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The goal of Crafting the Cosmos is to have the most victory points at the end of the game.
The main goal of Crafting the Cosmos is to have the most victory points at the end of the game. The game is played in a series of rounds -- each player takes a turn (Energy Phase + Crafting Phase), then a cleanup/end phase happens where universal goals are scored.  


The game is played in a series of rounds. Each round consists of each player taking a turn, which is then
== Goals ==
followed by a shared end phase. A player’s turn consists of 2 phases: energy and craft. Each player will
* Surround each nebula with its requested stars (on its corners)
take turns in sequence.
* Surround each nebula with life tokens (on its sides)
* Collect time crystals and discharge them when you get 6 time crystals
* Collect cards of the same type, and trade sets for a special ability of that type, or points
* Complete special objectives (universal goals) that are different each game


1. The first player takes their turn by moving energy on the main board and gaining resources.
== Energy Phase ==


2. They then spend their resources to craft their galaxy.
=== Shift Energy ===
3. Gameplay proceeds with the next player in clockwise turn order, repeating steps 1 and 2.
A player can gain resources by moving marbles ("energy tokens") around 4 board sections ("controls"). They must make 1-3 clockwise moves (moving one section a time), using a combination of your own marble or the neutral black marbles. You must move your own marble at least once, but moving the black marbles is optional. (A marble must skip over a full section, and this still counts as one move.)


Once all players have taken a turn, there is an end phase where all players will score universal goals and
=== Collect Resources ===
prepare for the next round.
Each section has an "active reward" on its left side, and you gain the reward for the section your marble landed in. (Put stars next to your player board, and increase DNA/Supernova on the track.)


=== Energy Phase ===
* Light (Red) : Get 3 Red Hydrogen stars
During the energy phase, perform the following 2 steps: shift energy and collect resources.
* Time (Green): Get 1 Green Oxygen star + 2 DNA
* Gravity (Blue): Get 2 Blue Helium star + 1 Supernova conversion later this turn
* Chemistry (Purple): Get 1 Purple Carbon star + 1 nebula from the top of any stack


==== 1. Shift Energy ====
Then take "passive rewards" -- For all marbles (yours, opponents, and black), you gain the resource they're next to -- so in a 4 player game, that's 7 resources. (The order you get them starts with the section your marble is in.) It's possible you won't get any of a particular resource if the section ends up with no marbles.
Move energy tokens around the
controls on the main board to gain
resources for crafting your cosmos.
Each control is a single space that can
hold a maximum of 3 energy tokens.


* You must move your energy token at least 1 space. (It does not have to be the first token you move.)
* Light (Red): Take a card ("energy card")
* Time (Green): Gain a time crystal (or slide an existing time crystal up)
* Gravity (Blue): Gain a graviton
* Chemistry (Purple): Gain a protolife


* You may move only your energy token and dark energy tokens.
NOTE: You must finish this phase (taking resources) before you start crafting or taking actions.


* You may move energy tokens a combined total of 3 spaces.
== Craft phase ==
In this phase, a player can spend their resources from the Energy Phase to build up their galaxy board. They may take placement actions, scoring actions, energy card actions, and resource slider actions in any order.


* Energy tokens must move clockwise.
NOTE: Any unspent nebulae, stars, and proto life will be lost at turn end.


* Skip any control that is full (i.e., has 3 energy tokens).
=== Placing resources ===


==== 2. Collect Resources ====
===== Nebulae =====
Gain the resources from the 1 active control space with your energy token and then from all 4 of the
Turn the nebula elements side up and place it on your board in the hexagon shaped regions. Note nebula with more elements will be worth more points.
passive control spaces.
 
===== Active vs. Passive Rewards =====
Active Reward: Indicated on the left side of the control. Receive all of
the resources for the control where your energy token is (matching
your player color).
 
Passive Rewards: Indicated on the right side of the control. Gain
resources equal to the total number of energy tokens in each control,
regardless of whose energy tokens are there (your energy token,
your opponent’s energy token, or dark energy tokens). If there are no
energy tokens in a control, you do not get any of those resources.
 
