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Solo Rulebook 1
Introduction
Note—This set of rules is used only when playing the game solo.
If you have 2 or more players, put this booklet back in the box: you
won’t be using it. Instead, use the “Multiplayer Rulebook.”
SpaceCorp: Ventures is an expansion to SpaceCorp, and requires the
base SpaceCorp game to play. SpaceCorp: Ventures adds 10 unique
HQ, new contracts, several new cards, and 4 devious new com-
petition HQ to the solo SpaceCorp game. It is recommended that
you be familiar with SpaceCorp before playing SpaceCorp: Ventures.
The included double-sided solo rules summary replaces the Solo
Player Aid from SpaceCorp when playing SpaceCorp: Ventures. It
may also be used with the base SpaceCorp game.
Unless superseded by a new rule in this rulebook or the SpaceCorp:
Ventures Solo Player Aid, all rules in the basic game Solo Rule-
book apply to SpaceCorp: Ventures.
Index
Game Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Setting up Era 1: Mariners . . . . . . . . . . . . . . . . . . . . . . . . 3
Using the New HQ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The Eighth Contract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Using the Competition HQ . . . . . . . . . . . . . . . . . . . . . . . 5
Adjustments to Competition Site Actions in
Mariners and Planeteers . . . . . . . . . . . . . . . . . . . . . . . . 5
Setting up Era 2: Planeteers . . . . . . . . . . . . . . . . . . . . . . . 5
Setting Up Era 3: Starfarers . . . . . . . . . . . . . . . . . . . . . . . 6
Adjustments to Competition Site Actions in Starfarers . . 7
Starfarers Final Profit Option . . . . . . . . . . . . . . . . . . . . . . 7
Using Era Situation with SpaceCorp: Ventures . . . . . . . . . . 7
Solo Rulebook
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2SpaceCorp: Ventures
Game Components
Playing Pieces
One additional contract fulfilled disc is included for use with the
Contract Cards.
Updated Player Aid
A double-sided solo rules
summary is provided for you
to use in place of the original
SpaceCorp Solitaire Player Aid.
It includes adjustments to the
competition site action and
solo Edge effects for the new
Action Cards. It is fully com-
patible for use when playing
SpaceCorp without SpaceCorp:
Ventures, for a greater chal-
lenge.
10 Unique HQ
Each HQ represents a different Earth-based faction exploring the
galaxy, each with their own motives, advantages, and disadvantag-
es. The side of the HQ marked “1P” is used when playing solo.
Each HQ has several new features:
• A name and an updated abbreviated Sequence of Play with
faction-specific instructions.
• Faction-specific powers, some of which apply for the entire
game, and some which take effect starting in the Planeteers
or Starfarers era.
• Faction-specific starting card and team assignments for each
era.
• Some HQ have faction-specific limitations marked with an
!
icon.
• Some HQ have limitations on the number and type of bases
available to that faction.
4 Competition HQ
Four HQ are printed with a competition HQ on one side. Each
competition HQ is recommended for play against different player
HQ. These HQ include several new features:
• Spaces for the competition deck, discard pile, and removed
progress cards.
• Player HQ matchups that are recommended.
• Setup adjustments and special powers for one or more eras.
• A competition Offers Action Key which replaces the one
printed on the board for all eras.
Cards
Several new cards are included, some of which replace cards from
SpaceCorp.
New Action Cards
Three new Action Cards are included which are used when play-
ing SpaceCorp and SpaceCorp: Ventures. The solo Edge effects for
these cards are printed in the updated Solitaire Player Aid.
Make the following permanent changes to the Era decks.
Remove the original card M43 (Salvage) from the Mari-
ners deck and replace it with the new card M43a of the same
name. You may throw away the original card M43.
Add new card P59 (Salvage) to the Planeteers deck.
Add new card S77 (Negotiations) to the Starfarers deck.
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Solo Rulebook 3
New Contract Cards
Nine new Contract Cards are used at the beginning of each era
to select an eighth contract for that era. Each Contract Card is
double-ended, showing a different possible contract and the Ŧ
awarded for completing that contract. Only the end indicated for
“1-4 players” is used when playing solo.
Starfarers Scoring Cards
10 double-sided cards are used to indicate your selected Starfarers
Final Profit option (the four cards belonging to HQ printed with
a competition HQ on the reverse are not used when playing solo).
Additional Time Card
The additional Time Card is used whenever your HQ sets up with
a Time card at the start of an era.
Setting Up Era 1: Mariners
The lettered setup steps in this rulebook correspond to the setup diagram
provided in the SpaceCorp Solo Rulebook.
