Rules

Cosmic Run: Regeneration
It is 2123. Earth has become inhospitable to life. Humans, broken into competing groups, travel throughout the universe in search of a new home. Each group forms exploration teams to different planets.
Will your group reach the planets first?
COMPONENTS
Game Board
1 Game Board
Tech Card
4 Tech Cards
Meteor
6 Meteors
Honor Marker
12 Honor Markers
Ships Ships Ships Ships
24 Ships
white die white die white die white die white die yello die red die
7 Dice
Infodere Token
20 Infodere Tokens
Crystals
20 Crystals
Alien Alien Alien
30 Aliens
Meteor Card Alien Alien
30 Meteor Cards
SETUP
  • Place the game board in the playing area.
  • Shuffle the alien card deck. Place it face-down above the board. Flip 3 alien cards and place in a row.
  • Prepare the meteor deck as follows:
    • Find the 6 starting meteor cards. Place any 4 of these aside, face-down, without looking at them. Add the other 2 to the 12 regular meteor cards, creating the meteor deck.
    • Find the 12 miss cards. Add 3/6/12 miss cards to the meteor deck for 2/3/4 players. Put unused miss cards back in the box.
    • Shuffle the meteor deck and place the 4 starting meteor cards, previously set aside, on top of the deck. Place the completed meteor deck face-down near the game board.
    Starting Meteor Cards
    Starting
    Meteor Cards
    Regular Meteor Cards
    Regular
    Meteor Cards
    Miss Cards
    Miss
    Cards
  • Place the meteor tokens, red die, crytals and honor markers in a "supply."
  • Turn the Infodere tokens face-down, mix them, and put in the supply.
  • Place 1 Infodere token (face-down) on each of the 10 designated spots on the game board. Leave remainders in the supply.
  • Players choose a color and take the tech card, ships, and score token of their color.
  • Players stack the score tokens, in any order, on space 10 of the scoring track.
  • Determine a starting player. This player places one of her ships on the first space of Planet 6's track. Going clockwise, each player places a ship in the next space, so the final player's ship is furthest along this track.
  • All players place the rest of their ships on the space stations at the base of the other 5 Planet Tracks.
  • The second, third, and fourth players take 1 free movement on a specified track. The second player moves 1 space toward Planet 1. The third player moves 1 space toward Planet 2. The fourth player moves 1 space toward Planet 3.
  • Each player takes crystals based on starting position. The first player takes 1 crystal, the second takes 2, and so on.
  • The first player takes the 5 white and 1 yellow dice.
PLAYING THE GAME

The starting player goes first, then play goes clockwise.

Taking a Turn

The player taking a turn is the "active player." Each turn has 3 steps:

  • Step 1: Meteor Strike
  • Step 2: Roll and Assign Dice
  • Step 3: Perform Actions

STEP 1: METEOR STRIKE

The active player flips the top card of the meteor deck. A meteor hits the planet matching the top number shown, unless the card is a "miss" card (with no numbers). For miss cards, proceed directly to Step 2. The first time a meteor hits a planet, place a meteor token, with the side showing 1 meteor, on the planet. If a planet is hit a second time, flip the token to show 2 meteors.

  • After a third hit, the planet is destroyed, then pause the game for scoring (See "Planet Scoring" p. 9).
  • If the top number of a meteor card matches a scored planet, a meteor strikes the planet indicated by the second number on the meteor card.
  • If the second number also matches a scored planet, a meteor strikes the planet matching the third number.
  • If all 3 numbers match scored planets, no meteor strike occurs.
Meteor Strike Example The active player flips the meteor card, showing 3-1-4. If we assume Planets 3 and 1 have already been scored, the meteor hits Planet 4. Planet 4 was already hit once, so the meteor token is turned over to show a second hit.
  • After resolving the meteor card, discard it from the game. Players may not look at discarded meteor cards. [cite: 67]

STEP 2: ROLL AND ASSIGN DICE

The active player rolls 6 dice (5 white and 1 yellow). After each roll, the player must "assign" at least 1 die by placing the die (or dice) at one or more locations. Unassigned dice are then rolled again. There are 3 location types to assign dice:

  • Planets (to move ships)
  • Alien Cards (to recruit aliens)
  • Tech Card (to gain crystals)

General Rules for Assigning Dice

  • Place assigned dice directly on the planet, alien card, and/or tech card. Once assigned, a die cannot be moved for the rest of the turn.
  • After at least 1 die is assigned, the active player rerolls all unassigned dice, i.e., if a die is not assigned to a location, it must be rerolled.
  • After each roll, the player must again assign 1 or more dice.
  • The player continues to roll and assign dice until all dice have been assigned.
Important: The active player takes no actions at the time of assigning dice, but performs all actions in Step 3.