When collecting resources, start with your active rewards, then collect
the passive rewards from the control with your energy token. Finally,
move clockwise around the control spaces, collecting the rest of your
passive rewards.
Important: Finish taking all of your resources during the energy
phase before beginning the craft phase and placing resources or
taking actions.
 
=====  Nebulae =====
Surround a nebula with specific types of stars to complete it and score points.
Gain: Draw 1 from the size 1, size 2, or size 3 stack and keep it near your player board.


===== Stars =====
===== Stars =====
Required to complete a nebula.
Place stars on the corners of the hexagon region.  
Gain: Take the appropriate stars from the reserve and keep them near your player board.
 
===== Supernovae =====
Convert regular stars into powerful wild stars.
Gain: Increase your supernova slider once per resource gained.
 
===== Time Crystals =====
Accumulate time crystals to gain extra stars and score points.
Gain: Slide a time crystal up your time chamber track.
When you reach the sixth space of your time chamber track, take a new time crystal
token from the supply, place it on the 0 space of the track, and then continue gaining
crystals, if applicable. Take a new time crystal token only when you reach the sixth
space of the track. (See page 12 for the discharge time chamber action.)
 
===== Energy Cards =====
Spend energy cards to gain power cards, activate power cards, and score points.
Gain: Draw cards from the faceup energy card display or facedown energy card deck.
New faceup cards are revealed at the end of each player’s energy phase until there are
4 faceup cards again. (They are not refilled after each card is taken.) There is an energy
card hand limit of 10 that is checked during the end phase (see page 16). If the deck
becomes depleted, shuffle the energy card discard pile to form a new deck.
 
===== Proto Life =====
===== Proto Life =====
Surround a completed nebula with proto life to gain valuable advanced life.
Place proto life on the side of a hexagon region, in between the corner spaces that stars use. It must be purple side up, and adjacent to an existing life if possible. (If no life exists, place it on the starting life space.)
Gain: Take life tokens from the supply with the proto life (purple) side faceup and keep
them near your player board.
 
===== DNA =====
Convert fragile proto life into robust stable life.
Gain: Increase your DNA slider once per resource gained.


===== Graviton =====
=== Upgrading and moving resources ===
Spend gravitons to perform move actions with stars or life.
Gain: Increase your graviton slider once per resource gained.


=== Craft phase ===
==== Supernovas ====
Decrease your Supernova slider by 1 to upgrade a star into a supernova. Supernovas count as wilds when checking the Nebulae's requirements.


==== DNA ====
Decrease your DNA slider by 1 to upgrade a proto life to a stable life. Stable life do not get consumed when constructing advanced life. (See next section.)


Once a player has collected all of their resources (during the energy phase), they spend them during
==== Graviton ====
the craft phase in any order to craft their galaxy. They may take placement actions, scoring actions,
Decrease your graviton slider by 1 to move a life or star, but not a supernova. Note if that space is occupied, you can continue to an adjacent space (of the same type) for one movement.
energy card actions, and resource slider actions in any order.
Players must place all of their nebulae, stars, and proto life before the end of their turn or they are lost.


===== Nebulae =====
=== Actions ===
You may place a nebula into any empty nebula space on your player board, element side
up. You may look at the element side before choosing where to place it. The larger the
nebula the more stars you will need to complete it and the more points it will be worth.
(See page 12 for rules on completing nebulae.)
 
===== Proto Life =====
You must place proto life adjacent to existing life on an empty life space of your
player board, purple side up. In the rare case that you have no life on your board,
place any new life on the starting life space. (See page 13 for rules on creating
advanced life.)
 
===== Stars =====
You may place a star on any empty star space of your player board. There are 4
standard types of stars: hydrogen ( ), helium ( ), carbon ( ), and oxygen ( ).
 
 
 
You may perform any of the following 3 actions at any time and in
any order during your craft phase if you meet the requirement.


==== Complete a Nebula ====
==== Complete a Nebula ====
Requirement: The nebula is next to a matching quantity of
If a nebula's adjacent stars fulfill its requirement, score the nebula's points, discard an adjacent star (including a supernova), then flip it over to indicate it's been scored.
stars that are rich in the elements the nebula requires.
 
