Full manual text
TO THE MOONTO THE MOON WW
elcomeelcome GAME OVERVIEW
COMPONENTS
STANDARD RULES
ASTRA SOLO MODE
ADVENTURE #1 - THE LAUNCH
ADVENTURE #2 - THE JOURNEY
ADVENTURE #3 - THE COLONY
ADVENTURE #4 - THE MINE
ADVENTURE #5 - THE DOME
ADVENTURE #6 - THE VIRUS
ADVENTURE #7 - THE ESCAPE
ADVENTURE #8 - THE BATTLE 2
3
4
7
10
13
16
19
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25
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32
RULEBOOK
Benoit Turpin & Alexis AllardBenoit Turpin & Alexis Allard
Anne heidsieckAnne heidsieck
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2
“Citizens of Earth, we are facing a dire situation. Our
planet is doomed. The fate of humanity is in your hands…
It is no longer about preserving our way of life or our
economy
. Now, it is a struggle for our very existence.
And
our survival depends on our capacity to conquer
the Moon. This conquest, this last hope of survival, we
entrust it to you. You’ll be in competition with each
other in order to give us the best chances of success.
You will write a decisive page of our History by saving
us all.
Welcome to the Moon!”
Excerpt from the address of Katalin Nelson Blue,
the first president of the Human Alliance.GAME OVERVIEW
EVOLVING CAMPAIGN MODEEVOLVING CAMPAIGN MODE
The Campaign Book will let you discover Welcome to the
Moon
by playing its 8 Adventures in order, from the 1st to
the 8th. Moreover, during each campaign, you will influence
the course of events thanks to Campaign cards, and
therefore create a different story each time.
Welcome
to the Moon
is an evolving game but stays absolutely
replayable, because none of the components is destroyed
from one game to another, nor permanently modified.
To play a campaign, first, you need to read the standard
rules. Then take the Campaign Book that will guide you step
by step. We suggest that you start with the introduction
campaign in order to gradually discover the rules of each
Adventure.
At the end of each Adventure you can save your progress.
And you will receive stars depending on your result. The
player with the most stars at the end of the campaign will
be the winner.
ADVENTURE MODEADVENTURE MODE
You can also play each of the 8 Adventures separately. To play an Adventure, you must first read the standard rules. Then pick an Adventure and read the specific rules of this Adventure.
The player with the most points at the end of the
Adventure is the winner.Welcome to the Moon is the last episode of
the
Welcome to... trilogy of games. After the
residential housing estates of the 1950s,
after the casinos of the 1960s, you will aim to
conquer space...
Welcome to the Moon is an evolving and
narrative flip & write game.
It contains 8 different Adventures that form
a complete story with an increasing difficulty
level. You can play these 8 Adventures
independently, or successively to play out
your story.
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3 COMPONENTS
63 Starship cards
Front: the Starship number / Back: the Action.
Number side: 2x “1/2/14/15 cards”, 3x “3/13
cards“, 4x “4/12 cards”, 5x “5/11 cards”,
6x
“6/7/9/10 cards” and 7x “8 cards”.
Action side: 14 robot / energy /
plant cards, 7 water / astronaut /
planning cards.
Identification numbers: 1 to 63.
48 Mission cards
6 Mission cards for each of the 8 Adventures. There are 3 different types of cards: mission A, B or C. Front: mission initiated / Back: mission
accomplished
Identification numbers: 64 to 111.
6 dry-erase markers
11 cards for the ASTRA Solo mode
Identification numbers: 112 to 122.
3 ASTRA Effect cards
4
ASTRA Opponent cards
Dry-erase on both sides.
4
cards ASTRA Adventure
Dry-erase on both sides.
1 dry-erase Captain card
For Adventure #8 and the Campaign mode.
Identification number: 123.
NOTE: All cards have an identification number that serves no purpose during the game.
This rulebook for the Adventure
mode and the Solo mode
01 1 1 1 .......... .......... ..........
22
123
124
KATHERINE
X X
+ + + + +
X X X X 1
2 3 2 3 1 4
115 8 8 7 7 6 6 5 5 4 4 3 3 2 2 2
20
50
80
110
40
10
70
100
30
60
90
120
130 140
150
+
119 LIVRET DE LIVRET DE
CAMPAGNECAMPAGNE
ATTENTATTENTION NE PAS ION NE PAS
OUVRIR AVANT OUVRIR AVANT
D’EN AVOIR REÇU D’EN AVOIR REÇU
L’AUTORL’AUTORISATIONISATION
BENOIT TURPIN & ALEXIS ALLARD
ANNE HEIDSIECK
24 double-sided dry-erase
Adventure sheets
4 sheets per player with a different
Adventure on each side: 8 Adventures
numbered from 1 to 8.
3 eraser pads .......... .......... ..........
33 22
64
Adventure number and symbol
Scoring
area for the
Campaign
mode
Specific
marking
area
for the
Adventure
Specific
scoring
area
for the
Adventure
97 cards for the Campaign mode
WARNING: Please do not look at them
unless you are invited to…
Identification numbers: 124 to 220.
1 Campaign book for
the Campaign mode
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4 I I 9 9 9 I I 9 9 9 I I 9 9 9 I I 9 9 9 5 5 5 5 5 5 5 5 5 5 5 5 1 1 1 1 1 1 1 1 1 1 1 1 .......... .......... ..........
33 22
64 ..........
33 22
66 x 5x 5
33 22
69
1
1
1
2 3 STANDARD RULES
The 8 Adventures are all played with the same Starship
cards (numbers/actions). However, the way you play
will be different from one Adventure to the next...
The following standard rules are valid for all
Adventures. And each Adventure gets its own specific
set of rules that will be explained later on. We suggest
that you do not read them all, but instead discover
them gradually as the story progresses.
In case there is a specific rule for the Adventure that
contradicts the standard rules, the specific rule for
the Adventure takes priority.
1 Take 1 dry-erase marker and the Adventure sheet on
the side that was chosen for this game. The Adventure sheets are numbered on the top left corner. All the other sheets and markers are put back in the box.
2 Take the Mission cards that match the chosen
Adventure. The Missions cards are numbered on the top right corner. Among these cards, select 3 of them: 1
Mission A card, 1 Mission B card, and 1 Mission C card.
Place these 3 cards in the middle of the table, mission initiated face up. All the other Mission cards are put back in the box.
3 Shuffle the Starship cards and split them into 3 equal
draw piles in the middle of the table, number face up.
SET UPSET UP
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5
GAME TURNGAME TURN I I 9 9 9
13 5 5 5 02 1 1 1 20
01
05
04
02
The Energy action allows you to improve other
actions or their values.
Note: You can always write down a number associated with
a Water/Plant action, outside of the intended spaces, and
conversely, you can write down a number associated with
another action in a space intended for a Water/Plant action.
But in both cases, you cannot perform the Water/Plant
action.
THE ACTIONS
You will always perform the same 6 actions, but in different
ways depending on the Adventure you will be playing. Here
are the general instructions for each action, then you will
find important details for each of them in the specific rules
for each Adventure.
The Robot action allows you to connect, build,
cut or explore different parts depending on the
Adventure you are playing.
The Water and Plant actions allow you to collect
resources and earn points or bonuses, but only
if you write the number associated with them in
specific spaces of your Adventure sheet.
Reminder: An action is always optional!
You can use the action of the combination that you picked,
as long as you have filled in a space of your sheet with the
number of the combination.
If you can write down at least one of the 3 available
numbers, you must pick this combination. If you
cannot write down any of the 3 numbers, then you
must cross off 1 System Error box in the scoring
area of your sheet, and you cannot perform any
action this turn. You must cross off the System
Error boxes from top to bottom.
4
- USE THE ACTION (OPTIONAL)
Note: In a zone, you can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).
You must write down the number of the combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone.
119 12
3 - WRITE DOWN A NUMBER (COMPULSORY)
The
players’ turn is simultaneous: each player individually
picks one of the three available combinations and applies the results on their sheet. Several players can therefore pick the same combination.
2
- PICK A NUMBER/ACTION COMBINATION
At the beginning of each turn, the top card of each draw pile is flipped and placed in front of its pile, action face up.
This way, each turn, you
get 3
new number/action
combinations. Flipped cards are stacked in 3 discard piles.
When you flip the last card
of each draw pile, shuffle
separately the 3 discard piles in
order to form 3 new draw piles
of cards, number face up.
1
- FLIP 3 STARSHIP CARDS
A game is played in successive turns. Each turn is made up of the following 6 phases.