Assigning Dice to Planets

The active player assigns dice to planets to move ships. Each planet has its own dice requirements.

  • For Planet 1, the active player's ship will move 1 space toward the planet for each die assigned that shows exactly 1 pip.
  • For Planet 2, the ship will move 1 space for every pair of matching dice (i.e., "2 of a kind") assigned.
  • Similarly, for Planets 3-5, the ship will move 1 space for every three-of-a-kind, four-of-a-kind, and five-of-a-kind, respectively, that are assigned to the planets.
  • For Planets 2-5, the required dice need not be placed as a group simultaneously. For example, if the first roll shows three-of-a-kind, these may be placed at Planet 5 with the hope of getting two matching dice later to make five-of-a-kind. However, if the player fails to do so on that turn, the previously assigned dice are wasted, since assigned dice cannot be moved.
  • Planet 6 is a special case. In this case, a ship will move 1 space for each different white die assigned.Also, if the yellow die is assigned to Planet 6, the ship will move the number shown on the yellow die.

Special Rule for the Yellow Die

If the the yellow die is assigned to Planet 6, Step 2 ends immediately. Thus, all other dice should be assigned prior to assigning the yellow die to Planet 6. If the yellow die is assigned to another location, the turn continues normally.

Assigning Dice to Alien Cards

Dice are assigned to an alien card to "recruit" the alien. Aliens provide special powers and may be "retired" to score Victory Points.

  • Each alien card shows 1 or 2 dice icons with a specified number of pips.
  • A player may assign dice to an alien card if the dice match the card.
  • For alien cards requiring 2 dice, both dice need not be placed simultaneously.
  • However, if the second die is not placed, the first die is wasted.
  • The yellow die may be used to recruit aliens.

Assigning Dice to the Tech Card

Dice are assigned to one's tech card to earn crystals, which provide special powers. For each die assigned, regardless of the number of pips showing, the player earns 1 crystal.

Important: The active player must assign at least 1 die between rolls, but may assign more. Thus, the player may have from 1 to 6 rolls per turn, unless special powers allow more. Players do not move ships, take aliens, or earn crystals until all dice have been assigned.

STEP 3: TAKE ACTIONS

The active player now performs actions based on the assigned dice:

Move Ships

  • For each die with exactly 1 pip on Planet 1, the player moves her ship 1 space.
  • For each set of appropriate dice at Planets 2-5, the player moves the ship 1 space.
  • For dice at Planet 6, the player adds the number showing on the yellow die (if assigned there) with the number of different white dice assigned there, then moves the ship that many spaces.

Additional Rules

  • Planet Discovery and Scoring: When a ship moves onto a planet, the planet is "discovered" and the game is paused for scoring (see Planet Scoring).
  • Stacking Ships: Ships occupying the same space may be stacked in any order except on the Planet 6 track. If a ships lands on a space occupied by another ship on this track, the ship arriving later goes on top. When scoring Planet 6, ships lower in the stack are considered ahead.
  • Earning Infodere Tokens: A player earns the Infodere token at a space if the player's ship stops movement on that space. A ship must move the complete amount as dictated by the assigned dice, even if it means passing by a token (in which case, it is not earned).
  • Infodere Tokens Kept Hidden: Infodere tokens are worth Victory Points as shown on the token, the values of which may be kept hidden from other players. The tokens score at game end.

Recruiting Aliens

  • A player "recruits" an alien if the assigned dice match the card.
  • Place recruited aliens face-up in front of oneself for future use.
  • After recruiting an alien, a new alien card is put in its place.
  • If the alien deck is exhausted, remaining aliens may be recruited, but are not replenished.
  • A player may recruit up to 3 aliens per turn.
  • A player may possess up to 5 alien cards.
  • A player may "retire" aliens to make space to take more.

Gaining Crystals

  • For every die assigned to one's tech card, the player takes 1 crystal from the supply.
  • The number of pips or dice color does not matter.
  • A player may assign multiple dice to the tech card.
  • A player may possess a maximum of 5 crystals.
PLANET SCORING

If a planet is destroyed (in Step 1) or discovered (in Step 3), pause the game to score the planet.

