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Overview

Explore space, but make a mark for yourself before you crash!


Takeoff Phase

Each round starts with a Takeoff Phase.

During this phase, each player chooses an astronaut to send on the expedition.

Each astronaut grants the player a special effect, so choose wisely!

The lead astronaut (Starting Player) is the Commander.


Travel Phase

Roll the dice and group them into matching sets (e.g. all the 2s).

If a set isn't represented by your current location, it can't be used (offset to the rocket outline on the main board) e.g. at location 0 only the afterburner symbol, 1, or 2 can be used, so if 3+ are rolled these are disqualified from being grouped into a set.

After determining what sets can be used, the Commander chooses one or more sets to combine for movement. Each set chosen is added up in its entirety (e.g. a set of three 2s has a movement value of 6). The afterburner value is determined by the pips on the board.

After moving, discard the used number dice, but retain any used afterburner dice and unused number dice. If this results in having 0 dice, add a single dice back to the pool.


Crashing

If after rolling for the Travel Phase NONE of the dice match the allowed dice, a Crash occurs!

The Cosmic Failure marker moves on one space.

Any astronaut with a parachute MAY disembark (see Landing Phase); all other astronauts are returned to the respective player mats.

The Commander is changed to the next player in turn order

The current Expedition ends and there is NOT a Landing Phase


Landing Phase

If the Travel phase was a success (i.e. did NOT result in a Crash), a Landing Phase occurs.

If the ship is on space 0-5, the landing phase is voided, and a new Travel phase occurs.

If the ship is on space 6+, in turn order, each player can choose to stay on the ship or disembark.

If you choose to disembark at a moon space, place your astronaut on the highest numbered moon linked to that space

If the stop is a moon space and all moons are occupied, you cannot disembark. (Each moon accommodates a single astronaut.)

If you choose to disembark at a planet space, there are no limitations to the number of astronauts or who controls them. However, the order in which astronauts arrived should still be identifiable .

If the ship manages to reach the last space on the board (deep space), the Commander is placed on the Comet and all passengers are placed on the Galaxy (neither of these places have an occupancy limit).

If at any point the Commander disembarks (excluding Deep Space of course), the next astronaut in line takes over as the new Commander. However, this does not affect turn order.

Once the Landing Phase is finished, if there are still astronauts in the ship, then commence another Travel Phase.

If all Astronauts have disembarked &/or Crashed, the expedition comes to an end and a new one commences with a new Commander.


Goals

There are a number of unique goals on display, which are available to claim if and when their condition is met and only ONE player can claim each goal, but a player can claim multiple goals if achieved.


Game End

The game ends either when the Cosmic Failure track reaches 11 OR when a single player has disembarked all 8 of their astronauts and the current Expedition has reached a natural conclusion.

Occupied moons give each player occupying them the points displayed on them.

The planets score based on most astronauts on the planet, 2nd most astronauts on the planet, and finally simply being present on the planet, each planet score values are shown next to them

If players are tied for a planet's 1st or 2nd place as most astronauts on the planet, the player who landed there earliest takes the position and the other drops to the next rank.

Add the points for any Goals you achieved.

The player with the most points wins! If there's a tie, the victory is shared.