A Boards—Place the Mariners board on the table. Place the
Business Display next to the board with the “1-2 Players” side
face-up.
B
Contracts—Place seven orange contract fulfilled markers in
their circles on the Business Display. Then, select an eighth con-
tract for the era as follows (see illustration on page 5):
1. Mix the three SpaceCorp: Ventures Contract Cards for the
Mariners era and draw one at random.
2. Tuck the card under the Business Display directly beneath
the Mariners column so that only the contract indicated for
“1-4 players” is visible.
3. Place the eighth contract fulfilled marker on the left edge of
the card.
C
Discovery Tiles—Shuffle the six e1 Discovery tiles face-
down, then stack them to form a draw pile in the matching space
on the board. Do the same for the three e2 Discovery tiles.
D
Beyond Marker—Place the 1st Beyond marker on the
board at the “Asteroid Belt” site. (The 2nd Beyond marker is not used
in the solo game; keep it in the box.)
E
HQ—Return the basic SpaceCorp HQ to the box; they are not
used when playing SpaceCorp: Ventures.
1. Select one of the player HQ from among the ten SpaceCorp:
Ventures HQ available for one player.
2. From among the four competition HQ, select the one recom-
mended for use against your HQ. (Optionally, you may select
any competition HQ.)
3. Take the solo player aid included with SpaceCorp: Ventures
and one of the quick reference sheets from the basic game.
F
Player Color—Select one of the four player colors and
gather up all wooden cubes and round base markers of that color.
(If Stellar Security is the competition HQ, your player color is blue.)
Place these in the space provided on your HQ. Stack bases by
type. If your HQ indicates that you do not receive certain bases,
place those bases back in the box.
G
Player Teams—Take the number of your teams indicated
for the Mariners era on your HQ, and place them on the board at
the “Earth” site. These are your starting teams; the competition doesn’t
begin with any on Earth. Place your other teams on your HQ. (If
D.P. Roberts Ltd. is the competition HQ, place a competition team on
contract 6; if SpaceCorp is the competition HQ, place a competition
team on a Lagrange Point site of your choice.)
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4SpaceCorp: Ventures
H
Competition Colors—
• Place all twelve cubes belonging to the three unused player
colors in the “Competition Box” on the board.
• Take all bases belonging to any one of those colors (yellow if
Stellar Security is the competition HQ) and set aside the Se-
cure, Exploiter and Shield Factory bases for now (these will
be added at the start of the Planeteers era). Put the remaining
bases of that color into any type of opaque container (such as
a coffee mug) to form a “draw cup”. (If Stellar Security is the
competition HQ, add 3 yellow Secure bases to the draw cup.)
I
Progress Markers—Place one tan cube and one black cube
in the “start” space of the Progress Wheel on your HQ. If your
HQ indicates that you do not get either cube, put that cube back
in the box.
J
Profits—Stack your like-colored Profit marker—along with
the one matching the competition’s bases—on the “0” space of the
Profit Track (with its “+50” side face-down). (If Nova Capital is
the competition HQ, place its Profit marker on the “2” space instead.)
K
Your Era Deck & Starting Hand—
• Grab the Mariners deck. Remove the twelve cards marked
“Start”, shuffle them and place them face down. Do not add
any Time cards to the Mariners deck.
• For your starting hand, take the cards indicated for the Mar-
iners era on your HQ. This may include randomly drawn
Mariners era Start cards, the SpaceCorp: Ventures solo Time
card, or no cards at all.
• Shuffle the remaining Mariners deck and set it face-down
next to the board to form your “era deck” draw pile. Place the
remaining Mariners era Start cards face-down atop the era
deck. (This is the deck that you will use during the Mariners era.)
L
Card Offers—Draw the top four cards of your Mariners era
deck and place them face-up in the four offer boxes on the board.
M
The Competition Deck—
• Grab the Planeteers deck. Remove the twelve cards marked
“Start,” shuffle them, and set six aside face-down. Return the
other six to the Planeteers deck, shuffle it, and set it face-
down on the competition HQ where indicated to form the
“competition deck” draw pile. (This is the deck that the competi-
tion will use during the Mariners era.)
• Place the six shuffled Start cards you previously set aside face-
down atop the competition deck.
So there will be two distinct draw piles: an “era deck” made up of
the Mariners cards from which you will draw for your hand and
for the offers, and a “competition deck” made up of the Planeteers
cards that the competition will use during its turns.
What About Everything Else?—Keep the rest of the cards,
boards and markers in the box for now; most of them will enter
play in later eras.
