039; featuring the land indicated by the token. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, the owner of the next land token at the top of the stack (the second to last in the hunting phase) reveals their token and takes the corresponding cards from the river. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat until the stack of land tokens is empty. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is possible that players at the bottom of the land token stack get no cards at all. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the deck of animal cards is empty, the game is over; proceed to scoring. Otherwise start a new round. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Scoring =&lt;br /&gt;
&lt;br /&gt;
The game ends when there are no animal cards to build a river at the start of a round. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a player has the most cards featuring a given animal, they score one point for each of the cards they have featuring that animal. If multiple players are tied for that animal, they both score. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, each player scores one point for each group of 6 boomerangs they still hold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Player with the highest overall points, wins.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the case of a tie in overall points, the player with most boomerangs wins.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpboomeranglm&amp;diff=20702</id>
		<title>Gamehelpboomeranglm</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpboomeranglm&amp;diff=20702"/>
		<updated>2024-04-09T14:38:30Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Minor sentence editing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
Players are hunters trying to gather the largest number of animals. For each specific animal, the player(s) with the most cards of this animal earn as many points as they have cards of that type, while the others get nothing for this animal. The game is played in rounds and ends after the animal card deck is empty. During rounds, each player secretly chooses a hunting ground, then spends their boomerangs to determine which player is going to hunt first. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
&lt;br /&gt;
== Begin of the round ==&lt;br /&gt;
&lt;br /&gt;
Animal cards, which feature 1 animal and 2 hunting grounds, are added to &#039;&#039;the river&#039;&#039; until either: all land types are featured, or the deck runs out. If some animals haven&#039;t been hunted at the end of a round, they remain in the river for the next round. If the animal deck runs out, a last round is played with the remaining cards in the river. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hunting ground selection ==&lt;br /&gt;
&lt;br /&gt;
Each player secretly chooses a land token and places it face down in front of them. This allows players to hunt animals whose cards feature this land. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The hunt ==&lt;br /&gt;
&lt;br /&gt;
In turn order, each player can either:&lt;br /&gt;
* throw a boomerang by putting one of their boomerangs into the pot; &amp;lt;br&amp;gt; &lt;br /&gt;
* pass and collect all the boomerangs from the pot. They then place their land token face down on top of the land token stack. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The last remaining player, will be first to play next round. &amp;lt;br&amp;gt; &lt;br /&gt;
When the second to last player has passed and collected boomerangs, it’s time to capture the animals. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== The capture ==&lt;br /&gt;
&lt;br /&gt;
The last player in the hunting phase reveals their land token from the top of the stack. They then add to their tableau all the cards from &#039;&#039;the river&#039;&#039; featuring the land indicated by the token. &amp;lt;br&amp;gt;&lt;br /&gt;
Then, the owner of the next land token at the top of the stack (the second to last in the hunting phase) reveals their token and takes the corresponding cards from the river. &amp;lt;br&amp;gt;&lt;br /&gt;
Repeat until the stack of land tokens is empty. &amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that players at the bottom of the land token stack get no cards at all. &amp;lt;br&amp;gt;&lt;br /&gt;
When the deck of animal cards is empty, the game is over; proceed to scoring. Otherwise start a new round. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Scoring =&lt;br /&gt;
&lt;br /&gt;
The game ends when there are no animal cards to build a river at the start of a round. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a player has the most cards featuring a given animal, they score one point for each of the cards they have featuring that animal. If multiple players are tied for that animal, they both score. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, each player scores one point for each group of 6 boomerangs they still hold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Player with the highest overall points, wins.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the case of a tie in overall points, the player with most boomerangs wins.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpboomeranglm&amp;diff=20701</id>