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6
From now on, those who accomplish the mission
in a future turn will then get its lowest value.
You can only accomplish each of the 3 missions
once during the game. When you have
accomplished a mission, you keep the points you
earned, even if you do not meet the requirements
anymore later on. x 2x 2
99 44
79 x 2x 2
44
END OF THE GAMEEND OF THE GAME
The 3 Mission cards are objectives that have been given to you by the Human Alliance. Each Adventure has different missions that are explained in the specific rules to each Adventure. The first players to fulfill, in the same turn, the requirements of the mission can accomplish it. They write the highest value of the Mission card in the corresponding A, B or C space on their sheet.
Then the Mission card is flipped on the mission
accomplished
side.
99
06
07
5 - INCIDENTS
Some effects or consequences that can be triggered during the different Ad
ventures are resolved at this
moment.
Note: The spaces filled in with X are considered numbered spaces.
6 - ACCOMPLISH A MISSION (OPTIONAL)
The game ends at the end of a turn if one of the players has:
accomplished all three
and Missions.
crossed off all the System Error boxes on their
sheet.
filled in all the spaces
of the marking area on their
sheet with numbers or X.
Add up the points of your accomplished missions and the points for each scoring field (Water, Plants...). Lose points for your System Errors: by subtracting the first visible value from your total or, for the first Adventure, by subtracting the sum of all your System Errors. The player with the most points is the winner of the Adventure. In case of a tie, the player with the least System Error boxes crossed off is the winner. In case of another tie, you share the victory.
In Campaign mode, you receive stars for each Adventure,
depending on your achievements. Then you can move on
to the next Adventure, by reading the next chapter in the
Campaign Book.
General note: In all the cases of tie, the points for the first
place are awarded to all first players. Then all the second
players are awarded the points for the second place, and so on.
The Astronaut action allows you to modify the
value of the number of the chosen combination,
before you write it down, by adding or subtracting:
-2, -1, 0, +1, or +2 . This way you can get a 0 with a number
1
or 2. However you cannot go below 0. You can also get a number higher than 15 (16 or 17). Moreover, depending on the Adventure, this action will also give you additional bonuses. So it can be interesting to use the Astronaut action even if you do not modify the number, in order to get these bonuses.
The Planning action allows you to fill in an additional space on the same turn, in addition to the space in which you have written down the number of your
combination. To do that, you can write down an X in an empty space of your choice. This way, you can have a series of numbers like this : 2-4-X-5-6. Moreover, depending on the Adventure, this action can also give you either penalties or additional bonuses.
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7
SET UPSET UP
Draw 3 cards: On each turn, draw 3 Starship cards. If
you draw one ASTRA Effect card, you must resolve it
immediately (see further: ASTRA Effect cards). Then,
place the ASTRA Effect card in your discard pile, and
draw a new card, in order to have 3 Starship cards.
Use 2 cards: Pick and use 2 of your 3 Starship cards, one
for its number and one for its action. Then place these
2 cards in your discard pile.
Give 1 card to ASTRA: At the end of the turn, give your
third unused Starship card to ASTRA, by placing it aside,
action face up. This way, you will form a pile of Starship
cards that will earn points to ASTRA at the end of the
game. You can check this pile of cards at any time. If you
have enough space, sort the cards you give to ASTRA by
action type. This will ease the calculations at the end of
the game.
If you cannot write down any number of the 3 Starship
cards, you have to cross off a System Error box
. You
still have to select one card to give to ASTRA and place the other two cards in your discard pile.
The private space agency ASTRA (Astral Space Technology & Robots by Alexis Inc.) is your main competitor in this space race. Its goal is to take over the most profitable resources and to proclaim its own law. This is unacceptable. We are counting on you!
All the standard rules and the specific rules for each Adventure apply normally, with the following changes. You will
also have additional rules depending on the Adventure you play, in the corresponding sections.ASTRA SOLO MODE
GAME TURNGAME TURN
KATHERINE
X X
+ + + + +
X X X X 1
2 3 2 3 1 4
115
1
>
X
+ = +
1
5
1
>
X
+ = +
1
5
KATHERINE
X X
+ + + + +
X X X X 1
2 3 2 3 1 4
115
ASTRA Effect
Solo bonus
Adventure number
2nd part of the
scoring area
112
113 114
1 Pick an ASTRA Opponent Card. The
number next to their name shows the
difficulty level (1 = easy).
The bottom of the card shows the first
part of the ASTRA scoring area.
2 Take the ASTRA Adventure card corresponding to the
Adventure you play.
The bottom of this card shows the second part of the
ASTRA scoring area.
The top of the card shows how to get Solo bonuses in order
to penalize ASTRA.
The card also shows an ASTRA Effect that will allow
ASTRA to penalize you with the ASTRA Effect cards. These
effects are different from one Adventure to another, and
you will find their description in the specific rules for each
Adventure. But you don’t need to know more about it now.
3 Place the ASTRA Opponent
card and the ASTRA Adventure
card on a line in order to create the ASTRA scoring area.
4 Shuffle the Starship cards and
split them into 3 equal piles, with their action side face up. Shuffle all three A,
B and C ASTRA Effect cards in one of the 3 piles. Then place the other 2 piles on top of it to form one draw pile of Starship cards, action face up.
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2
ASTRA EFFECT CARDS
SOLO BONUS
The ASTRA Effect cards have a different impact on the
1st time they are drawn and on the 2nd time.
1 On the 1st draw: Each time you draw an ASTRA Effect
card, either A, B or C, you must immediately apply the ASTRA Effect if possible. This effect is specified on the ASTRA Adventure card. It is different depending on the Adventure you play (see the specific rule of the corresponding Adventure).
2 On the 2nd draw: After you have shuffled your discard
pile and the 3 ASTRA Effect cards, whenever you draw again an ASTRA Effect card, either A, B or C, you must immediately apply the ASTRA Effect if possible.
Furthermore, you must immediately
flip the corresponding A, B or C
Mission card, on its Accomplished
side. ASTRA does not earn points
for that. But afterwards, when
fulfilling this mission, you will not be able to get the
maximum points.
END OF THE GAMEEND OF THE GAME
8
The first time that your draw pile of Starship cards is exhausted, shuffle only your discard pile with the 3 ASTRA Effect cards to form a new draw pile. The cards given to ASTRA do not come back into play. Then play on.
The ASTRA Adventure card shows how to get Solo bonuses. You will get them through different ways depending on the Adventure you play (see the specific rule of the corresponding Adventure).
Each time you earn Solo bonuses, circle them on
the ASTRA Adventure card. You can use them
immediately, or later in the game.
A Solo bonus allows you to avoid giving a card to ASTRA. To do that, whenever you want, cross off an already circled Solo bonus. Then instead of giving ASTRA the third Starship card that you have not used, discard it permanently and put it back in the box. This way, ASTRA will not earn any point with this card at the end of the game.
There is a fixed value on the ASTRA Adventure card that you must add to the ASTRA score. Furthermore, ASTRA earns points depending on the level of the ASTRA Opponent card: on the ASTRA Adventure card, write in the triangle the level number of the ASTRA Opponent you are playing against, then multiply this number by the specified value underneath.
If you can not draw 3 Starship cards, because the
draw pile is exhausted for the 2nd time, the game immediately ends.
The game also ends at the end of the turn when you
trigger one of the three end game conditions from the standard rules: you either have accomplished the 3
missions, or you have crossed off all the System Error
boxes of your sheet, or you have filled in all the spaces
of the marking area of your sheet.
To calculate the ASTRA score, for each type of action, write on the ASTRA Opponent card the number of Starship cards you gave them. Then, multiply these numbers with the value specified for each type of action.
Example: Katherine earns 2 points for each Robot card. So, if you have given her 7 Robot cards, she earns 14
points with the robots.
Tip: The actions with red values are those that earn ASTRA the most points. Avoid giving them too many. Conversely, the actions with green values earn them fewer points.
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9
1
>
X
+ = +
1
5
KATHERINE
X X
+ + + + +
X X X X 1
2 3 2 3 1 4
115
01
01
01
01
02
02
02
02
04
04
04
04
04
04
04
05
05
05
05
07
07
10
20
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14
4
12
4
4
2
8 821
1
6
18
06
06
06
06
01
01
01
01
01
01
02
02
Example: You play the Adventure #2 against Katherine
(level 1): at the end of the game Katherine earns
5
points as well as 1 x 1 = 1 extra point.