Set the competition HQ near the map and place the shuffled competi-
tion deck in the indicated space on the competition HQ.
All Systems Go For Launch—The competition begins the
game by taking the first turn.
Using the New HQ
Each custom HQ functions like a basic HQ, and adds the special
rules and adjustments shown on the HQ. Where a special rule on
an HQ contradicts the rulebook, the HQ takes precedence.
• Adjustments to the “On Your Turn” steps, unique to each
HQ, are highlighted in yellow. They apply to all three eras.
• Special rules in the “All Eras” section of the HQ appy to all
eras unless specifically limited to the Mariners era.
• Special rules in the “Planeteers and Starfarers only” section
of the HQ apply to the Planeteers and Starfarers eras, unless
stated otherwise.
• Special rules in the “Starfarers only” section apply to the
Starfarers era only.
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Solo Rulebook 5
The Eighth Contract
Each era has eight contracts available to be fulfilled. Contract 8
works like the other seven. That is, when you fulfill the contract or
it is completed by the competition, its profit is awarded and the
contract fulfilled marker is shifted to the right. If contract 8 is not
fulfilled in the era, its profit award is added to the next era’s con-
tract award. As in the basic game, the end of an era is triggered when
six contracts are fulfilled.
Example: You take a Move action and claim the 1st Beyond marker.
Because you have already built two bases, you slide the orange marker
from the left edge of the Contract Card to the right side of the card and
gain 2Ŧ. That contract can’t be claimed again for the rest of the game.
Using the Competition HQ
Each competition HQ adds special rules and adjustments shown
on the HQ. Where a special rule on a competition HQ contra-
dicts the rulebook, the HQ takes precedence.
• Setup Adjustments apply to their specified eras.
• The Competition Offers Action Key replaces the one printed
on the board for all eras.
• Each competition HQ has a special power which applies to
the eras indicated.
• Place the competition deck and competition deck discards
where indicated, as well as any removed progress cards.
Adjustments to Competition
Site Actions in Mariners
and Planeteers
In Mariners or Planeteers, Competition site actions are conducted
as described in the basic rules, unless the site named on the card
already has a base. In that case, instead of drawing another card, you
will conduct the site action at a different site, determined as follows:
• If the site has your base, resolve a site action at the highest
numbered site with a competition team.
• If the site has a competition base, resolve a site action at the
lowest numbered site with a competition team.
• If the action lists two sites and both have bases, instead re-
solve a site action at the highest numbered site with a compe-
tition team.
• If no other site qualifies in any of the above instances, draw
another card.
These adjustments are summarized on the SpaceCorp: Ventures
Solo Play Aid (and can be used when playing SpaceCorp solo
without SpaceCorp: Ventures).
Setting Up Era 2: Planeteers
A
Discovery Tiles—Shuffle the six e1 Discovery tiles
face-down, then stack them to form a draw pile in the matching
space on the board. Do the same for the fourteen e2 (creating
two stacks), then the eight e3 tiles.
B
Teams—
• Place the twelve competition teams into the “Competition
Box” on the Planeteers board.
• Take the number of your teams indicated for the Planeteers
era on your HQ, and place them at your base in the “Inner
Solar System” region of the Planeteers board.
C
1st Beyond Marker—
• If you hold the 1st Beyond marker from the Mariners era,
you may instead set up one of your teams at the “Ceres” as-
teroid site. If you do, draw and place a e1 Discovery tile
there, taking any immediate awards for the tile, then claiming
the Discovery.
• If the competition holds the 1st Beyond marker, it will start
the Planeteers era by taking three consecutive turns before
your first turn.
• Place the 1st Beyond marker on the board at the “Oort
Cloud” site.
D
Competition Bases—Add the previously set aside Secure,
Shield Factory and Exploiter bases to the competition’s other bas-
es (the ones they used in the Mariners era), then put all competi-
tion bases into the draw cup. (If Stellar Security is the competition
HQ, add 3 purple Secure bases to the draw cup.)
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6SpaceCorp: Ventures
E Your Era Deck & Starting Hand—
• Grab the Planeteers deck. Remove the twelve cards marked
“Start”, shuffle them and place them face-down. Do not add
any Time cards to the Planeteers deck.
• For your starting hand, take the cards indicated for the Plane-
teers era on your HQ. This may include randomly drawn Plan-
eteers era Start cards, the solo Time card, or no cards at all.
• Shuffle the remaining Planeteers deck and set it face-down
next to the board to form your “era deck” draw pile. Place the
remaining Planeteers era Start cards you set aside face-down
atop the era deck. (This is the deck that you will use during the
Planeteers era.)