		<title>Gamehelpboomeranglm</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpboomeranglm&amp;diff=20701"/>
		<updated>2024-04-09T14:31:54Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: A number of grammatical edits, and overall improvements and clarity on the rules explanations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
Players are hunters trying to gather the largest number of animals. For each specific animal, the player(s) with the most cards of this animal earn as many points as they have cards of that type, while the others get nothing for this animal. The game is played in rounds and ends after the deck is empty. During rounds, each player secretly chooses a hunting ground, then spends their boomerangs to determine which player is going to hunt first. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
&lt;br /&gt;
== Begin of the round ==&lt;br /&gt;
&lt;br /&gt;
Animal cards, which feature 1 animal and 2 hunting grounds, are added to &#039;&#039;the river&#039;&#039; until either: all land types are featured, or the deck runs out. If some animal haven&#039;t been hunted at the end of a round, these remain in the river for the next round. If the deck runs out, a last round is played with the cards in the river. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hunting ground selection ==&lt;br /&gt;
&lt;br /&gt;
Each player secretly chooses a land token and places it face down in front of them. This allows players to hunt animals whose cards feature this land. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The hunt ==&lt;br /&gt;
&lt;br /&gt;
In turn order, each player can either:&lt;br /&gt;
* throw a boomerang by putting one of their boomerangs into the pot; &amp;lt;br&amp;gt; &lt;br /&gt;
* pass and collect all the boomerangs from the pot. They then place their land token face down on top of the stack. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The last remaining player, will be first to play next round. &amp;lt;br&amp;gt; &lt;br /&gt;
When the second to last player has passed and collected boomerangs, it’s time to capture the animals. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== The capture ==&lt;br /&gt;
&lt;br /&gt;
The last player in the hunting phase reveals their land token rom the top of the stack. They then add to their tableau all the cards from &#039;&#039;the river&#039;&#039; featuring the land indicated by the token. &amp;lt;br&amp;gt;&lt;br /&gt;
Then, the owner of the next land token at the top of the stack (the second to last in the hunting phase) reveals their token and takes the corresponding cards from the river. &amp;lt;br&amp;gt;&lt;br /&gt;
Repeat until the stack of land tokens is empty. &amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that players at the bottom of the land token stack get no cards at all. &amp;lt;br&amp;gt;&lt;br /&gt;
When the deck of animal cards is empty, the game is over; proceed to scoring. Otherwise start a new round. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Scoring =&lt;br /&gt;
&lt;br /&gt;
The game ends when there is no animal card draw deck to build a river at the start of a round. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a player has the most cards featuring a given animal, they score one point for each of the cards they have featuring that animal. If multiple players are tied for that animal, they both score. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, each player scores one point for each group of 6 boomerangs they still hold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Player with the highest overall points, wins.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the case of a tied overall points, the player with most boomerangs wins.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_diceathlon&amp;diff=20258</id>
		<title>Tips diceathlon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_diceathlon&amp;diff=20258"/>
		<updated>2024-02-27T14:32:07Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Updated content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Improved formatting required.&lt;br /&gt;
&lt;br /&gt;
== Win Criteria ==&lt;br /&gt;
&lt;br /&gt;
# Understand that each event has specific win, and tiebreaker, criteria, and provides the basis for the Gold (5), Silver(3), and Bronze(1) scores.&lt;br /&gt;
# Game end occurs, when all players fault a dice roll - cannot place a die in any space.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;==Event Priority / Order of Completion==&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;u&amp;gt;Prioritise the Climbing Wall&amp;lt;/u&amp;gt;, since the gold medal is given to the person completing it first.&lt;br /&gt;
# &amp;lt;u&amp;gt;Hurdles&amp;lt;/u&amp;gt; requires very specific &amp;lt;u&amp;gt;low&amp;lt;/u&amp;gt; numbers, and should be prioritised ahead of other events.  If possible, use 1 or 2 on the ground and only 4&#039;s over the hurdles.&lt;br /&gt;
# Events that MUST be completed, to score anything are Hurdles and Skateboarding Kickflip.&lt;br /&gt;
# Some of the Skateboarding section does not need to be completed to score - the values cumulatively score at the point of game end. This means the Frontside 5-0 Grind and Hand Flip can be left for completion, or incompletion, to later in the game, and will still score.&lt;br /&gt;
# Golf can accept any number, at any time (although higher numbers are better), and can be prioritised last.&lt;br /&gt;
&lt;br /&gt;