''Reminder: Supernovae are wild. A supernova may count as any
single type of star when completing a nebula.''
 
* Gain the points indicated on the nebula tile.
* Discard 1 star touching the nebula to the supply. (You choose the star, and you may choose a supernova.)
 
* Flip over the nebula tile to its completed side. You may complete each nebula once.
Note: You do not need any life present to complete a nebula.
(See page 13 for scoring advanced life.)
 


Note: adjacent life tokens are not used in completing nebulas -- see next section.


==== Create advanced life ====
If there are proto life or stable life tokens in any combination on all six sides of a nebula's hexagon, you can create advanced life there. Discard the proto life (but keep the advanced life) and place an advanced life token on the nebula. This will be worth extra points at the end of the game.


==== Discharge Time Chamber ====
==== Discharge Time Chamber ====
Requirement: Have a time crystal token on the 6 spot of your time chamber track.
If you have a time crystal on space 6, you can discharge it:
 
* Gain 1 star token ( , , , or ) and place it on any open star space.
* Move the time crystal token to the rightmost scoring space.
* Gain victory points based on the number on the scoring space (1: 3 points; 2: 6 points; 3: 10
points; 4: 15 points; 5: 21 points). After you have filled your time chamber 5 times, future
discharge time chamber actions will earn you a star but not score additional points.
 
Example: At the start of the round, the cyan player
has 4 time crystals. A This turn, they gain 3 more
time crystals. They slide their time crystal token
up 2 spaces to the top of the time chamber track
and then B grab a new crystal from the supply and
place it on the 0 space of the time chamber.
C They then slide it up 1 more space to gain their
third crystal. D At any point during their craft
phase, they can slide the crystal at the top of their
time chamber over to the 6-point space to gain 6
points on their score track and gain a star.
 
==== Create Advanced Life ====
Requirement: Have
6 life tokens (any
combination of proto
and stable) surrounding
a completed nebula tile
without an advanced life
token already on it.
 
* Discard all of the proto life tokens surrounding this nebula. (The stable life tokens all stay.)
 
* Draw 1 advanced life token from the top of the advanced life stack and place it facedown on the nebula.
Example: The player has 6 life tokens surrounding a completed
nebula tile and decides to form advanced life. They discard all of
the proto life tokens (3) around the nebula. Finally, they draw 1
advanced life token and place it facedown on the nebula
 
=== Energy Cards ===
Players can spend energy cards in 3 ways during the craft phase. After you spend energy cards, place
them in a central discard pile near the draw deck. You do not need to use all of your energy cards each
round. You may keep up to 10 energy cards. (See page 16 regarding hand limit.)
 
1. Players can discard matching sets of energy
cards to add power cards to their galaxy.
(See sidebar.)
 
2. Players can also discard energy cards to
activate many power cards based on their
costs. (Some power cards have costs in
addition to energy cards.) You can activate
power cards during the craft phase only. You
may use a power card as often as you can
afford to.
 
3. Players can discard 5 matching
energy cards to gain 6 points.
You can perform this action
multiple times if you have enough
matching energy cards.
 
Example: The magenta player decides to fill their second power card slot. A They discard 3 matching energy
cards (3 light energy cards). B They draw 3 cards from the matching power card deck (light) and choose 1.
They choose “Relativity Δ.” C They place it in their second power card slot. Next, they take their power token
from the slot and place it in the light control on the main board.
 
 
 
==== GAINING POWER CARDS ====
The cost to gain a power card is indicated by the
slots on your player board. The first power card costs
2 matching energy cards. The second costs 3, the
third also costs 3, and the fourth costs 4 matching
energy cards.


To gain a power card, you will draw a number of
* Gain any basic star token and place it on a star space.
power cards equal to the number of matching energy
* Move the time crystal to the right most space, and score that many points -- 3, 6, 10, 15, or 21.
cards you spent. Always draw from the power card
* If all spaces are filled, you get the star but not any additional points.
deck matching the type of energy cards used. Next,
keep 1 power card and place the others in any order
on the bottom of the matching power card deck.
When you gain a power card, place the power token
from that power card slot on the main board as a
reminder for future energy phases (i.e., if you gain a
time power card, place the marker in the time control
of the main board as a reminder to gain an additional
resource each energy phase). You still gain resources
if no energy tokens are in the control.