  • Players gain or lose Victory Points (VPs) based on their ship's progress. The VPs are shown on each space for Planets 1-5.
  • Negative numbers refer to lost VPs.
  • Planet 6 is an exception; it is scored based on relative position. The player in the lead scores 10 VPs, second place scores 5 VPs, third place scores O VPs, and fourth loses 5 VPs.
  • Special Scoring for 2 players on Planet 6: In a 2-player game, the first position scores 5VPs + 1 VP for every space he is ahead of the other player. The second player scores nothing.
  • Players move their score tokens along the scoring track accordingly.
  • A player may not go below zero on the scoring track. There are no negative consequences for those who would otherwise go below zero.
  • After scoring, stack the ships on the planet to indicate it has been scored. The order does not matter, except on Planet 6, where you must stack the ships in order from first to last place (to be used as a tie-breaker at game end).
GAME END

Players take turns in clockwise order until all planets are scored. If the game ends because the final planet is destroyed, the active player's turn ends and the planet is scored, as normal. If the game ends because the final planet is discovered, the active player's turn ends normally, then the planet is scored. In either case, each player, starting with the active player, is allowed to retire exactly 1 set of aliens.

FINAL SCORING

  • Players with Infodere tokens reveal and score them.
  • Players score 1 VP for each alien card (no more set scoring).
  • Players score 1 VP for each crystal.

The player with the most VPs wins. In the event of ties, the player who finished in a better position on Planet 6 wins the tie.

ALIEN CARDS

Alien cards provide special powers, often used before assigning dice after a roll.

UNDERSTANDING ALIEN CARDS

Each alien card has 3 important pieces of information:

Anatomy of an Alien Card

Race Name

For distinguishing sets

Recruit Requirement

Dice required to recruit

Power

A one-time special power

USING ALIEN CARDS

  • After recruiting an alien, place the card face-up in your area.
  • Face-up aliens are "active".
  • The active player may use an active alien anytime during the turn.
  • After use, turn the alien card face-down, making it "inactive".
  • Players keep inactive aliens and may "retire" them (see "Retiring Aliens")."
  • A player may possess a maximum of 5 aliens, whether active or not.
ALIEN RACES AND THEIR POWERS
Tolenites
TOLENITES

Tolenites are used to change a die showing a specific number to any other number.

This Tolenite allows you to change a die with 2 pips to any other number.
Monashians
MONASHIANS

The Monashians provide you with a virtual white die of a specified number. It is used as if it were a die, but it cannot be manipulated.

This Monashian may be used as if it were a white die with 1 pip.
Chronix
CHRONIX

The Chronix allow you to reroll a certain number of dice (or fewer) one time.

This Chronix allows you to reroll from 1-3 dice before assigning a die.
Gronturns
GRONTURNS

The Gronturns allow you to adjust a specified number of dice (or fewer) by 1 pip in a specified direction. If two dice may be changed, the same die may also be changed twice.

This Gronturn allows you to turn 1 die down by 1 pip.
Dahas
DAHAS

The Dahas allow you to use the red die for a turn, as if it were a white die. You may play the Daha at any time during your turn.

All Dahas provide the same power to use an additional die for a turn.
Infoderes
INFODERES

The Infoderes give VPs. For each VP icon on the card, draw an Infodere token and keep it hidden from other players until game end. Infoderes are used immediately upon recruiting.

This Infodere allows you to draw 2 Infodere tokens from the supply.
RETIRING ALIENS
  • Anytime on a turn, the active player may "retire" aliens to score VPs by discarding them from the game.
  • The aliens may be active and/or inactive.
  • A player may retire individual aliens or sets.
  • Score 1 VP for retiring an individual alien.
  • Sets score different values as shown by the "honor board" on the game board. There are 4 set types, going from top to bottom:
    • 2 of the same
    • 3 of the same
    • 3 different
    • 5 different
    Honor Board Scoring
  • When retiring a set, place an honor marker over the corresponding spot on the honor board and score the highest value available.
  • Each kind of set may score up to 3 times per game.
Retiring Aliens

Green retires a set of 3 different aliens. This is the second time such a set was retired, so Green scores 7 VPs and places an honor marker over the 7 VP symbol.

Tolenite Chronix Gronturn
Honor Board Honor Marker on 9 VP Highlight 7 VP Honor Marker Arriving
USING CRYSTALS

The active player may spend crystals to perform a special power during Step 2. Spend crystals are returned to the supply. A player may possess up to 5 crystals.

  • 1 crystal - Reroll up to 2 dice
  • 2 crystals - Reroll up to 5 dice
  • 3 crystals - Adjust 1 die up or down 1 pip
  • 4 crystals - Turn 1 die to any face
  • 5 crystals - Add a die for the turn
Tech card
MAXIMUM OF 7 DICE

A player may only use 1 additional die for a maximum of 7 dice per turn.