== General Strategy / Probability Improvement / Dice Management ==&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;u&amp;gt;Even out&amp;lt;/u&amp;gt; the number requirements of events across as many of the D6 dice face values as possible.  Try to have at least one event that requires a number from 1-6 as much as possible.&lt;br /&gt;
# Try to have &amp;lt;u&amp;gt;different numbers&amp;lt;/u&amp;gt; selected for the &amp;quot;equal&amp;quot; values repeated within the Skateboarding Handplant and Triple Jump sections. &lt;br /&gt;
# &amp;lt;u&amp;gt;Save the coaches&amp;lt;/u&amp;gt; abilities until later in the game, when die choice becomes more difficult.&lt;br /&gt;
# When first player, and if possible, quickly &amp;lt;u&amp;gt;review your opponents dice&amp;lt;/u&amp;gt; needs, and select a die which is beneficial for you, but may also be detrimental for your opponent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;==Tiebreaker Criteria==&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Climbing - furthest to the top is a tiebreaker, so prioritise Climbing.&lt;br /&gt;
# Golf - lowest sum of dice is a tiebreaker, so try not to exceed the hole value.&lt;br /&gt;
# Triple Jump - Highest value in the equal box, is a tiebreaker.&lt;br /&gt;
# Rowing - tiebreakier criteria for the &amp;quot;least boats&amp;quot; is confusing, and is unclear how it is evaluated. Should it be &amp;quot;the most boats completed, wins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Questions/Improvements ==&lt;br /&gt;
&lt;br /&gt;
# It&#039;s unclear how the Total Placed Dice value is utilised?&lt;br /&gt;
# Definitive and absolute tie-breaking criteria would be helpful.&lt;br /&gt;
# A running total score displayed for each player could be provided during play.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_diceathlon&amp;diff=20257</id>
		<title>Tips diceathlon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_diceathlon&amp;diff=20257"/>
		<updated>2024-02-27T14:04:41Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Formatting and content improvement.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Formatting in progress.&lt;br /&gt;
&lt;br /&gt;
== Win Criteria ==&lt;br /&gt;
&lt;br /&gt;
# Understand that each event has specific win criteria, and provides the basis for the Gold (5), Silver(3), and Bronze(1) scores.&lt;br /&gt;
# Game end occurs, when all players fault a dice roll - cannot place a die in any space.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;==Event Priority Order of Completion==&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Complete the Climbing Wall first since the gold medal is given to the person completing it the fastest.  Note the order of completion during the game, and remember for game end scoring.&lt;br /&gt;
# Hurdles requires very specific low numbers, and should be prioritised ahead of other events.  If possible, use 1 or 2 on the ground and 4&#039;s only over the hurdles.&lt;br /&gt;
# Events that MUST be completed in order to score AT ALL are Hurdles, Triple Jump&lt;br /&gt;
# The Skateboarding section does not need to be completed to score - the high values cumulatively score at the point of game end (when all players fault and cannot play). This means the Front Side Grind and Hand Flip can be left for completion, or incompletion, to later in the game, and will still score.&lt;br /&gt;
# Golf can accept any number, at any time (although higher numbers are better), and can be prioritised last.&lt;br /&gt;
&lt;br /&gt;
== General Strategy / Probability Improvement / Dice Management ==&lt;br /&gt;
&lt;br /&gt;
# A.  Even out the number requirements of events across as many of the D6 dice face options as possible.  Try to have at least one event that requires  a number from 1-6 as much as possible.&lt;br /&gt;
# Save the coaches abilities until later in the game, when die choice becomes more difficult.&lt;br /&gt;
# When first player, and if possible, quickly review your opponents dice needs, and select a die which is beneficial for you, but may also be detrimental for your opponent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;==Tie-breaking Criteria==&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Climbing - furthest to the top is a tie breaker, so prioritise Climbing.&lt;br /&gt;
# Golf - lowest sum is a tie breaker, so try not to exceed the hole value exactly.&lt;br /&gt;
# The Rowing tie-breaking criteria for the &amp;quot;least boats&amp;quot; is confusing, and is unclear how it is evaluated. Should it be &amp;quot;the most boats completed, wins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Questions/Improvements: ==&lt;br /&gt;
&lt;br /&gt;