You can fill your power card slots in any order.
==== Trade Energy Cards for a Power ====
You can gain multiple power cards in a single turn if
You can use any slot on the left side of your board to trade energy cards for a power. To do so:
you have enough energy cards. If you have no open
slots, you cannot gain a new power card with this
action.


===  UNIVERSAL GOALS ===
# Discard an amount matching set of energy cards listed on the slot
Points are awarded to the players who have the most of the resources
# Draw a number of power cards from the corresponding deck.
specified by the universal goal card: 1st place scores 6 points, and 2nd
# Pick one to keep and discard the rest.
place scores 3 points. If players are tied for 1st place, they each score 6
points, and no player scores 2nd place points. If players are tied for 2nd
place, they each score 3 points. Then discard the universal goal card.


You must have at least 1 of the contested resource to be able to score
The right side of the power card lists additional resources it gives during the Energy Phase. Note you can keep up to 10 energy cards from round to round.
from a universal goal. If no players are able to score the goal, the goal
is still discarded.


For the purposes of universal goals, supernovae count as stars but
==== Trade Energy Cards for Points ====
count only as their own type. They cannot be counted as any other type
You can discard 5 matching energy cards for 6 points
of star (i.e., they could count for your continuous stream of stars but
not as a carbon star). (See pages 18–19 for a complete reference of
universal goal cards.)


=== Game End ===
==== Active a power by discarding energy cards ====
The game ends after the end phase if the time crystal tokens in the supply are depleted or if the last
Energy cards can be used to activate many powers, though this depends on the power
universal goal card is scored. Each player flips over their advanced life tokens and adds those victory
points to their score track. Whoever has the most points wins.
In the case of a tie, whoever has the most energy cards left in hand is the winner. If there is still a tie,
the tied players share the victory.


Example: It is the end phase and time to award points for the universal
== End of Turn and Round ==
goal, which is for the most proto life. The magenta player and the cyan
At the end of each player's turn, they can take a nebula or stabilize one proto life.
player each have 7 proto life tokens. The violet player has 3 proto life
tokens. Magenta and cyan each score 6 points, and violet scores 0


At the end of a round,  each goal slides over, and is scored and discarded when it reaches the end. The player with highest of the specified goal gets 6 points, and the second highest gets 3. (Players tied for first each score 6 points and no players score second place. Players tied for second place each score 3.)


Note: A player must have at least 1 of the mentioned item to score a goal; the goal is still discarded if no one has it. Also note supernovas count as a star, but not any particular star.


LINK https://boardgamegeek.com/filepage/292899/crafting-the-cosmos-rulebook
== Game End ==
The game ends after the end phase if the time crystal tokens in the supply are depleted or if the last universal goal card is scored. Each player flips over their advanced life tokens and adds those victory points to their score track. Whoever has the most points wins. In the case of a tie, whoever has the most energy cards left in hand is the winner. If there is still a tie, the tied players share the victory.

Latest revision as of 19:03, 31 May 2025

The main goal of Crafting the Cosmos is to have the most victory points at the end of the game. The game is played in a series of rounds -- each player takes a turn (Energy Phase + Crafting Phase), then a cleanup/end phase happens where universal goals are scored.

Goals

  • Surround each nebula with its requested stars (on its corners)
  • Surround each nebula with life tokens (on its sides)
  • Collect time crystals and discharge them when you get 6 time crystals
  • Collect cards of the same type, and trade sets for a special ability of that type, or points
  • Complete special objectives (universal goals) that are different each game

Energy Phase

Shift Energy

A player can gain resources by moving marbles ("energy tokens") around 4 board sections ("controls"). They must make 1-3 clockwise moves (moving one section a time), using a combination of your own marble or the neutral black marbles. You must move your own marble at least once, but moving the black marbles is optional. (A marble must skip over a full section, and this still counts as one move.)

Collect Resources

Each section has an "active reward" on its left side, and you gain the reward for the section your marble landed in. (Put stars next to your player board, and increase DNA/Supernova on the track.)