General note: The Adventure rules that follow only mention the modifications or add-ons to the standard rules. So
you must apply the standard rules and refer to the particularities of the Adventures when necessary.
Before you go on: On the next page, you will discover the specific rules for Adventure #1. Once you have
read them, we advise you to stop and open the Campaign Book to dive right into your first campaign. We’ve
created an Introductory Campaign so that you will gradually discover the rules for each Adventure and
their story.
Be reassured: During this Introductory Campaign, no special rules or additional content will be added.
Changes will only happen from your second campaign on, depending on your choices. (If you wish, you will also
be able to start directly with the second campaign.)
A save system has been implemented : So you can interrupt your campaign momentarily between two
games. This way, you will be free to play an adventure again if you want to go deeper into it.
So don’t hesitate: Read the rules for Adventure #1, then directly start the Introductory Campaign. We
trust you. Humanity is counting on you!
STOP!
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3 6
6
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81015
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X
3
4
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6
1
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2
8
7ADVENTURE #1: THE LAUNCH
Asteroids have been hitting Earth for weeks and the situation is getting worse every day. You must leave Earth. For
that, you must get a rocket ready as quickly as possible to go and colonize the Moon before it is too late. You must load
equipment onto the different floors of the rocket according to its plan. This is a race against time and we are counting
on you to launch your rocket before the others.
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11
Rocket Activation effect: There are Active
and Inactive Rockets (see the symbols
opposite). With the Activation effect, fill in the
arrow of an Inactive Rocket in order to activate it,
in any quarter that is not fully numbered
5.
Active Rocket effect: Each Active Rocket gives a number of rockets to cross off in the
scoring area on the right. Start with the bottom line, then go up line by line
6. As soon as you finish
a line, cross off the scoring box at the end of the line. After you’ve crossed off all the rocket lines,
use this effect to cross off your circled System Errors. If your rocket has launched and you still have some rockets left to use, cross off the rockets next to the final scoring space.
Sabotage effect: During phase 5, announce a
Sabotage. Your opponents must circle a System
Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once. If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Error circled with the Active Rocket effects
.
GAME TURNGAME TURN
3 + 4 - WRITE DOWN A NUMBER USING THE ACTION
(COMPULSORY)
THE QUARTER EFFECTS
Each floor of the rocket has one or more quarters
separated with partition walls. As soon as you complete a
quarter of a floor, having written down a number in each
space of the quarter, apply its effects immediately. We
suggest that you cross off the effects one by one before
using them to avoid missing a sequence
3.
Building effect: You can write an X in an empty space of your choice, which allows you to complete
quarters faster
4.
Active
Rocket
Rocket
Activation
Inactive
Rocket
There are 9 floors in the rocket. Each floor is an independent
zone that must be numbered in ascending order from left
to right.
In this Adventure, you won’t perform any action. That
means that none of the 6 actions has any effect. Each floor
is tied to one of the action symbols (Astronaut, Water,
Robot...). The actions only serve to show you where you
can write down the number of the combination. So, each
turn, you must write down a number on the floor tied to
the action associated with that number.
The first floor, at the bottom of the rocket, is a
Wild action floor, where any number can be placed,
whatever the action of the combination, as long as the
ascending order is respected.
Example: With a combination “6/Astronaut”, you
can write down the 6 on one of the two floors with
astronauts or on the Wild action floor
1.
System Error: If you cannot write down any number during a turn, circle one of the System Error box (in no particular order) instead of playing
2.
Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket. 5
- INCIDENTS: TRIGGER SABOTAGES
Announce and trigger the Sabotage effects.
6 - ACCOMPLISH A MISSION
ATTENTION: In this Adventure, an accomplished mission
does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet
7.
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12
END OF THE GAMEEND OF THE GAME ASTRA SOLO MODEASTRA SOLO MODE
THE MISSIONSTHE MISSIONS .......... .......... ..........
33 22
64 ..........
33 22
66 x 10x 10
X
22 11
68 .......... .......... ..........
44 22
65 .......... ..........
33 22
67 x 5x 5
33 22
69
The game can end either with one of the 3 end conditions
from the standard rules, or as soon as a rocket is launched.
To launch your rocket and win the game,
at the end of the turn, you must have
crossed off all the rockets below the
150
scoring box, as well as all the System Error
boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie
8 : if several players launched a rocket during
the same turn, the winner is the player who has crossed off the most of these rockets.
In case of a standard rules end condition, scores
are tallied, and whoever has the highest score
is the winner. Your score is equal to the lowest
rocket score still visible, from which you must
subtract 5 points for each circled System Error
box that hasn’t been crossed off.
10
125
150
Number the 3 Astronaut & Water floors completely.
Number the 3 Robot & Planning floors
completely.
Number the Energy floor completely.
Number the Plant and Wild floors completely.
Write down 10 X with the Building effects.
Have 5 System Error boxes circled and not
crossed off.
Before starting the game, on the ASTRA Adventure
card
#1, cross off all the boxes with a blue number higher
than the level of the ASTRA Opponent against whom you are playing.
Example: If you play against Katherine (level 1), you must cross off all the boxes numbered from 2 to 8.
You will not tally up ASTRA’s score at the end of the game, because during the whole game you will use the scoring track on the ASTRA Adventure card. Each time you give a Starship card to ASTRA, immediately cross off the number of boxes corresponding to the action type, as specified on the ASTRA Opponent card. You must cross off the boxes from left to right, starting with the top row.
Example: If you play against Katherine, when you give her a Robot card, you must immediately cross off 2
boxes
on the ASTRA scoring track.
As soon as you cross off its last box, ASTRA launches its rocket and wins the game with 150 points. Launch your rocket before ASTRA to win the game. If you launch your rocket during the same turn as ASTRA, it is a tie, unless you have crossed off one or more rockets next to the final scoring space. In this case, you win the game. If the game is over before either rocket is launched, compare your score with ASTRA’s to figure out who is the winner. The ASTRA final score is the lowest visible score on its score track.
SOLO BONUS: Each time you trigger a Sabotage effect,
circle 1 Solo bonus on the ASTRA Adventure card.
ASTRA EFFECT: As soon as you draw an ASTRA Effect card,
either A, B or C, select one Sabotage effect still available
in your marking area and cross it off immediately. From
now on, this bonus is no longer available for you. In addition,
circle 1 System Error immediately.
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13
12
10
9
5
6
52
1
3
6
4
4
X
X
3
6
4
1
2
7
5
8
9
2ADVENTURE #2: THE JOURNEY
Your rocket was launched just in time. But the journey to the Moon will not be easy. You must set the course of your
rocket, carry out trajectory corrections at the right time, plan the stirring of the water tanks, and prepare the plants
on the space stations so that you can retrieve them with the robots. We count on you to optimize this journey so that
you’ll land on the Moon in the best possible conditions.
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14
GAME TURNGAME TURN
At the beginning of the game, the trajectory to the Moon
is one long zone that you must number in ascending order
from the Earth to the Moon. This trajectory is way too
long to be numbered completely. As the game progresses,
with the Energy action (see later on), you can split the
trajectory into several smaller zones that you can number
independently from each other
1.
System Error: For each of the first two System Error
bo
xes that you cross off, you get one Energy in
compensation: immediately circle an Energy symbol at the top of your sheet 2. If you have 2 circled Energies, you
must immediately use them (see Energy action).
3 - WRITE DOWN A NUMBER (COMPULSORY)
4 - USE THE ACTION (OPTIONAL)
Robot action: You must program the robots to
retrieve the plants from the space stations. The
stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve
Reminder: check the Water action note on page 5.
the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station
4.
The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier
5. The
other players must then cross off this multiplier and will be able to get only the lowest multiplier.
Plant action: You must organize the growing of the
plants in microgravity in the space stations. These
stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. Note that you can circle the Plants of a station even though you have not circled all the robots for this station
6.
Astronaut action: The Astronaut action allows you
to modify the value of the number of the chosen
combination, before you write it down (-2, -1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol
7.
Planning action: The Planning action allows you to fill in a space with an X in addition to the number of your
combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol
8. Note that you
cannot cross off a Planning symbol without writing down an X in an empty space.
Wild action: You can use a circled Wild Action symbol whenever you want
9. To use it, cross it off, then
use any of the 6 possible actions instead of the one from
your number/action combination.
Energy action: The energy allows you to turn on the engines of your rocket, in order to create a boost to
correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet
2. At the beginning of the
game, you start with one energy already circled. Each time you have 2 circled energies, you must immediately cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another
1.
