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Gamehelpisrulunarpole: Difference between revisions
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This is a game of tile placement and pickup and deliver. | This is a game of tile placement and pickup and deliver. | ||
You start the game with 10 money and 10 points. Points can be spent as money. | |||
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. | |||
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. | 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. | ||
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 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. | |||
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. | 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. | ||
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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. | 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 acquire points by taking resources to moonbases that you have built using your printer vehicle. | 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: | Points are acquired by: | ||
Revision as of 17:09, 9 November 2025
ISRU: Lunar pole - Quick summary
This is a game of tile placement and pickup and deliver.
You start the game with 10 money and 10 points. Points can be spent as money.
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.
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.
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 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.
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.
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.