# It&#039;s unclear how the Total Placed Dice value is utilised?&lt;br /&gt;
# Definitive and absolute tie-breaking criteria would be helpful.&lt;br /&gt;
# A running total score displayed for each player could be provided during play.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_diceathlon&amp;diff=20256</id>
		<title>Tips diceathlon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_diceathlon&amp;diff=20256"/>
		<updated>2024-02-27T13:56:53Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Created page with &amp;quot;Win Criteria  A.  Understand that each event has specific win criteria, and provides the basis for the Gold (5), Silver(3), and Bronze(1) scores. B.  Game end occurs, when all players fault a dice roll - cannot place a die in any space.   Event Priority Order of Completion  1. Complete the Climbing Wall first since the gold medal is given to the person completing it the fastest.  Note the order of completion during the game, and remember for game end scoring. 2. Hurdles...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Win Criteria&lt;br /&gt;
&lt;br /&gt;
A.  Understand that each event has specific win criteria, and provides the basis for the Gold (5), Silver(3), and Bronze(1) scores.&lt;br /&gt;
B.  Game end occurs, when all players fault a dice roll - cannot place a die in any space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Event Priority Order of Completion&lt;br /&gt;
&lt;br /&gt;
1. Complete the Climbing Wall first since the gold medal is given to the person completing it the fastest.  Note the order of completion during the game, and remember for game end scoring.&lt;br /&gt;
2. Hurdles requires very specific low numbers, and should be prioritised ahead of other events.  If possible, use 1 or 2 on the ground and 4&#039;s only over the hurdles.&lt;br /&gt;
3. Events that MUST be completed in order to score AT ALL are Hurdles, Triple Jump&lt;br /&gt;
2. The Skateboarding section does not need to be completed to score - the high values cumulatively score at the point of game end (when all players fault and cannot play). This means the Front Side Grind and Hand Flip can be left for completion, or incompletion, to later in the game, and will still score.&lt;br /&gt;
3.  Golf can accept any number, at any time (although higher numbers are better), and can be prioritised last.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
General Strategy / Probability Improvement / Dice Management&lt;br /&gt;
&lt;br /&gt;
A.  Even out the number requirements of events across as many of the D6 dice face options as possible.  Try to have at least one event that requires  a number from 1-6 as much as possible.&lt;br /&gt;
B.  Save the coaches abilities until later in the game, when die choice becomes more difficult.&lt;br /&gt;
C.  When first player, and if possible, quickly review your opponents dice needs, and select a die which is beneficial for you, but may also be detrimental for your opponent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tie-breaking Criteria&lt;br /&gt;
&lt;br /&gt;
a.  Climbing - furthest to the top is a tie breaker, so prioritise Climbing.&lt;br /&gt;
a.  Golf - lowest sum is a tie breaker, so try not to exceed the hole value exactly.&lt;br /&gt;
b.  &lt;br /&gt;
&lt;br /&gt;
z.  The Rowing tie-breaking criteria for the &amp;quot;least boats&amp;quot; is confusing, and is unclear how it is evaluated. Should it be &amp;quot;the most boats completed, wins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Questions/Improvements:&lt;br /&gt;
&lt;br /&gt;
i.   It&#039;s unclear how the Total Placed Dice value is utilised?&lt;br /&gt;
ii.  Definitive and absolute tie-breaking criteria would be helpful.&lt;br /&gt;
iii. A running total score displayed for each player could be provided during play.&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpontour&amp;diff=19038</id>
		<title>Gamehelpontour</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpontour&amp;diff=19038"/>
		<updated>2023-11-30T17:40:38Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Added the missing (X) rule to the game instructions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You’re living the dream! You are in a band and about to go on tour! It’s your job to schedule the band’s stops over the 100-day tour, visiting as many U.S. states or European countries as possible.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The dice are rolled and the results are combined to form two different 2-digit numbers (i.e. 1 &amp;amp; 4 combine to form 14 &amp;amp; 41). A card is drawn and the lower number of the 2 is written on that card&#039;s state (or country), on each player map. The number is then circled.&lt;br /&gt;
&lt;br /&gt;
That step is then repeated another time with the lower number, then two more time with the higher number.&lt;br /&gt;
&lt;br /&gt;
The 4 cards are removed from the game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each turn, 3 cards are revealed for all players and the two dice are rolled, creating two 2-digit numbers.&lt;br /&gt;