Water Action: It is important to stir the water
tanks. If you have written down the number of your
combination in a space with a water tank, then, with the Water action, you can circle that water tank
3.
---
15
END OF THE GAMEEND OF THE GAME
ASTRA SOLO MODEASTRA SOLO MODE
THE MISSIONSTHE MISSIONS
At the end of the game, on your course, if the number of
complete zones is higher than or equal to the number of
sets of two Energy cards given to ASTRA, then you are in
the lead, and you earn 20 points for your complete zones.
Otherwise, you are second and you earn only 10 points.
You do not earn any points if you do not have at least one
complete zone. ASTRA does not receive any additional
points for that.
SOLO BONUS: Whenever you get the highest multiplier
from a space station, circle 2 Solo bonuses on the ASTRA
Adventure card.
ASTRA EFFECT: As soon as you draw an ASTRA Effect
card, either A or B, choose a space station with the highest
multiplier still available on your sheet and cross it off
immediately. From now on, you will only be able to get the
lowest multiplier of that space station. The ASTRA Effect
C card does not trigger the ASTRA Effect, but when you
draw it on the 2nd draw, you must nevertheless flip the
mission C card.
99 55 x 3x 3
70
1111 66 x 2x 2 6
72
99 55 x 6x 6
74
1010 55 x 2x 2
71
1212 66 6 4 2
73
1111 66
75
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:
Plants:
For each space station, multiply the number of circled plants by the multiplier bonus that you have circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.
Water tanks:
Add up the values of each circled water tank.
Longest complete zone:
Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.
The most zones complete:
Those who filled in the most zones on their course earn 20 points, the second ones earn 10 points, and the third ones earn 5 points. You do not earn any points if you
do not have at least one complete zone.
14
Circle a multiplier bonus for 3 different space
stations with the robots.
Using the energy, create on your trajectory
3
zones of numbered spaces: 1 zone of 6 spaces,
1 zone of 4 spaces and 1 zone of 2 spaces.
Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.
Circle 6 water tanks.
Using the energy, create on your trajectory 2
zones of 6 numbered spaces.
Circle 4 consecutive water tanks on your trajectory.
---
16
7
4
5
5
6
X
7
7 8
8 9
4
7
8 9
5
1
1
3
2
6
6
2
10ADVENTURE #3: THE COLONY
Your rocket has landed on the Moon. You can now build the first lunar colony. You must construct buildings organized
in rows and columns, as well as greenhouses for the plants, and water tanks. From the landing site, you also have to
connect a network of parabolic antennas in order to observe deep space. We count on you to maximize your colony to
ensure its future development.
---
17
the greenhouses of a quarter from top to bottom. Each
greenhouse will earn you 1 plant for the end of the game.
The fourth greenhouse, which is larger, will earn you
2
plants.
Robot action: In order to dispatch the scientists and the equipment, you must create a network
of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket
6.
With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered AND connected to your tunnel network, circle its antenna
7. If you connect the observatory on the top
right corner, immediately circle its 3 antennas.
Energy action: Using the energy, you can improve the greenhouses, the water tanks or the network
of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas
8. You must first cross off the box with the
lowest value, then the others from top to bottom.
Astronaut action: The Astronaut action allows you
to modify the value of the number of the chosen
combination, before you write it down (-2, -1, 0, +1, +2). Moreover cross off 1 Astronaut symbol in the scoring area of your sheete
9.
Planning action: The Planning action allows you to fill in a space with an X in addition to the number of
your combination. Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet
10. The Planning
action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.
GAME TURNGAME TURN
In this Adventure, each building is a space to be numbered. Each row and each column of buildings forms a zone that you must number in ascending order. Each horizontal row of buildings must be numbered in ascending order from left to right. Each vertical column of buildings must be numbered in ascending order from bottom to top. When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column
1.
The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered
2. Moreover the two buildings marked with
an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.
The quarters: The colony buildings are divided up into
four quarters. The first players to write a number in all
the buildings of one quarter, in the same turn, circle the
highest bonus of 15 points
3. The other players must
then cross off this bonus, and will only be able to get the lowest bonus of 5 points.
3 - WRITE DOWN A NUMBER (COMPULSORY)
4 - USE THE ACTION (OPTIONAL)
W
ater action: If you write down the number of your
combination in a building with a water tank, then
with the Water action, you can circle that water tank
4.
Plant action: You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse
in the same quarter where you have just written down the number of your combination
5. You must circle
Reminder: check the Water action note on page 5.
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18
END OF THE GAMEEND OF THE GAME
ASTRA SOLO MODEASTRA SOLO MODE
THE MISSIONSTHE MISSIONS
At the end of the game, in addition to points earned for
accomplished missions and penalty points lost for System
Errors, tally up your points in each scoring area as follows:
Plants, Water tanks and parabolic antennas:
Tally the Plant symbols in your circled
greenhouses, the circled Water tanks and the
circled antennas. Write down these numbers in
their corresponding scoring areas. For each of
these three fields, multiply that number with
the lowest visible value in the corresponding
scoring area.
Complete quarters:
Write down and add up the bonuses that you
have earned for your completed quarters.
Astronauts:
The players who have crossed off the most astronauts
earn 20 points, the second ones 10 points, and the third
ones 5 points. You do not earn any points if you have not
crossed off any astronaut.
Planning:
Subtract the lowest value still visible in the Planning
scoring area.
At the end of the game, if your number of crossed off
astronauts is higher than or equal to the number of
Astronaut cards given to ASTRA, then you are in the lead
and you earn 20 points. Otherwise, you are second and you
earn only 10 points. You do not earn any points if you have
not crossed off at least one astronaut. ASTRA does not
receive any additional points for that.
SOLO BONUS: Whenever you get the highest bonus of
15
points by numbering all the buildings of a quarter, circle
2 Solo bonuses on the ASTRA Adventure card.
ASTRA EFFECT: As soon as you draw an ASTRA Effect card,
either A or B, choose a quarter with the highest 15 points
bonus still available on your sheet, and immediately cross it
off. From now on, you will only be able to earn the 5 points
bonus by numbering this quarter. The ASTRA Effect C card
does not trigger the ASTRA Effect, but when you draw it
on the 2nd draw, you must nevertheless flip the mission C
card.
8
24
1212 66 x 3x 3
76
99 44
78 x 10x 10
88 44
80
1212 55 x 3x 3
77 x 2x 2
99 44
79 x 2x 2
99 55
81
Number all the buildings in 3 vertical columns.
Circle all the parabolic antennas in 2 quarters.
Number all the buildings in 3 horizontal rows.
Circle enough greenhouses in order to have
10 plants.
Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.
Circle all the water tanks in 2 quarters.
---
19
32
4 7
5 1012
13
14
12
X
11
1 2
4
5
6
12
10
11
3
6
7
8
9ADVENTURE #4: THE MINE
The colony is fully operational. It is now time to mine the underground resources of the Moon. We have discovered
some precious minerals, as well as water and lunar plants. You must dig galleries in the lunar underground in order to
extract these resources that will be processed on the surface in the factories of the colony. We count on you to take
advantage of this wealth, because the colony needs to grow.
---
20
Example: You have crossed off the energy and the
3 robots of the plant factory. At the end of the game,
each crossed off plant in that factory will earn you 4
points instead of 2.
Water and Plant action: Both actions work in
the same way. With the corresponding action,
you can circle 1 water or 1 plant, immediately above or below the excavation where you have written down the number of your combination
4.
Astronaut action: The Astronaut action allows you to modify the value of the number of the chosen
combination, before you write it down (-2, -1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol in the astronaut control center
5.
Planning action: The Planning action allows you to fill in a space with an X in addition to the number of your
combination. Moreover, cross off 1 Planning symbol in the planning control center
6.
Energy and Robot action: Both actions work in the same way. Using an Energy or Robot
action, you can cross off an Energy or Robot symbol in any factory
7.
Upgrading a main factory: As soon as you have crossed
off all the energies and robots of a main factory, cross off the scoring box located at the top of the factory. At the end of the game, the scoring box at the bottom of the factory will be the one taken into account
8.
GAME TURNGAME TURN
The mine at the bottom of your sheet has 3 underground levels. Each horizontal level is an independent zone. It is made up of cavities: spaces that you must number in ascending order from left to right
1.
In the mine, there are 2 types of minerals that we commonly call “pearls” and “rubies”. When you write down a number in a space with a mineral, immediately circle it
2.
