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Overview

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


TURN

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

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

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

All players advance the corresponding resource trackers based on the tile selected. Trackers may be advanced in whatever order the player prefers.

Pass the start player marker and start a new round


POLYOMINO TILE PLACEMENT

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

Additional tiles must be orthogonally adjacent to pre-existing tiles.

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

Tiles cannot hang over the edge of the grid.

Tiles have to sit so they are aligned with the printed grid, but can be rotated or flipped prior to placement.

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


RESOURCE TRACKS

Everytime you place a polyomino tile, your marker moves up the resource tracks corresponding to the colors on the tile you placed. Each resource tracks provides a unique benefit, which you claim as soon as the resource marker reaches an icon on the track.

Two icons are shared by all tracks:

• Victory Points (gold medals) - Players receive points at the end of the game for the highest victory point medal reached on each track.
• Synergy Boosts (multi-color swirls) - Immediately move a resource marker up one step on any resource track.

Civ Track (black) ~

When you reach a dome icon on the Civ track, select a Civ Cards for a bonus.

• If the card states IMMEDIATE, gain the bonus straight away.
• If the card states END GAME, it is kept secret and revealed at the end of the game for its bonus.

If multiple players reach the Civ milestone in the same round, players select cards in clockwise order starting with the current start player.

Water Track (blue) ~

Whenever a blue square on a polyomino is placed so it covers planetary ice, advance on the blue track.

Bio Track (green) ~

When you reach a tree icon on the Biomass track - Gain a Biomass Patch to place immediately place on the planet following normal placement rules.

• Biomass Patches do NOT advance the track when placed on the planet. They only help to fill in space.

Rover Track (red) ~

When you reach a VEHICLE ICON on the rover track, place a rover token onto the polyomino tile that triggered it.

• It may be placed on a meteorite if desired.
• It does not need to be placed on the red portion of the tile.

When you reach a NUMBER on the Rover track, move your rover(s) on the planet a combined amount equal to the number.

• The movement can be split between multiple rovers, such as moving 1 rover 2 spaces and another 1 space instead of moving 1 rover 3 spaces.
• Rovers only move orthogonally (i.e. horizontal and vertical)
• Rovers can move anywhere on the planet. They are not restricted to moving only on polyomino tiles.
• When a Rover enters a space with either a Lifepod or Meteor, the component is collected.

If a tile or meteor is placed onto the rover, the rover is destroyed.

TechTrack (gray) ~

This track unlocks permanent abilities for the rest of the game:

Level 1: Adjacency placement restrictions no longer apply.

Level 2: You can store Biomass Patches and place them at the end of the game.

Level 3: Rovers move +1 space.

Level 4: Double Water advancement. Water must still be placed on ice to trigger the advancement. Double advancement only applies if triggered by tile placement.

Level 5: Protection from Meteors.

Energy (tan)

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

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

You may pick a resource bordering the energy terrain (tan area spanning 1 or more tile) that includes the tile just placed.


END OF GAME

The final round is triggered either when the last polyomino tile is taken from any of the depots on the lazy susan -OR- a player cannot place a tile.

If a tile cannot be placed, the player still chooses a tile from the depot and advances track markers as normal, without adding the polyomino tile to their planet.

After all players have advanced their track markers, any biomass patches should be placed and any end game bonuses should be activated.


SCORING

Score each row and column based on the medal number attached to it if it is complete, so all spaces have a terrain tile in them and no spaces have a Meteor token on them. Complete rows & columns are worth 1-3 points.

Score the highest medal passed or reached on each track.

Score 1 point per Lifepod collected and 1 point per 3 Meteor token collected. Lifepods destroyed by tile placement are not scored.

Score End Game Civ cards.

The player with the most points wins!

If tied, the player with the least empty spaces wins!


VARIANTS

Asymmetric Planets

TARTARUS

Be warned: Not only can a rover not cross the chasm orthogonally, it can only cross diagonally at two specific corners (the chasm is faded a little).


Asymmetric Corporations

FLUX INDUSTRIES

"Improve the flux track" (Tech level 3): only applies to the Civ, Water, Biomass, and Rover tracks:

- Civ: choose from cards one civ level higher than the milestone

- Water: gain two synergy boosts instead of one

- Biomass: gain two biomass patches instead of one

- Rover: gain one extra movement for your rover