  • Light (Red) : Get 3 Red Hydrogen stars
  • Time (Green): Get 1 Green Oxygen star + 2 DNA
  • Gravity (Blue): Get 2 Blue Helium star + 1 Supernova conversion later this turn
  • Chemistry (Purple): Get 1 Purple Carbon star + 1 nebula from the top of any stack

Then take "passive rewards" -- For all marbles (yours, opponents, and black), you gain the resource they're next to -- so in a 4 player game, that's 7 resources. (The order you get them starts with the section your marble is in.) It's possible you won't get any of a particular resource if the section ends up with no marbles.

  • Light (Red): Take a card ("energy card")
  • Time (Green): Gain a time crystal (or slide an existing time crystal up)
  • Gravity (Blue): Gain a graviton
  • Chemistry (Purple): Gain a protolife

NOTE: You must finish this phase (taking resources) before you start crafting or taking actions.

Craft phase

In this phase, a player can spend their resources from the Energy Phase to build up their galaxy board. They may take placement actions, scoring actions, energy card actions, and resource slider actions in any order.

NOTE: Any unspent nebulae, stars, and proto life will be lost at turn end.

Placing resources

Nebulae

Turn the nebula elements side up and place it on your board in the hexagon shaped regions. Note nebula with more elements will be worth more points.

Stars

Place stars on the corners of the hexagon region.

Proto Life

Place proto life on the side of a hexagon region, in between the corner spaces that stars use. It must be purple side up, and adjacent to an existing life if possible. (If no life exists, place it on the starting life space.)

Upgrading and moving resources

Supernovas

Decrease your Supernova slider by 1 to upgrade a star into a supernova. Supernovas count as wilds when checking the Nebulae's requirements.

DNA

Decrease your DNA slider by 1 to upgrade a proto life to a stable life. Stable life do not get consumed when constructing advanced life. (See next section.)

Graviton

Decrease your graviton slider by 1 to move a life or star, but not a supernova. Note if that space is occupied, you can continue to an adjacent space (of the same type) for one movement.

Actions

Complete a Nebula

If a nebula's adjacent stars fulfill its requirement, score the nebula's points, discard an adjacent star (including a supernova), then flip it over to indicate it's been scored.

Note: adjacent life tokens are not used in completing nebulas -- see next section.

Create advanced life

If there are proto life or stable life tokens in any combination on all six sides of a nebula's hexagon, you can create advanced life there. Discard the proto life (but keep the advanced life) and place an advanced life token on the nebula. This will be worth extra points at the end of the game.

Discharge Time Chamber

If you have a time crystal on space 6, you can discharge it:

  • Gain any basic star token and place it on a star space.
  • Move the time crystal to the right most space, and score that many points -- 3, 6, 10, 15, or 21.
  • If all spaces are filled, you get the star but not any additional points.

Trade Energy Cards for a Power

You can use any slot on the left side of your board to trade energy cards for a power. To do so:

  1. Discard an amount matching set of energy cards listed on the slot
  2. Draw a number of power cards from the corresponding deck.
  3. Pick one to keep and discard the rest.

The right side of the power card lists additional resources it gives during the Energy Phase. Note you can keep up to 10 energy cards from round to round.

Trade Energy Cards for Points

You can discard 5 matching energy cards for 6 points

Active a power by discarding energy cards

Energy cards can be used to activate many powers, though this depends on the power

End of Turn and Round

At the end of each player's turn, they can take a nebula or stabilize one proto life.

At the end of a round, each goal slides over, and is scored and discarded when it reaches the end. The player with highest of the specified goal gets 6 points, and the second highest gets 3. (Players tied for first each score 6 points and no players score second place. Players tied for second place each score 3.)

Note: A player must have at least 1 of the mentioned item to score a goal; the goal is still discarded if no one has it. Also note supernovas count as a star, but not any particular star.

Game End

The game ends after the end phase if the time crystal tokens in the supply are depleted or if the last universal goal card is scored. Each player flips over their advanced life tokens and adds those victory points to their score track. Whoever has the most points wins. In the case of a tie, whoever has the most energy cards left in hand is the winner. If there is still a tie, the tied players share the victory.