F
The Competition Deck—
• Grab the Starfarers deck. Remove the twelve cards marked
“Start,” shuffle them, and set six aside face-down. Return the
other six to the Starfarers deck, shuffle it, and set it face-
down on the competition HQ where indicated to form the
“competition deck” draw pile. (This is the deck that the competi-
tion will use during the Planeteers era.)
• Place the six shuffled Start cards you set aside face-down atop
the competition deck.
Once again there will be two draw piles: an “era deck” made up of
the Planeteers cards that you will draw from for your hand and
for the offers, and a “competition deck” made up of the Starfarers
cards that the competition will use during its turns.
G Offers—Draw the top four cards of your era deck and place
them face-up in the four offer boxes on the board.
H
Progress Cards— The Cooperative Empathy progress
cards are not used in the solo game: keep them in the box. Place
the other 14 Adaptation and Breakthrough cards marked with
the Planeteers symbol face-up in their allotted spaces in the upper
left section of the Sideboard. Stack cards with the same name
together, with the card having the profit award (for example: “1Ŧ”)
atop the one without.
The right side of the Sideboard will remain empty until the Star-
farers era. You can also ignore everything on the bottom portion of
the Sideboard until then.
I
Progress Wheel—If during the Mariners era your genetics
cube advanced around the wheel and into or beyond the “start”
space of your Progress Wheel, you gain an Adaptation card.
J
Contract 8 New Step!— Select an 8th Planeteers contract:
1. Mix the three SpaceCorp: Ventures Contract Cards for the
Planeteers era and draw one at random.
2. Tuck the card under the Business Display directly beneath
the Planeteers column so only the contract indicated for “1-4
players” is visible.
3. Do not adjust the position of the contract fulfilled marker.
All Systems Go For Launch—The competition takes the first
turn of this era (or the first three turns if they had control of the
1st Beyond marker at the end of the Mariners era).
Setting Up Era 3: Starfarers
A
Discovery Tiles—Shuffle the 16 Primary Discovery tiles
face-down, then stack them to form two draw piles of eight each
in the matching spaces on the board. Do the same for the twelve
Secondary tiles (in two stacks of six), then the five Alien tiles.
B
Teams—
• Place the twelve competition teams into the “Competition
Box” on the Starfarers board.
• Take the number of your teams indicated for the Starfarers
era on your HQ, and place them at your base in the central
“Sol” region of the Starfarers board.
C
1st Beyond—
• If you hold the 1st Beyond marker from the Planeteers era,
take one of your teams from Sol and place it on the “Alpha
Centauri” star, then place a competition team on the “Luh-
man 16” stars.
• If neither side holds the 1st Beyond marker, place one com-
petition team on each of the “Alpha Centauri” and “Luhman
16” stars.
• If the competition holds the 1st Beyond marker, place one
competition team on each of the “Alpha Centauri” and “Luh-
man 16” stars, and it will start the Starfarers era by taking
three consecutive turns before your first turn.
• Remove the 1st Beyond marker from the game.
D Competition Bases—Put all competition bases back in the
draw cup. (If Stellar Security is the competition HQ, add 3 green Se-
cure bases to the draw cup.)
E
Sol and place it on the Alpha Centauri star then place a competition team on the Luh man 16 stars If neither side holds the 1st Beyond marker place one com petition team on each of the Alpha Centauri and Luhman 16 stars If the competition holds the 1st Beyond marker place one competition team on each of the Alpha Centauri and Luh man 16 stars and it will start the Starfarers era by taking three consecutive turns before your first turn Remove the 1st Beyond marker from the game D Competition Bases Put all competition bases back in the draw cup If Stellar Security is the competition HQ add 3 green Se cure bases to the draw cup E
Your Era Deck & Starting Hand—
• Grab the Starfarers deck. Remove the twelve cards marked
“Start”, shuffle them and place them face-down. Do not add
any Time cards to the Starfarers deck.
• For your starting hand, take the cards indicated for the Star-
farers era on your HQ. This may include randomly drawn
Starfarers era Start cards, the solo Time card or no cards at
all.
• Shuffle the remaining Starfarers deck and set it face-down
next to the board to form your “era deck” draw pile. Place the
remaining Starfarers era Start cards face-down atop the era
deck. (This is the deck that you will use during the Starfarers era).
• Place your Starfarers Scoring card beside the Business Dis-
play as a reminder to choose a final profit option after the
second contract is fulfilled.
