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Revision as of 21:12, 20 June 2026 by Aelentyr (talk | contribs) (Created page with "== Introduction == Your '''Rabbit Space Training Center''' trains the best long-eared astronauts in the galaxy. But to do so, you need candidates, gold, and lots and lots of carrots! In this '''cooperative''' game, you each run a space agency. Each card represents a trainee rabbit you can recruit into your training center. With carrots, you can train them to '''Level 1'''. Pay gold to promote them to '''Level 2''' and certify them as Astronauts, then pay again to '''se...")
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Introduction

Your Rabbit Space Training Center trains the best long-eared astronauts in the galaxy. But to do so, you need candidates, gold, and lots and lots of carrots!

In this cooperative game, you each run a space agency. Each card represents a trainee rabbit you can recruit into your training center. With carrots, you can train them to Level 1. Pay gold to promote them to Level 2 and certify them as Astronauts, then pay again to send them into space.

Objective: The game ends after 7 rounds. Each player adds up the value of their cards in space: the team's score is the sum of all your scores!

Components & Setup

  • 80 rabbit cards
  • 8 starting cards
  • 4 player boards
  • 12 tokens

Each card has a cost in the top left, a color, resource icons (Helmet / Carrot / Gold) and two sides: Trainee / Astronaut.

Give each player a board. Place a token at the start of each track (0 Carrot, 0 Gold, 2 Helmet) and place one starting card of cost 3 and one of cost 7 on each player's Level 1 slot, Trainee side face up. Finally, shuffle all remaining cards into a face-down DRAW pile. Leave an empty space for the DISCARD pile.

How to Play

The game is played in rounds. Each round consists of 4 phases played simultaneously.

Phase 1 — Draw

Each player draws 4 cards. If the draw pile is empty, shuffle the discard pile to form a new draw pile, then continue.

You may freely place cards into your Training Center and take cards back from your Training Center into your hand. Cards are placed Trainee side face up.

Keep a number of cards in your Training Center less than or equal to the number of Helmet symbols on your Helmet track. Excess cards are discarded.

Phase 2 — Carrots

Count all your Carrot symbols on cards in your Training Center, Level 1, and Level 2. Update your Carrot track.

Limit: You can never have more than 20 carrots.

Color bonus: Some cards give you a bonus if you have at least one other card of that color in front of you (Training Center, Level 1, or Level 2). The bonus is not multiplicative.

Each player may give up to 4 of their Carrots to another player.

You may then move cards from your Training Center to Level 1: pay the card's cost in Carrots. There is no limit to the number of cards at Level 1.

Phase 3 — Gold

Count all your Gold symbols on cards in your Training Center, Level 1, and Level 2. Update your Gold track.

Limit: You can never have more than 20 Gold.

Each player may give up to 4 of their Gold coins to another player.

You may then perform the following actions as many times as you wish:

  • Certify (Level 1 → Level 2): Pay the cost of a Level 1 card in Gold. Flip it to its Astronaut side and move it to your Level 2 slot.
  • Send into Space: Pay the cost of a Level 2 card in Gold. Move it to your Space slot. That astronaut's effects no longer apply and the card no longer counts for color bonuses.

Phase 4 — Helmet & End of Round

Reset: All counters are reset to the start of their tracks. Unused resources are lost.

Count all your Helmet symbols on cards in your Training Center, Level 1, and Level 2. Move your Helmet token 1 space to the right for each symbol (maximum 7).

Set one card from the draw pile aside. The game ends once 7 cards have been set aside.

  • End of game: Each player adds up the value of the cards in their Space zone. The team's score is the total of all players' scores.
  • Otherwise: Start a new round.

Evolutions

At the end of each game, for every 10 points scored, you may check one box on the Evolution sheet. These boxes must form a continuous path from the "Earth" box. When you check a planet, read the corresponding paragraph at the end of this booklet.

Planet Effect
Mars Add the 4 Billionaire cards to the starting cards.
Mercury Permanently add the 8 Robot cards to the deck. When a Robot is sent into Space, one Rabbit card of your choice in the Training Center advances to Level 1 for free.
Neptune Permanently add the 8 Rocket cards to the deck.
Saturn Add the 4 Mission cards to the starting cards. They produce their resource as soon as an Astronaut is in Space.
Titan Permanently add the 8 Scientist cards to the deck. These cards cannot go into Space. At Level 2, they allow you to keep up to 4 resources at the end of a round.
Uranus Add the 4 Experiment cards to the starting cards.
Vesta Permanently add the 8 Satellite cards to the deck. Satellites go directly from Level 1 to Space, without passing through the Astronaut side.

Collaborative Missions

Only one Collaborative Mission is active per game.

Planet Effect
Ceres Place the Command Center card in the middle of the table. During the Carrot phase, send a Level 1 card to one of the 3 open slots on the Command Center by paying its cost in Carrots. Each round, each player adds the resources from these cards (Astronaut side) to their total. Color powers do not apply and these cards score no points.
Jupiter Distribute one of the 4 Warehouse cards to each player. You may send Carrots there during your Carrot phase. Those carrots can no longer be spent afterward. At the end of the game: gain 5, 10, or 15 bonus points if the stockpile reaches 10, 20, or 30 Carrots.
Moon Distribute one of the 4 Moon cards to each player. During the Carrot phase, send a card from your Space zone to your Moon card by paying its cost in Carrots. Each card on the Moon scores 5 extra points on top of its normal value.
Pluto Shuffle the 8 Event cards. Each round, reveal one: cards of the indicated color cost 2 fewer resources this round.
Venus Distribute one of the 4 Space Station cards to each player. Each player chooses the front or back side, which grants bonus points.

Competitive Variant

The rules are identical to the cooperative version. At the end of the game, the player with the highest score wins (shared victory in case of a tie).

Turn Summary

Phase Actions
Phase 1 — Draw Draw 4 cards. Freely place and take back cards in your Training Center. Discard excess cards beyond your Helmet limit.
Phase 2 — Carrots Count your Carrots (Center + Lv.1 + Lv.2). Apply color bonuses. Give up to 4 Carrots to another player. Promote cards from Center to Level 1 by paying their cost.
Phase 3 — Gold Count your Gold (Center + Lv.1 + Lv.2). Give up to 4 Gold. Certify from Lv.1 to Level 2 (flip to Astronaut side). Send from Lv.2 to Space.
Phase 4 — Helmet & End of Round Reset all counters to zero. Count your Helmets and advance the Helmet token (max 7). Set one card aside: after 7 cards, the game ends.

Team score = sum of all players' scores