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Overview

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


TURN

1. The start player may rotate the lazy susan space station where all of the polyomino tiles are docked. They may rotate until the depot of their choice is facing them.

2. Each player now drafts 1 polyomino tile from the depot facing them.

3. Players simultaneously place their polyomino tile on their planet according to placement rules and add a meteorite token if the corresponding symbol is present.

4. Players simultaneously advance the corresponding resource track markers based on the colors of the polyomino tile they placed.

5. Start player marker moves clockwise and a new round begins.

POLYOMINO TILE PLACEMENT RULES

The first polyomino tile of the game must be placed within the planet's grid so its edge touches the grid's border.

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

All tiles must be place fully within the planet's grid.

Tiles cannot overlap or cover other polyomino tiles.

Tiles can be rotated and flipped prior to placement.


Meteors ~

Some polyomino tiles depict a meteor. You must remove these with your rover in order to score points for the rows and columns you complete. The meteors can also be worth points at the end of the game.


Lifepods ~

Collect these with your rover for extra points, but be careful ~ placing a polyomino tile on a lifepod destroys it!

RESOURCE TRACKS

Every polyomino tile bears 2 colors. Everytime you place a polyomino tile, you move up the resource tracks that correspond in color.

Each of the 5 resource track provides a unique benefit, which you claim as soon as the marker reaches an icon on it. Advance strategically to create synergistic combos!

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, when you place a polyomino with a tan square, advance any one track whose color borders the tan squares on the tile you just placed.

• You may even advance the track of the other color on the polyomino tile you just placed. This effectively allows you to advance that track twice!


In addition to milestone icons, each resource track bears the following symbols:

• Victory Points (GOLD MEDALLIONS) - Players receive points at the end of the game for the highest victory point medallion reached on EACH track.
• Synergy Boosts (MULTI-COLOR SWIRLS) - Immediately move a resource marker up one step on ANY resource track.

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 1-3 points for each COMPLETED row and column on the planet that have NO METEORS on them. The amount of points earned is shown in the medallions around the perimeter of the planet.

:• Score points for resource tracks equal to the highest-value medallion your marker has passed on each of them.

:• Score 1 point for each LIFEPOD collected. Lifepods destroyed by tile placement are not scored.

:• Score 1 point per 3 METEORS collected.

:• 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