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Gamehelpmlem

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Revision as of 18:33, 6 February 2024 by Hulb (talk | contribs)
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Overview

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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

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. if there are three 2s this is a set with 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 used afterburner dice as well as unused dice. If this results in having 0 dice, take 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