Using the Water and Plant actions (see further), you can also circle plants and waters in the mine.
Extract the resources: By numbering the spaces, you
will trigger the circled ressources, which will allow you to
supply your factories. The extraction of the resources is
carried out during phase 5 (see further).
The 6 main factories: The
4 main factories on the
left are processing the
resources coming from
the mine. To fill these
factories, you must circle
the resources from top to
bottom.
In each of these 4 factories, there is a resource linked to a
filling bonus. The first players to circle the resource linked
to a filling bonus, during the same turn, circle the bonus.
The other players must immediately cross it off on their
sheet and they will not be able to get it
3.
The 2 main factories on the right side are control centers for the astronauts and the planning (see Astronaut and Planning actions).
The main factories earn you points at the
end of the game. You can upgrade their efficiency using
the Energy and Robot actions (see further).
3 - WRITE DOWN A NUMBER (COMPULSORY)
4 - USE THE ACTION (OPTIONAL)
The 5 secondary factories: They are located above the
main factories. You can activate them during the game to get instant bonuses (see Energy and Robot action).
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21
At the end of the game, in addition to points earned for
accomplished missions and penalty points lost for System
Errors, tally up your points in each scoring area as follows:
Main resource factories: In each main
resource factory, write down the total
number of circled resources. Multiply
that number by the active value of the
factory, the one on top of the factory if
you have not upgraded it or the one at
the bottom if you have upgraded it. Add
the filling bonus if you have obtained it.
Main Astronaut factory: Multiply the
total number of crossed off astronauts
by the active value of the factory. The
astronauts do not usually earn points,
but if you have upgraded the factory, then each crossed
off astronaut earns you 3 points.
END OF THE GAMEEND OF THE GAME
ASTRA SOLO MODEASTRA SOLO MODE
THE MISSIONSTHE MISSIONS
SOLO BONUS: Whenever you earn a filling bonus of a main factory, circle 2 Solo bonus on the ASTRA Adventure card.
ASTRA EFFECT: As soon as you draw an ASTRA Effect,
either A or B, choose a filling bonus of a main factory still
available on your sheet and immediately cross it off. From
now on, this bonus is no longer available for you. The ASTRA
Effect C card does not trigger the ASTRA Effect, but when
you draw it on the 2nd draw, you must nevertheless flip
the mission C card.
8
44
9 4
88 44 x 5x 5
82
1111 66 x 5x 5
84 x 8x 8
88 33
86
99 44 4
83
1010 44 x 6x 6
85
1010 44 x 5x 5
87
If you have numbered the 3 spaces of a column, then you must extract the resources of this column. Cross off the circled resources in this column
10. Then for each of
these resources, circle a resource in the appropriate main factory
11. Then circle the extraction pump just above
the column 12.
Main Planning factory: Multiply the total number of
crossed off planning by the active value of the factory. Each crossed off planning usually makes you lose 3
points, but if you have upgraded the factory, then you
will not lose any point.
5 - INCIDENTS: EXTRACTING THE RESOURCES
Activate a secondary factory: As soon as you have
crossed off all the energies and all the robots of a secondary factory, you activate bonuses that you must immediately use. In order to use them, cross off the bonuses, then circle or cross off the corresponding symbols in the factories
9. The 4 secondary factories
on the left give you extra resources to circle in the main factories. The secondary factory on the right gives you 3 robots that you can cross off in one or several factories, either main or secondary.
In the mine, complete 5 extraction columns.
In the mine, complete 4 adjacent extraction
columns.
Activate the 5 secondary factories located on the
top of your sheet.
Upgrade or activate a total of 6 factories, either
main or secondary.
Circle 8 plants in the mine, whether they are
extracted or not.
Circle 5 waters in the mine, whether they are
extracted or not.
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22
8
7
8
3
11
7
9
5
9
X
15
10
5
1
2
2
4
7
8
6
3 3ADVENTURE #5: THE DOME
Thanks to your efforts, the colony is growing strong. You must now build the capital city of the Moon, with skyscrapers
whose foundations plunge deeply under the lunar surface and a research tower fully dedicated to the lunar plants and
water supply, all under a huge dome protecting everyone from the cosmic radiation. We count on you to build a city
that will be a beacon of light for the whole universe.
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23
GAME TURNGAME TURN
Each skyscraper is an independent zone made up of
different levels: spaces that you must number in ascending
order from bottom to top.
The first number that you write down in each skyscraper
has to be placed in one of the 2 starting levels: the first
level above the lunar surface or the first level below the
surface. Afterwards you have to place a number in a level
adjacent to an already numbered space, directly above or
below it
1.
The first players to reach the highest or lowest level of a skyscraper can circle the highest bonus of this level. The other players must immediately cross off this highest bonus on their sheet and can now only earn the lowest bonus for this level
2.
3 - WRITE DOWN A NUMBER (COMPULSORY)
4 - USE THE ACTION (OPTIONAL)
W
ater and Plant action: Both actions work
in the same way. Some skyscraper levels
are connected to the same levels of the Water & Plant research
tower. With a Water or Plant action you can
circle a Water or Plant symbol in the level of the tower connected to the skyscraper level where you have just written the number of your combination
3.
Astronaut action: The Astronaut action allows you
to modify the value of the number of the chosen
combination, before you write it down (-2, -1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol in the scoring area at the bottom of your sheet
4.
Robot action: This action allows you to build a section of the dome. To do that, draw one section
of the dome according to the following rules.
You can build only one of the 2 sections at the surface
level or one section adjacent to an already built section
5.
Moreover, each section has a requirement. A section
with 1 circle at each end is an odd section type.
A section with 2 circles at each end is an even
section type. If the number of your combination that you have just written down is even, you can only build an even section type. Likewise, with an odd number, you can only build an odd section type.
Example: with an “8 / Robot” combination, you can build the even section type that is located at the base of the dome on the right side
6, or the first half of the even
section on the left side, that has been cut up in half because of a Planning action
7.
Planning action: The Planning action speeds up the
construction of the skyscrapers, but slows down
the construction of the dome. The Planning action allows you to fill in a level with an X in addition to the number of your combination: either one of the two starting levels of a skyscraper, or a level adjacent to an already numbered level.
In addition to that, with a line, you must cut in half one
unbuilt section of the dome of your choice
7. This way,
you end up with 2 sections to build instead of one. Both new sections keep the odd/even type of the original section. One section can only be cut up in half once. If there is no more unbuilt section to cut up in half, then you can use the Planning action without having to be subjected to this penalty.
Energy action: With this action you can upgrade one
of these 4 fields: the result of your accomplished
missions, the plant & water research tower, the efficiency of your astronauts, and of your dome.
For that purpose, cross off one scoring box in your scoring
area of your choice at the bottom of your sheet. You must
cross off the boxes from top to bottom. The field of the
plant & water tower has a triple scoring area. With one
Energy action you can cross off 3 boxes at the same level.
For example the 3 “2/5/9” boxes
8. The missions and the
astronauts follow the same logic with a double scoring area: cross off 2 boxes at the same level.
---
24
END OF THE GAMEEND OF THE GAME
ASTRA SOLO MODEASTRA SOLO MODE
THE MISSIONSTHE MISSIONS
At the end of the game, in addition to penalty points lost
for System Errors, tally up your points in each scoring area
as follows:
Missions: For each accomplished mission, depending on
whether you have circled the or symbol, write
down the lowest visible value of the corresponding scoring area.
Plants and Waters: In the plant & water
research tower, you will have levels with 1, 2 or 3 circled symbols (Plant or Water). In the 1st scoring column, write down the number of levels with only one circled symbol. In the 2nd scoring column, write down the number of levels with two circled symbols. In the 3rd scoring column, write down the number of levels with three circled symbols. In each column, multiply the number of levels you just wrote with the lowest visible value.
Skyscrapers: Write down and add up the bonuses earned
with the highest and lowest levels of the skyscrapers.
Astronauts: Those who have crossed off the most
astronauts earn the lowest visible value in the 1st scoring column, the others earn the lowest value of the 2nd scoring column. You do not earn or lose any points if you have not crossed off at least one Astronaut.
Dome: You lose points if your dome is not finished. Write
down the number of unbuilt sections of the dome and multiply this number with the highest visible value. Subtract those points to your score.
At the end of the game, if the number of your crossed off astronauts is higher than or equal to the number of astronaut cards given to ASTRA, then you are in the lead. Otherwise you are second and you earn the corresponding points. You do not earn any points if you have not crossed off at least one Astronaut. ASTRA does not earn any additional points for that.
