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Space Mission


Space Mission

An exciting space adventure by Matt Worden for 2 to 5 space travellers from age 10.

Game materials

12 planets
1 jump gate
5 spaceships in 5 colours, one for each player
60 cards
6 overview cards
100 space-probe/space-station chips in 5 colours, 20 for each player
64 planet tiles (48 point tiles and 16 space tiles)

History of the game

It’s the year 2342 A.D. Science has meanwhile made considerable progress. The invention of the jump gate has made it possible for spaceships to reach distant planets and galaxies amazingly quickly. Now the time has come for you, the daring space pilots, to jump into your spaceships and explore worlds never before seen by any human. In search of resources and fame, you set off to explore planets so far unknown. The crew and the spaceship are ready for takeoff – fasten your seat belts, select the coordinates of a planet using the “NavComp” and use the jump gate to take off into unknown worlds …

Objective of the game

The players are pilots who discover new planets in their spaceships. The cards provide the coordinates for jumping through the jump gate to planets and to scan them and develop them. As soon as a space station has been built there it is possible to discover what’s on the planet and the important point tiles can therefore be collected. At the end of the game, the players receive points for their point tiles and the space stations which have been built. But watch out: each player is pursuing their own goal in the Space Mission …

Preparing for the game

The jump gate is placed in the middle of the table. The planets are shuffled and 8 planets are randomly placed around the jump gate. The remaining four planets go back into the box and are not required for this game. The planet tiles are shuffled face down and evenly divided so that a pile of eight tiles is lying face down by each of the planets. Each player receives one spaceship as well as all the chips of their colour. The players’ spaceships are placed on the jump gate. The cards are then shuffled face down. Each player is dealt five cards to be held in their hands. The remaining cards are kept face down and form the draw pile. The last player to fly in a spaceship is allowed to begin. If there is any doubt, the youngest player begins.

How to play

The game is played clockwise over several rounds. Starting with the first player, each player always carries out two actions during his turn. The players can carry out the actions in any order (they are also allowed to carry out an action twice).

The active player can choose from any of the following six actions:

1.) Topping up:

The active player can top up his hand of cards back to five cards. This is the only way for players to receive new cards. Before taking new cards, the player is allowed to discard any number of cards onto the discard pile.

2.) Jumping:

Example In order to make a space jump from one planet to any other planet with the spaceship, the player must play a card with the jump coordinates of the target planet. He places the card onto the discard pile and places his spaceship on the planet. As the player uses the jump gate to make the space jump with his spaceship, he then has to put one of his chips on the jump gate with the space probe side facing upwards. EXAMPLE: With a blue 1, the player has the possibility of jumping with his spaceship to one of the two planets with the jump coordinate 1 (Freezer or Hazard). The player plays the card, places one space-probe chip on the jump gate and places his spaceship on the new planet.

3.) Flight:

Example With his spaceship a player can fly from its current planet to one of the two neighbouring planets, without having to play a card and thus surrender it. He takes his spaceship and places it on a neighbouring planet. The jump gate is not needed for a flight to a neighbouring planet and it is therefore not necessary to place a space-probe chip on it. Hazard’s two neighbouring planets are Green Heggar and Ruby Red.

Players can always only carry out the following actions on the planet on which their spaceship is currently located!

4.) Scanning:

Example A player can “reserve” a tile by scanning (He receives it as soon as the planet has been developed). Only undeveloped planets (that means planets that do not yet have a space station) can be scanned. The player then plays a card with the scanning coordinates of the planet. When scanning, the player takes the pile with the planet tiles and selects a point tile of his choice from it. He places the chosen tile face down next to the planets and marks it with one of his space-probe chips. If the planet is developed later on, all the players receive the tiles of this planet which they have scanned. If the planet has not been developed by the end of the game, none of the players receive any tiles scanned there. The player is not allowed to look at the scanned tiles during the game.

5.) Developing:

Example To develop a planet it is prerequisite that the player must have scanned the planet beforehand. A player may not develop a planet he has not yet scanned. Only one player can develop each planet (that is why this action can only be carried out if no other player has yet developed that planet and the landing field is still vacant). A planet is developed as follows:

- The player plays two cards with the two corresponding landing coordinates of the planet on which his spaceship is currently standing.

- The player then places one of his own space stations on the landing field of the planet to show who has developed this planet.

- The scanned (reserved) tiles are given to the players (also to the other players) who had previously marked the tiles with their space probes. The space-probe chips are put back into the players’ piles.

- The player who has developed the planet now chooses a point tile of his choice from the pile. The remaining tiles are again placed facing down by the planets.