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Solo Rulebook 7
F
The Competition Deck—
• Grab the Mariners deck as well as the eight Time cards from
the basic game. Remove the twelve cards marked “Start” from
the Mariners deck, shuffle them, and set six aside face-down.
Return the other six along with the Time cards to the rest of
the Mariners deck, shuffle, and set it face-down on the com-
petition HQ where indicated to form the “competition deck”
draw pile. (This is the deck that the competition will use during
the Starfarers era).
• Place the six shuffled Start cards you previously set aside face-
down atop the competition deck.
G
Offers—Deal the top four cards of your era deck face-up to
the four offer boxes on the board.
H
Progress Cards—[Remember: all unclaimed progress cards
from the Planeteers era should still be on the Sideboard.] The Matter
Shifting and Silent Partnering progress cards are not used in the
solo game; keep them in the box. Place the other 12 Adaptation
and Breakthrough cards marked with the Starfarers symbol face-
up in their allotted spaces of the Sideboard. Stack cards with the
same name together, with the card having the profit award (for
example: “2Ŧ”) atop the one without.
I
Colony Tiles—Gather the eleven colony tiles that have the
number”1” marked along their left hand side. Place these tiles
face-up in their allotted spaces of the Sideboard. Keep the re-
maining colony tiles in the box.
J
Contract 8 New Step!—Select an 8th Starfarers contract:
1. Mix the three SpaceCorp: Ventures Contract Cards for the
Starfarers era and draw one at random.
2. Tuck the card under the Business Display directly beneath
the Starfarers column so that only the “1-4 players” side of
the contract is visible.
3. Do not adjust the position of the contract fulfilled marker.
All Systems Go For Launch—The competition takes the first
turn of this era (or the first three turns if they had control of the
1st Beyond marker at the end of the Planeteers era).
Adjustments to Competition
Site Actions in Starfarers
Competition site actions in Starfarers are conducted as described
in the basic rules, page 27. However, Situations 1 and 2 in the
numbered sequence of activities on that page are replaced with
the following:
1a. If you have a base there and no colony, resolve a site action
at the lowest numbered site with a competition team. If no site
qualifies, draw another competition card.
1b. If you have a colony there, resolve a site action at the highest
numbered site with a competition team. If no site qualifies, draw
another competition card.
2. If the competition has a colony there, award the competition Ŧ
equal to the colony tile’s point value. End the competition turn.
These adjustments are summarized in the SpaceCorp: Ventures Solo
Play Aid (and can be used when playing SpaceCorp solo without
SpaceCorp: Ventures).
Starfarers Final Profit Option
Your HQ has a corresponding card which lists an alternative final
profit adjustment that you may apply at the end of the Starfarers
era, instead of applying the standard final profit bonus for number
of colonies.
You must choose the standard or your HQ’s alternative final profit
option at the end of the turn (yours or the competition’s) in which
the second Starfarers contract is fulfilled. At the end of that turn,
take your Starfarers Scoring card from beside the Business Dis-
play and make your choice by placing your scoring card on the
selected side next to your HQ as a reminder.
Once you choose a final profit option, you can’t change your choice.
Using Era Situations
with SpaceCorp: Ventures
You can play solo SpaceCorp: Ventures using the optional Era Sit-
uations from the basic game. If you do, do not use the SpaceCorp:
Ventures competition HQ. Simply select a HQ from among the 10
solo HQ for you to use and skip any instructions referencing the
competition HQ.
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8SpaceCorp: Ventures
GMT Games, LLC
P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com
CREDITS
Game Design:
John Butterfield
Development:
Jason Carr
Art Director:
Rodger B. MacGowan
Box, Card, and Rulebook Illustrations:
Kurt Miller
Layout & Graphics:
Mark Simonitch
Rulebook and Editing:
Kai Jensen
Flavor Text:
David Spangler
Lead Playtester:
Scott Mansfield
Playtesters:
Ameya Bhandarkar, Julie Butterfield, Austin Donisan, Sean Franco, Matt Galer,
Don Gunnell, John Hatch, Darrell Hanning, Jeff Kouba, Michael Lahl, Bruce Mansfield,
Brent Pollock, Bart Randolph, Deaven Randolph, Martin Sample, David Spangler,
John Tiehen, and numerous others from the GMT Weekend
at the Warehouse and WBC—thank you!
Proofreading:
Sean Coulter, Matt Galer, and Brent Pollock
Design Guidance and Inspiration:
Chad Jensen
Production Coordination:
Tony Curtis
Producers:
Tony Curtis, Rodger B. MacGowan,
Andy Lewis, Gene Billingsley and Mark Simonitch
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