SOLO BONUS: Whenever you get the highest bonus at the
top or at the bottom of a skyscraper, circle one Solo bonus
on the ASTRA Adventure card.
ASTRA EFFECT: As soon as you draw an ASTRA Effect card,
either A, B or C, choose one highest bonus on top or at the
bottom of a skyscraper that is still available on your sheet
and immediately cross it off. From now on, you will only be
able to earn the lowest bonus there.
In this Adventure, the missions earn you points that you
can upgrade with the Energy action. The first players
to accomplish a mission circle the
symbol on the
corresponding scoring space, either A, B or C. The other players can then only circle the
symbol.
6 - ACCOMPLISH A MISSION (OPTIONAL)
2
4
1
10
5
30
88 x 3x 3
2+2+
90
92 x 2x 2
89 x 2x 2
33
91 x 4x 4
X
93
Number all the levels of one skyscraper.
In the plant & water tower, circle all 3 symbols (the
2 plants + the water) in 2 levels.
Number the last level at the top of 2 skyscrapers.
Build all sections of the dome.
In the plant & water tower, circle at least
2 symbols (2 plants or 1 plant + 1 water) in 3 levels.
Write down an X in 4 levels with Planning actions.
---
25
5 14
4
X
X
8
8
7
9
9
8
11
10
4
10
12
12
14
3
4
5
6
8
9 10
11
7
1
20
2
14 15
16
16
18
17
19
12
13ADVENTURE #6: THE VIRUS
We do not really know how it happened... Maybe it was the water... Or the experiments grafting the earthly plants
grown in microgravity with the lunar extraterrestrial plants... Whatever it was, several viruses have appeared. You
are in charge of a housing unit. Quarantine the quarters if necessary to slow down the epidemic and evacuate as many
people as possible. We count on you to carry on the scientific experiments despite all that. Even though it might be a
risk for the population...
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26
does not divide the zone and you must still number the
whole floor in ascending order.
Plante and Water action:
Plant: Circle a plant in the quarter where you have
written down the number of your number/plant
combination 6. Then cross off a Plant symbol in the
scoring area 7.
Water: Circle the water tank if you have written
down the number of your number/water combination
in a housing space with a water tank 8. Then cross off a
Water symbol in the scoring area 9.
In the scoring area, you must cross off the Plant and
Water symbols from left to right, and from top to bottom
starting from the top line.
Whenever you cross off the last symbol of a line of the
scoring area, cross off the scoring box at the end of this
line, as well as the Robot or Energy symbol that you must
immediately use
10. With the Robot, close a walkway. With
the Energy, circle one energy in any quarter of your choice, except in a complete quarter, in other words, a quarter with all its housing spaces numbered or crossed off.
Whenever you cross off a symbol (Plant or Water) with
a virus activation symbol (
or ) 11, everyone must
immediately activate it on their sheet by circling the corresponding virus target
12. Everyone must also cross
off the same activation symbol on their sheet, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for every player during phase 5 (see further: 5
- Incidents: Propagation of the Active Viruses).
Whenever you circle a symbol (Plant or Water) with a Propagation symbol
, everyone must cross off this
symbol on their sheet, because it can only be activated once
13. A propagation of all active viruses must be
triggered only for your opponents during phase 5 (see further: 5
- Incidents: Propagation of the Active Viruses).
If several players activate the same Propagation symbol during the same turn, then this propagation does not impact those who have activated it, and impacts the other players only once.
Energy action: Circle one energy in the quarter
where you have written down the number of your
combination. Note that at the start of the game, there is already one circled energy in each quarter
4.
Action Robot : With this action, you can quarantine
quarters to slow down the propagation of the
viruses. Close one walkway of your choice, wherever on your sheet, with a line that will close the walkway
5. This
way, the quarters that were connected with this walkway are no longer connected. This will prevent the propagation of the viruses from one quarter to another. Closing a walkway that connects two quarters of the same floor
SET UPSET UP
GAME TURNGAME TURN
You are in charge of a housing unit composed of 5 floors. Each floor is an independent zone with housing spaces that you must number in ascending order from left to right. Each floor is divided in 2 or 3 quarters of 5 housing spaces and these quarters are connected to one another by walkways. Some housing spaces will be infected/crossed off during the game, they will not matter for the ascending order of your numbers.
System Error: When you cross off the 2nd and 3rd System
Error box, you trigger a propagation
of all active
viruses, only on your sheet, during Phase 5 (see further:
5 - Incidents: Propagation of the Active Viruses) 3.
3 - WRITE DOWN A NUMBER (COMPULSORY)
4 - USE THE ACTION (OPTIONAL)
Before starting the game, select a quarter with an empty virus target
. Draw a virus in this target and circle it to
signal that this virus is active 1. Each player can choose a
different quarter for that virus. This is the “grey virus” and it immediately spreads. A housing space of that quarter is infected: cross off one housing space of your choice in that quarter
2.
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27
Astronaut action: The Astronaut action allows you
to modify the value of the number of the chosen
combination, before you write it down (-2, -1, 0, +1, +2).
Moreover, cross off 1 Astronaut symbol at the top of your
sheet. Whenever you have 2 crossed off astronauts, circle
a Wild Action symbol
14.
Planning action: The Planning action allows you to fill in a housing space with an X in addition to the number
of your combination. Moreover, cross off 1 Planning symbol at the top of your sheet. Whenever you have 2 crossed off planning, circle a Wild Action symbol
15. Note that you
cannot circle a Planning symbol without writing down an X in a housing space.
Wild action: You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use
any of the 6 possible actions instead of the one from your number/action combination.
Whenever a mission is accomplished for the first time in the game, each player must activate the virus (red, purple or yellow) shown on the mission, by circling on their sheet the corresponding virus targets
19. Each player must also
cross off the activation symbol of this virus in the scoring mission area, because each virus can only be activated once
20. Whenever a virus is activated, a propagation of
all active viruses must be triggered for everyone. For that purpose, carry out the previous phase 5 again.
6 - ACCOMPLISH A MISSION (OPTIONAL)
5 - INCIDENTS: PROPAGATION OF THE ACTIVE VIRUSES
AND EVACUATION OF THE QUARTERS
Number and type of Propagation: First of all, you must
determine the number and type of propagation of the active viruses that you must trigger.
The infections
: For each virus that
has been activated during the turn, every player must
trigger a propagation of all active viruses. Therefore if 2
viruses have been activated during this turn, you must
trigger a 1st propagation for all active viruses, then
carry on with a 2nd propagation.
Water & Plant Propagation
: If a Propagation symbol
has been triggered with a Plant or Water action, a propagation is triggered for all the players but those who have triggered it.
System Error Propagation
: If you have crossed off
the 2nd or 3rd System Error box, you must trigger a propagation only on your sheet.
Trigger one propagation: On your sheet, each active virus
spreads, one by one, in the following order: from left to right, starting with the top floor, then going down floor by floor. A virus spreads by infecting a housing space in its original quarter. Cross off one empty housing space of your choice in this quarter. If the quarter is complete, with all its housing spaces numbered or crossed off, then the virus spreads to all the neighboring quarters directly connected to that quarter by a walkway. You must then cross off one housing space of your choice in each of these quarters. However the virus does not spread in a neighboring quarter if the walkway is closed. Likewise, the virus does not spread into a complete neighboring quarter and does not spread further on
16.
Evacuation of the complete quarters: A quarter is
complete when all its housing spaces are numbered or infected/crossed off. Then you must immediately score the points of this quarter. For that, multiply the number of numbered housing spaces by the number of circled energies in this quarter
17.
Write down this score in the corresponding space in the scoring area at the bottom of your sheet
18. You do not
earn any points with the infected/crossed off housing spaces. Finally, circle this evacuated quarter. A quarter can only be evacuated and scored once.
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28
END OF THE GAMEEND OF THE GAME
MODE SOLO ASTRAMODE SOLO ASTRA
THE MISSIONSTHE MISSIONS
The 3 end game conditions from the standard rules apply.
Note that the game will end if all your housing spaces
are filled with a number or an X or crossed off due to an
infection.
At the end of the game, in addition to points earned for
accomplished missions and penalty points lost for System
Errors, tally up your points in each scoring area as follows:
Plants and water:
Score the points of the lowest visible scoring box.
Evacuated quarters:
Evacuate all the remaining incomplete quarters and
score their points on your sheet (multiply the number
of numbered housing spaces by the number of circled
energies). Then add up the points of all your quarters.