6.) Discovering

If the player and his spaceship are located on a planet which has already been developed (identifiable by the space station on the landing field), he may use the Discover action. He may take a point tile of his choice and place the remaining tiles back to the planet according to his discretion. In this case it makes no difference who built the space station. No card is needed to carry out this action! If a space station has not yet been built on the planet, this action may not be carried out. If a player decides to carry out this action, the player must also take a tile.

Cards which have already been played are collected on the discard pile. If the draw pile has been used up, the discard pile is shuffled and placed down at the ready as the new facedown draw pile. The players place all the tiles they have taken face down in front of them. The players may, of course, look at their tiles at any time.

CAUTION! Whenever a pile contains only space tiles after a tile has been taken, they must be placed down face up.

Special case: On the rare occasion that when scanning a planet for the first time a player finds only space tiles left in the pile, the player gets nothing and displays the tile. If a player develops a planet where the Space tile is already facing up, he cannot take a tile for development.

End of the game

The game ends as soon as the following total numbers of space tiles have been revealed:

For 2 players at least – 6 space tiles
For 3 players at least – 8 space tiles
For 4 players at least – 10 space tiles
For 5 players at least – 12 space tiles

The current round is played to the end so that all players have had the same amount of turns. Scanned tiles of undeveloped planets are not given to the players. Now the points are counted up.

Scoring

Jump gate

Example The player with the most space probes on the jump gate receives 9 points; the player with the second most receives 6 points, the third player 3 and the fourth player 1 point. If two or more players have the same number of space probes on the jump gate, these players all receive the corresponding points and the points for the third highest score are not given to anyone. In the example here green receives 9 points, red, blue and yellow take 2nd place together, receiving 6 points each. Since there is no 3rd or 4th place, black receives no points.

Space station

Example Each player receives three points for each space station they have built on a planet.

Point tiles

Point tiles Minerals, aliens, matter, water and medals are point tiles. The players receive points as follows:

Minerals(16x):

Example Minerals are available in the colours red, purple, green and blue. The total number of points for all of the minerals held by one player is calculated by multiplying the total number of the player’s mineral tiles by the number of the most minerals of one colour. The player adds all his minerals together (for example, 3 red, 2 blue and 2 green minerals = 7 minerals). He counts how many of the colour he has most of (in this case 3 red ones). Now the two colours are multiplied for the number of points (in this case 7 x 3 = 21 points).

Aliens(10x):

Example There are two types of aliens in two different colours. The total number of points for all aliens held by one player is calculated analogous to the calculation of minerals. The player multiplies the total number of his alien tiles by the number of the most aliens of one colour. Thus, for example, 4 brown and 2 blue aliens come to 6 x 4 = 24 points.

Matter(8x):

Example There is green as well as blue matter on the planets. A pair consisting of one tile each of green and blue matter earns the player 7 points. A single type of matter that does not match up to a pair earns the player 2 points.

Water(8x):

Example Water is also a rare commodity in the future. For water tiles, the player receives points depending on the total amount of his collected water tiles:

- 1 tile = 2 points
- 2 tiles = 5 points
- 3 tiles = 9 points
- 4 tiles = 14 points

If a player collects more than four water tiles, the player receives the fourteen points for four tiles and then the points for the remaining tiles according to the table. This means that for 6 water tiles he receives, for example 14 + 5 = 19 points.

Medals(6x):

Example Each medal tile earns the player 3 points.

Space tiles

Space(16x):

Example Space tiles are not point tiles and may not be taken into any of the players’ hands. If a player does so nevertheless, the player has ten points subtracted from his score. If a player has taken the last point tile from a planet and there are only space tiles left in a pile, the player must turn the space tiles face up.

Winner of the game

The player with the most points goes down in history as the bravest and most successful participant of the space mission. If more than one player has the same amount of points, the player who has built the largest number of space stations is the winner. In case of a tie in space stations as well, there is more than one winner.

Playing on Yucata

The starting player is chosen randomly and marked with a star. Choose an available action, then select cards and a planet. For Top up, click cards to discard them, then click Top up again. Choosing another action cancels the discard preview. Empty hand slots show the five-card limit. Complete your two actions before confirming the turn with the framework controls. Drawing cards and looking at a planet cannot be undone. Select a revealed point tile to reserve or collect it. Your hand, collected tiles and reserved tiles remain private during play. Unlike the printed rules, you may inspect your own reserved tiles. Stack help remembers the tiles you last saw. Later reservations or collections by other players are shown as counts; their hidden choices remain in your remembered images until you inspect the stack again. Memories are private and are recorded only from inspections after this feature was added. Space tiles cannot be selected.

Ready to play?