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ISRU: Lunar pole - Quick summary
'''<u>ISRU: Lunar Pole</u>'''


This is a game of tile placement and pickup and deliver.
This is an economic, tile placement, pick up and deliver game for 2 to 5 players. The game takes place at a pole of the Moon where the highest peaks have continuous sunshine but the craters are in permanent shadow. Your goal will be to extract the ice from craters, use a transporter to take it to a refinery, where it will be turned into hydrogen and oxygen, which can then either be loaded onto a rocket to sell from an orbiting satellite, or be used to supply Moon bases with the resources needed for habitation.  


You start the game with 10 money and 10 points. Points can be spent as money.
You will gain points by:


Each round starts with a placement phase. The types of pieces you place will determine turn order for the round. You want to try to deploy a rocket, extractor and a refinery. And have a transporter adjacent or as close as possible to each, as transporter actions cost energy.  
* Placing ice at refineries.
* Placing resources at Moon bases.
* Fully supplying your Moon bases.
* Other players taking resources off your refineries or extractors.
* Having your solar array next to other player’s vehicles.


Your energy for the round will be determined by where you place your vehicles. The numbers on the edge of the moon denote the energy values for the non-crater spaces. Solar arrays provide energy to adjacent vehicles.
Your transporters allow you to move resources and your printer allows you to build moonbases. Both vehicles require energy to perform actions, and the energy comes from the sun. The numbers at the side of the board represent the strength of the sunlight across the Moon. Just over half the board is in sunlight while the other half is in shadow. After each round the direction of the sun will rotate by 60 degrees.  


The sun will rotate around each round clockwise, so be aware of for how many rounds a space will be in sunlight when determining placement position.  
You begin by landing a rocket on the Moon, you can then pay for and add more pieces adjacent. A track records how players spend their money. Paying for pieces useful to only yourself will put you later in turn order, but those useful to other players will put you earlier in turn order for the rest of the round.  


You should be trying to use your transporters to take ice to your refineries. At the end of the transport phase ice on refineries will be converted into hydrogen and oxygen. If you still have energy you can in the next transport phase take those resources to your rockets. Each rocket can only hold one type of resource.  
Money comes from selling resources. Players secretly choose their sale prices at the start of the round. And at the end of the round resources are sold from cheapest to most expensive until the demand is met.  


When the second transport phase is finished, rockets can be launched, transferring the resources to your satellite to be sold. Rockets can only be launched if there is enough space for the resources on the satellite.
The game ends after a set number of rounds or when one player has supplied 8 moonbases. Players then convert money in hand to points 2 for 1 and the player with the most points wins.
 
Players will have secretly chosen their sale prices at the start of the round, and the resources are sold from cheapest to most expensive until the demand is met. Turn order break ties.
 
As demand for resources will likely not be enough for all players to sell their resources, you can alternatively acquire points by taking resources to moonbases that you have built using your printer vehicle.
 
Points are acquired by:
  Having your solar array next to other players vehicles. 1 point each other vehicle.
  2 points for placing ice at yours and other player's refineries.
  2 points for placing the required resources at yours and other player's moonbases.
  2 points for fully supplying moonbases awarded to the owning player.
 
At the end of the game, money is converted to points, 2 for 1, and the player with the most points wins. Turn order breaks ties.

Latest revision as of 19:54, 19 November 2025

ISRU: Lunar Pole

This is an economic, tile placement, pick up and deliver game for 2 to 5 players. The game takes place at a pole of the Moon where the highest peaks have continuous sunshine but the craters are in permanent shadow. Your goal will be to extract the ice from craters, use a transporter to take it to a refinery, where it will be turned into hydrogen and oxygen, which can then either be loaded onto a rocket to sell from an orbiting satellite, or be used to supply Moon bases with the resources needed for habitation.

You will gain points by:

  • Placing ice at refineries.
  • Placing resources at Moon bases.
  • Fully supplying your Moon bases.
  • Other players taking resources off your refineries or extractors.
  • Having your solar array next to other player’s vehicles.

Your transporters allow you to move resources and your printer allows you to build moonbases. Both vehicles require energy to perform actions, and the energy comes from the sun. The numbers at the side of the board represent the strength of the sunlight across the Moon. Just over half the board is in sunlight while the other half is in shadow. After each round the direction of the sun will rotate by 60 degrees.

You begin by landing a rocket on the Moon, you can then pay for and add more pieces adjacent. A track records how players spend their money. Paying for pieces useful to only yourself will put you later in turn order, but those useful to other players will put you earlier in turn order for the rest of the round.

Money comes from selling resources. Players secretly choose their sale prices at the start of the round. And at the end of the round resources are sold from cheapest to most expensive until the demand is met.

The game ends after a set number of rounds or when one player has supplied 8 moonbases. Players then convert money in hand to points 2 for 1 and the player with the most points wins.