Infected housing spaces:
You lose 1 point for each infected/crossed off housing
space.
SOLO BONUS: Whenever you activate a virus yourself
(with a mission or a Plant/Water action), or you trigger
a Propagation symbol (with a Plant/Water action), circle
1
Solo bonus on the ASTRA Adventure card.
ASTRA EFFECT: The ASTRA Effect is different on the 1st and the 2nd draw of the ASTRA Effect cards.
1 On the 1st draw: Whenever you draw an ASTRA Effect
card, either A, B or C, ASTRA immediately activates the green or blue virus, or triggers a propagation. In the scoring area, choose a virus activation symbol still available between green and blue, cross it off and activate the corresponding virus. If both green and blue viruses are already activated, select instead a Propagation symbol still available and cross it off. You must immediately (and not on phase 5) trigger a propagation of all active viruses.
2 On the 2nd draw: Whenever you draw an ASTRA Effect
card, either A, B or C, immediately activate the virus shown on the corresponding Mission card, either A, B or C, and immediately (and not on phase 5) trigger a propagation of all active viruses. Then flip over the Mission card on its accomplished mission side.
88 33 x 2x 2
94
1111 44 x 3x 3
96
1010 44 x 2x 2
98
88 33
95
1212 55
97
1010 44 x 2x 2
99
Evacuate 2 quarters. These quarters can be
partially or even totally infected.
Evacuate all the quarters of one floor. These
quarters can be partially or even totally infected.
Circle all the plants and all the water tanks on
2
floors.
Quarantine 3 quarters by closing all the walkways giving access to them. Each quarter must be independently quarantined from one another.
Quarantine the quarter with the green virus and
the quarter with the blue virus, by closing all the
walkways giving access to them.
Circle all the energies on 2 floors.
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29
73X 11
1386
5
1 1
2
4
5
6 7
3
8
9ADVENTURE #7: THE ESCAPE
The evacuation was carried out successfully. Luckily we had planned to leave anyway. But we must rush this exit and
the new starships are not ready yet. Moreover, due to the emergency, they have been stacked horizontally above the
domes, making most of them inaccessible. You must fix this. We count on you to help us escape this cursed Moon,
through a vortex in the space-time continuum, and go on to conquer the universe.
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30
That way you will access new modules, greenhouses and
starships so that you can number them. Do not forget
that each starship is a zone that must be numbered in
ascending order. The airlocks, activated or not, do not
change the numbering constraint of these zones.
Water action: If you have written down the number
of your combination in a space with a water tank,
then you can circle that water tank
5.
Plant action: You can circle a plant in a greenhouse in the same starship in which you just have written
down the number of your combination
6. At the beginning
of the game, some plants are already circled. You can circle a plant in a greenhouse even though it is not yet connected with an airlock.
Energy action: Fire the reactors. With this action, you can circle a reactor at the end of the same
starship in which you just have written down the number of your combination
7. At the beginning of the game,
some reactors are already circled.
Planning action: The Planning action allows you to
fill in an accessible space with an X, in addition to
the number of your combination. Moreover, you must immediately cross off the box with the lowest value available in the Planning scoring area, at the bottom of your sheet
8.
Astronaut action: The Astronaut action allows you to modify the value of the number of the chosen
combination, before you write it down, (-2, -1, 0, +1, or +2 ). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronaut symbols, circle a Wild Action symbol
9.
Wild action: You can use a circled Wild Action symbol
whenever you want. To use it, cross it off, then use
any of the 6 possible actions instead of the one from your number/action combination.
Robot action: With this action, you can activate
an airlock. For that purpose, draw a line on an
airlock between two modules or between a module and a greenhouse
4. You can activate an airlock only if it is
connected to a module or a greenhouse already connected.
GAME TURNGAME TURN
The starships are stacked horizontally, and each starship is an independent zone that must be numbered in ascending order from left to right. Each starship has 2 or 3 modules with several spaces each, as well as one greenhouse for the plants.
The modules, the greenhouses and the starships are
connected to each other by airlocks
. The problem is
that these airlocks are not activated. You can only number a module or a greenhouse after having activated an airlock that gives access to it.
At the beginning of the game, you can only access the two
modules of the lowest starship
1. You can write down
numbers only in the spaces of these two modules.
The Robot bonus: When you write down a number in a
space with a Robot symbol 2, you get a Robot bonus that
you must immediately use by activating an airlock (see
further: Robot action). This Robot bonus does not replace
the action of your combination.
The greenhouses x2 bonus: The first players to write
down a number in a greenhouse can circle the x2 bonus of
this greenhouse
3. The other players must immediately
cross off the x2 bonus of this greenhouse on their sheet and will not be able to get it.
System Error: If you have to cross off a System Error box,
the two first give you a compensation and allow you to
immediately activate an airlock (see further: Robot action).
3 - WRITE DOWN A NUMBER (COMPULSORY)
4 - USE THE ACTION (OPTIONAL)
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31
END OF THE GAMEEND OF THE GAME
ASTRA SOLO MODEASTRA SOLO MODE
THE MISSIONSTHE MISSIONS
135 6 8 11
12
4 x 2 4+
=
SOLO
BONUS: Whenever you get a x2 bonus, circle 1 Solo
bonus on the ASTRA Adventure card.
ASTRA EFFECT: As soon as you draw an ASTRA Effect
card, either A, B or C, choose a greenhouse X2 bonus still
available on your sheet, and immediately cross it off. From
now on, this bonus is no longer available for you.
1010 55 x 3x 3
100
99 44 x 7x 7
102
1010 55 x 3x 3
104
77 33
101
1010 55 x 3x 3
103
1010 55 x 3x 3
105
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:
The greenhouses:
Write down the score of each numbered greenhouse in the corresponding starship scoring space. A greenhouse earns you 2
points with 1 circled plant, 4 points with
2 circled plants, 7 points with 3 circled
plants. If you have circled its x2 bonus, the value of the greenhouse is doubled. You do not earn any points for a greenhouse without a number or without any circled plant.
The modules:
For each starship, write down the cumulative value of the modules that form it. For each starship, a fully numbered module earns you 2 points with 1 circled reactor, 4 points with 2 circled reactors, 7 points with 3 circled reactors. If you have circled its water tank, the value of the module is doubled. You do not earn any points for a module that is not fully numbered.
Plannings:
Subtract the lowest visible value in the planning scoring area.
Number 3 greenhouses with their 3 circled plants.
Number 7 modules completely.
Circle all reactors of 3 starships.
Number the greenhouse of the highest starship
with its 3 circled plants.
Number 3 starships completely.
Circle all water tanks of 3 starships.
6
8
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32
1
1
2
4
5
6
7
8
9 10
3ADVENTURE #8: THE BATTLE
Only two systems with inhabitable planets have been found: the twin systems of Neo Solaris 1 and 2. Therefore their
colonisation has begun, but the resources on those planets are too scarce for the entire population. The battle is
unavoidable... We count on you to occupy the ground and take control of as many planets and resources as possible.
The competition with your nearest opponents will be fierce...
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33
Plant and Water action: On the planet on
which you have just drawn your insignia, cross
off an available Plant symbol with the Plant action or an
available Water action with the Water action
4. Then
cross off the scoring box of the lowest visible value in the corresponding scoring area
5. If there is no available
symbol corresponding to your action on the planet, then you cannot use the action.
Robot action: With this action, you can mine an asteroid field. For that purpose, draw your insignia
on the first available asteroid. If there are one or several Bonus symbols on this asteroid, you must cross them off and immediately use them (see further: Bonus symbols). You must draw your insignia on the asteroids starting from your side of the sheet and then progressing towards your opponent
6.
Energy action: You can improve the value of the planets that you control. There are 3 types of
planets: green, blue, and grey ones. In your scoring area, there is a column for each of the 3 types of planets. Cross off the scoring box with the lowest visible value in the column of your choice
7.
Action Planning : In addition to drawing your insignia
on a planet with the number of your combination,
with this action, you can draw your insignia on a moon of a planet of your choice
8. Then you must cross off the
GAME TURNGAME TURN
SET UPSET UP
4 - USE THE ACTION (OPTIONAL)
In this Adventure, you play on 2 sheets that you share with your 2 neighbors. Place an Adventure #8 sheet between you and the opponent on your left. This sheet must be oriented with the asteroids towards the center of the table. The A, B and C mission scoring boxes must be on your left side. If you are 2 players, it will be easier to set both sheets next to one another in the middle of the table.
