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NOTE: You must finish this phase (taking resources) before you start crafting or taking actions.
NOTE: You must finish this phase (taking resources) before you start crafting or taking actions.
===== 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 =====
Surround a completed nebula with proto life to gain valuable advanced life.
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 =====
Spend gravitons to perform move actions with stars or life.
Gain: Increase your graviton slider once per resource gained.


== Craft phase ==
== Craft phase ==
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==== Discharge Time Chamber ====
==== Discharge Time Chamber ====
If you have 6 time crystals, you can discharge the one on spot 6
If you have a time crystal on space 6, you can discharge it:
 
Requirement: Have a time crystal token on the 6 spot of your time chamber track.
 
* 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.
 
==== 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
power cards equal to the number of matching energy
cards you spent. Always draw from the power card
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.
* Gain any basic star token and place it on a star space.
You can gain multiple power cards in a single turn if
* Move the time crystal to the right most space, and score that many points -- 3, 6, 10, 15, or 21.
you have enough energy cards. If you have no open
* If all spaces are filled, you get the star but not any additional points.
slots, you cannot gain a new power card with this
action.


=== UNIVERSAL GOALS ===
==== Trade Energy Cards for a Power ====
Points are awarded to the players who have the most of the resources
You can use any slot on the left side of your board to trade energy cards for a power. To do so:
specified by the universal goal card: 1st place scores 6 points, and 2nd
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
# Discard an amount matching set of energy cards listed on the slot
from a universal goal. If no players are able to score the goal, the goal
# Draw a number of power cards from the corresponding deck.
is still discarded.
# Pick one to keep and discard the rest.


For the purposes of universal goals, supernovae count as stars but
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.
count only as their own type. They cannot be counted as any other type
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 ===
==== Trade Energy Cards for Points ====
The game ends after the end phase if the time crystal tokens in the supply are depleted or if the last
You can discard 5 matching energy cards for 6 points
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
==== Active a power by discarding energy cards ====
goal, which is for the most proto life. The magenta player and the cyan
Energy cards can be used to activate many powers, though this depends on the power
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


== Universal Goals ==
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.

Revision as of 18:51, 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 with their 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.)

Note it's possible you won't get any of a particular resource if the section ends up with no marbles. Place

  • 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

Universal Goals

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.