&lt;br /&gt;
All players simultaneously write each of these numbers in two empty states on their board. When writing numbers, players choose two of the three cards. The numbers must be&lt;br /&gt;
&lt;br /&gt;
written in one of the regions on the displayed cards (North, Central...). If you write a number on the same state displayed on the card, it is circled. When writing numbers, a different card must be used for each number.&lt;br /&gt;
&lt;br /&gt;
If you are unable to place any number in a state, because the states in the regions provided on the cards are all full (normally near the end of the game), you must place an (X) within a state in one of the valid regions.&lt;br /&gt;
&lt;br /&gt;
If all three cards display the same region OR if doubles are rolled, each player draws one star in any one empty state on their board instead of writing numbers. The state must be in the same region as shown on the card. The star is circled.&lt;br /&gt;
&lt;br /&gt;
== End of the game and scoring ==&lt;br /&gt;
When only one or two empty states remain, cards aren&#039;t flipped. Instead, the dice are rolled and players may freely write numbers in any remaining states, following the usual rules.&lt;br /&gt;
&lt;br /&gt;
When all states are filled, the game ends. Beginning in any state, draw a continuous route for your tour. The line must continue to any adjacent state with a number equal to or greater than the previous state you started in. Stars are wild and count as any number. You can never return to a state that you have already visited.&lt;br /&gt;
&lt;br /&gt;
Score one point for each state you visit and an additional point for each encircled star or number on your route.&lt;br /&gt;
&lt;br /&gt;
The highest score is the winner!&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpontour&amp;diff=18981</id>
		<title>Gamehelpontour</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpontour&amp;diff=18981"/>
		<updated>2023-11-24T14:26:13Z</updated>

		<summary type="html">&lt;p&gt;SquashEngineer: Clarified state/country for the two map variants.&lt;/p&gt;
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&lt;div&gt;You’re living the dream! You are in a band and about to go on tour! It’s your job to schedule the band’s stops over the 100-day tour, visiting as many U.S. states or European countries as possible.&lt;br /&gt;
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== Setup ==&lt;br /&gt;
The dice are rolled and the results are combined to form two different 2-digit numbers (i.e. 1 &amp;amp; 4 combine to form 14 &amp;amp; 41). A card is drawn and the lower number of the 2 is written on that card&#039;s state (or country), on each player map. The number is then circled.&lt;br /&gt;
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That step is then repeated another time with the lower number, then two more time with the higher number.&lt;br /&gt;
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The 4 cards are removed from the game.&lt;br /&gt;
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== Gameplay ==&lt;br /&gt;
Each turn, 3 cards are revealed for all players and the two dice are rolled, creating two 2-digit numbers.&lt;br /&gt;
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All players simultaneously write each of these numbers in two empty states on their board. When writing numbers, players choose two of the three cards. The numbers must be&lt;br /&gt;
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written in one of the regions on the displayed cards (North, Central...). If you write a number on the same state displayed on the card, it is circled. When writing numbers, a different card must be used for each number.&lt;br /&gt;
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If all three cards display the same region OR if doubles are rolled, each player draws one star in any one empty state on their board instead of writing numbers. The state must be in the same region as shown on the card. The star is circled.&lt;br /&gt;
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== End of the game and scoring ==&lt;br /&gt;
When only one or two empty states remain, cards aren&#039;t flipped. Instead, the dice are rolled and players may freely write numbers in any remaining states, following the usual rules.&lt;br /&gt;
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When all states are filled, the game ends. Beginning in any state, draw a continuous route for your tour. The line must continue to any adjacent state with a number equal to or greater than the previous state you started in. Stars are wild and count as any number. You can never return to a state that you have already visited.&lt;br /&gt;
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Score one point for each state you visit and an additional point for each encircled star or number on your route.&lt;br /&gt;
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The highest score is the winner!&lt;/div&gt;</summary>
		<author><name>SquashEngineer</name></author>
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