Choose an insignia (circle, cross, triangle...) different from
your 2 neighboring opponents. Write down this insignia on
the starship near your scoring area on both of the sheets
you share
1.
Appoint a Captain who will place the Captain card in front of their left sheet. They will be in charge of moving the card in front of their other sheet at the end of each turn in order to clearly show which sheet to play on.
During the game, you will alternate playing on 2 sheets.
On the first turn, each player plays on their left sheet.
On the next turn, each player plays on their right sheet,
and so on. Thus no player ever plays on the same sheet at
the same time. To emphasize this, at the end of each turn,
the Captain moves their Captain card in front of their new
active sheet.
3 - WRITE DOWN A NUMBER OR RATHER DRAW AN
INSIGNIA
(COMPULSORY)
In this Adventure, you will not write down numbers. Use the number of the combination you picked to draw your insignia on a planet allowing this number. For example: with a number 7, you can draw your insignia in a space of the blue 5-6-7 planet or the grey 7-8-9 planet. You must draw your insignia in the first available space of the planet starting with the space with a red outline
2.
If the space in which you draw your insignia has a Bonus symbol, you can immediately use it in addition to the action of your combination (see further: Bonus symbols).
Control a planet: As soon as an insignia is drawn in the last
space of a planet, the control of this planet is awarded to the player who has the most insignia on this planet. You must also take into account the insignia that have been drawn on the moon of the planet, using the Planning action (see further: Planning action). Then draw on the flag the insignia of the player who controls the planet
3. In case
of a tie, the control of the planet is shared and you must draw your insignia as well as the insignia of your opponent. Circle the planet so you can better see which planets are complete.
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34
ASTRA SOLO MODEASTRA SOLO MODE
SET UP
scoring box of the lowest visible value in your Planning
scoring area 9. Note that there are only 2 available spots
on each moon and that both can be occupied by the same player. You cannot draw your insignia on a moon of a planet that is already complete, and whose control has been awarded.
Astronaut action: The Astronaut action allows you
to modify the value of the number of the chosen
combination, before you draw your insignia (-2, -1, 0, +1, +2). Moreover, circle 1 Astronaut symbol in your scoring area
10. On a next turn on the same sheet, in addition to
the action of your combination you can use this circled astronaut symbol as a bonus to modify the value of the number of your combination. When this Astronaut symbol is used, cross it off. The use of this Astronaut symbol allows you to modify the number, but not circle a new Astronaut symbol.
Bonus symbols: With a Water or Plant symbol, simply
cross off the lowest scoring box in your corresponding
scoring area. With a Robot symbol, draw your insignia on
an asteroid and immediately use the Bonus symbols of this
asteroid. With an Energy symbol, cross off a scoring box
to improve the value of a type of planet. With a Planning
symbol, draw your insignia on a moon but without crossing
off a scoring box in your scoring area.
END OF THE GAMEEND OF THE GAME
THE MISSIONSTHE MISSIONS
The game ends at the end of the turn, if you have accomplished the 3 missions, or if you have crossed off the 2 System Error boxes on one of your sheets, or if all the spaces of the planets are filled in on one of your sheets.
You must tally up the scores of both sheets to get your
final score. in addition to points earned for accomplished
missions and penalty points lost for System Errors, tally up
your points in each scoring area as follows:
Plants and water: Score the points of the lowest visible
scoring box.
Planets: Award the control of the remaining incomplete
planets. Then write down the number of planets of each
type that you control and multiply these numbers by
the corresponding lowest visible value.
Plannings: Subtract the lowest visible value.
1212 55
106
99 55
108
1010 44
110
99 44
107
1111 66
109
1010 66
111
Control 4 planets on the same sheet.
Control 1 planet of each type on the same sheet.
Using the robots, draw your insignia on 7 asteroids
on the same sheet.
Cross off 6 scoring boxes for the plants and
4 scoring boxes for the water on the same sheet.
Improve the value twice for each type of planet on the same sheet.
Using the Planning actions, draw your insignia on
4
different moons on the same sheet.
Take 2 Adventure #8 sheets and place them in front of
you, one next to the other. Draw the ASTRA insignia on
the starships on the opposite side of both sheets (ASTRA
prefers the triangle).
Each turn, ASTRA plays first on the active sheet of the
turn. Then you play on the same sheet. At the end of the
turn, you must move on to the other sheet. To know at any
time what the current sheet is, place the Captain card in
front of the left sheet. Then at the end of the turn, move
it in front of the other sheet.
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35
GAME TURN
Control a planet: As soon as all spaces of a planet are filled,
if ASTRA has the majority, draw the ASTRA insignia on the
flag. If you are tied for a planet, only draw your insignia.
Action: If possible, perform for ASTRA the action of the
card on the same planet in which you have just drawn the
ASTRA insignia:
Plant or Water action: cross off a corresponding symbol
still available on the planet.
Planning action: draw the ASTRA insignia in a space still
available on the moon.
Robot action: draw the ASTRA insignia on an asteroid
starting on the opposite side of the sheet. ASTRA does not benefit from the Bonus symbols of the asteroids.
Astronaut action: Instead of an Astronaut action,
perform a Planning action for ASTRA.
Energy action: Instead of an Energy action, perform a
Robot action for ASTRA.
Your turn: Draw 2 additional starship cards. With the first
card used for ASTRA, you now have a total of 3 cards that you can use to play normally and on the same sheet. The card used for ASTRA’s turn is available for you to use, since you do not have to give it to ASTRA. As usual, you simply give ASTRA the card that you did not use. This card is the only way for ASTRA to earn points at the end of the game. The actions that ASTRA plays on its turn are only there to hinder you.
End of the turn: Move the Captain card in front of the
other sheet, which becomes the new active sheet for the
next turn.
End of the game: It is possible that ASTRA might draw its
insignia on the last available space of one of the two sheets,
and therefore trigger the end of the game, before you can
play. In this case, you must cross off a System Error box
and still give ASTRA a card. Then, the game is over.
SOLO BONUS: Whenever you draw your insignia on the flags
of 2 planets, circle 1 Solo bonus on the ASTRA Adventure
card.
ASTRA EFFECT: As soon as you draw an ASTRA Effect card,
either A, B or C, immediately perform 2 Planning actions
for ASTRA. On the active sheet of the current turn, draw
2
ASTRA insignia on a moon. You must choose a moon
whose planet is still available, and as a priority the moon of the planet with the most of your insignia (planet + moon). If several planets are tied, you can choose whichever. If the moon is already occupied by an insignia, add an ASTRA insignia next to it, then draw the 2nd insignia on the moon of the next planet in the priority order.
ASTRA’s turn: At the beginning of each turn, instead of drawing 3 starship cards at once, start by drawing 1
starship card. ASTRA uses the number and action of this
card to play its turn.
Number: Choose a planet corresponding to the number
of the card and draw the ASTRA insignia there. If the
corresponding planets are not available anymore, draw
the ASTRA insignia on the next planet in ascending order.
Consider that after the planet 13-14-15 comes the planet
1-2-3. When you draw the ASTRA insignia on a space with a
Bonus symbol, ASTRA does not benefit from it.
Example: You draw a 11 card, but both planets 11 are
not available anymore. The next planet is the planet 13-
14-15 that is not available as well. Then you draw the
ASTRA insignia on the planet 1-2-3.
Example: 4 planets are available: a planet A with 4 of
your insignias, a planet B with 3 of your insignias, a
planet C and a planet D, each with 2 of your insignias. On
the moon of planet A, there is already an insignia, then
you draw an ASTRA insignia next to it. On the moon of
planet B, there isn’t any available space. Then, you can
choose to draw the 2nd ASTRA insignia on the moon of
planet C or planet D, which are tied.
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36
CREDITS
Game Designers: Benoit TURPIN & Alexis ALLARD
Artist & Graphic Designer: Anne HEIDSIECK
Developer: BLUE COCKER
English Translators: Benoit TURPIN & Natacha CHARLON
Rules Editor: Dominique BODIN
Proofreader: Sandra GRÈS
BLUE COCKER GAMES
Tél. : +33 5 34 28 05 01
49 avenue de Lauragais
31400 TOULOUSE - FRANCE
www.bluecocker.com
DUDE GAMES
1-888-616-3833
5425 Casgrain, suite 201
Montréal, Qc, Canada, H2T 1X6
www.distributiondude.com
© Blue Cocker Games 2021 A ll rights reserved under exclusive licence to Blue Cocker
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