Project Discovery RULES

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Transcript of Project Discovery RULES

  • Copyright Scott Mansfield

  • Mission Rules

    Dear Project Leader,You are tasked with exploring the Solar System to claim

    interesting discoveries. Space exploration is full of mystery, and Project Discovery has been given funding for 20 years to discover some of these mysteries. Because time is tight, you've been tasked with four destinations to explore, uncovering new science as you probe each site with your vehicle and its instruments.

    Before developing a costly vehicle without fully knowing what you'll need, we've developed two small, self-contained vehicles called The Explorer Missions. Send them out to explore first, ahead of your main vehicles, to help shed some light on your four destinations. This will better inform your instrument choices during vehicle construction.

    We've also launched an orbiting Space Observatory. Unfortunately, time on the instrument is tight with so many exploration needs, but we've been able to secure four time slots for your project. Use your telescope time wisely and it will further help your projects success.

    Good Luck,

    Scott MansfieldLead Project Designer

  • Turn Sequence & Victory Points

    Object, Components & Setup

    Actions

    Mission RulesTable of Contents

    Space Observatory

    Movement

    Missions

    Discoveries & Destinations

    Alarms

    Instrument Cards

    Icon Glossary

  • Victory Conditions

    Each successfully claimed Discovery by a Vehicle Mission has a Victory Point value attached, your job is to find 18 Victory Points OR successfully claim 6 Discoveries, whichever happens first within the Project's 20 year timeline. Project Discovery fails otherwise.

    Object

    The object of the game is to gather information on the 4 destinations drawn to the map by performing a Space observatory & Explorer Mission. And then sending Vehicle Missions with instruments to the destinations to claim Discoveries, acquiring victory points when successful.

    Mission RulesObject & Components

    Component List

    Map board 3 vehicle sheets 22 destination cards 20 instrument cards 2 explorer mission cards 18 discoveries 6 explorer mission pieces

    (3/mission) 9 vehicle mission pieces

    (3/mission)

    4 Space observatory tokens 20 modifier # chits Action marker 12 red cubes 20 black cubes 6 gray cubes 1 blue cube 6-sided die 10-sided die

  • Map Board Setup: gray cube on 0 year on the project clock track gray cube on 0 VP space gray cube on the 15 space of the funding track

    funding limit is 45, no additional funding 3 gray cubes are for marking Glory VP Discoveries blue cube on VP track to mark # of decommissioned cards place the Action Marker chit along the top of the VP

    track to mark which action youre on

    Draw 1 Destination Card face up to each destination space on the map, pay 5 funding to redraw 1 card if desired. These are the 4 active destinations for the game, no other map locations can be explored.

    Place 1 Discovery face down on top of each destination card.

    Place all 4 Space Observatory tokens on the Space Observatory space

    Put all the Red & Black Cubes in a cup

    Place all the Vehicle Pieces, Explorer Mission Pieces, Vehicle Sheets and Modifier # Chits to one side

    Mission RulesSetup

    Card & Map Board Setup

    Place the Discoveries & Destination Cards face down in a single pile next to the board

    Group the Instrument Cards and Explorer Mission Cards by color and place face up along the top edge of the board

  • Mission RulesTurn Sequence

    Turn Sequence

    Each turn is comprised of 2 action types, all actions can be taken in any order: Free actions

    used to build and launch missions Choice actions

    choice of 3 to perform various mission operations

    After all available actions have been performed, the turn ends and the project clock marker is moved forward 1 space.

    If the project marker lands on a funding year, increase the funding track by the bottom number.

    If it lands on the project review year, perform a project review.

    if # of VP is less than the # of decommissioned cards, reduce the funding track by the difference

    Roll Types

    There are 3 roll types in the game:1. Space Observation Roll uses a D102. Explorer Roll uses a D103. Discovery Roll uses a D6

    Discovery Roll Modifiers

    Max 1 modifier chit per modifier box typeAdd to the destination Orbital Roll Modifier

    use the Space Observatory, 1/2 successful roll (rounded down)

    Add to the destination Surface Roll Modifier use an Explorer Mission, 1/2 successful roll (rounded down) use a Orbital Probe (if not claiming an Orbital Discovery), 1/2 successful roll (rounded down)

  • Mission RulesVictory Points

    Glory VP Points

    Glory points are VP bonus points for matching 2 claimed glory Discoveries from any destination with matching star colors. Must find both to claim the glory

    If both have been successfully claimed place a gray cube on the corresponding glory VP spot on the map, adding the VP to the VP track

    See Discoveries Section for detailed information

    Victory Points

    Victory points are only claimed by instrument cards that perform a successful discovery roll at a destination.

    Some destinations have a VP bonus (or penalty), which is applied to each claimed discovery

    On a successful roll, you can choose to take the total VP earned as Victory Points recorded on the VP track, or Funding recorded on the funding track

  • Mission RulesDestinations

    Destinations

    Destinations are where you'll be sending your missions to 4 are randomly drawn in the beginning of each game, unless a redraw is paid for (at setup) by paying 5 funding, these are the only destinations you'll be exploring for the game

    Each destination is marked with: Name Discovery box to place the flipped Discovery and add any Roll Modifiers acquired throughout play there's a space for each discovery type and their corresponding roll modifiers

    Victory Point bonus (or penalty) applied to every Discovery successfully found.

    There can be an unlimited number of vehicles at a single destination

    If all Discoveries have been found, youre free to return the destination card to the deck to help organize the board

    location

    discoveriesare placed here by type, stack if 2 of the same type are drawn for site destination limit of 2

    roll modifier chits +base card bonuses

    Max 1 modifier chit per box

    -Europa has 1VP bonus, and +2 added to it's surface discovery roll if a rover is brought

    VP bonus or penaltyapplied to all claimed discovery VP

    Graphic of the destination, matches the map color of the destination

  • Mission RulesDiscoveries

    Discoveries

    Discoveries are drawn face down, and are flipped by a successful Space Observatory Roll, Explorer Mission Roll or Blind Vehicle Mission

    Each Discovery has a victory point value, which is added to the VP track or funding track if successfully found.

    All discoveries are found by rolling D6 the instrument roll number + roll modifiers with the required instrument at the destination

    There are 2 Discovery Types: Orbital & Surface Orbital Discoveries can only be found with orbital instruments

    Surface Discoveries can only be found with the surface instruments

    Some Discoveries have a specific card requirement: dust detector, rover, etc.

    these have been abbreviated (d. detector = dust detector) Open and 0 VP cards can use any card that matches the Discovery Type

    Only 2 Discoveries can be drawn onto a single destination 1 is drawn in the beginning of the game a 2nd can be drawn by an explorer mission on a successful roll at a destination

    orbital discovery

    surface discovery

    VP value

    required ins. or ins. type

    Glory Points

    Glory points are VP bonus points for matching 2 claimed glory Discoveries from any destination with matching star colors. Must find both to claim the glory

    If both have been successfully claimed place a gray cube on the corresponding glory VP spot on the map

    glory star

    (2 red stars is the oort cloud proof glory)

    orbital icon

    surface icon

  • Mission RulesFree Actions

    Free Actions

    1. Launch is used to put Explorer Missions and Vehicle Missions in space to perform their missions. Only 1 vehicle launch each turn is allowed. To launch:

    a. pay 1 funding, reduce funding track by 1b. place a same color vehicle piece on the:

    a. HEO map space b. movement track at its burn rating numberc. on the target destination (for organization)

    c. stop the vehicle piece in the red HEO space on the mapd. perform a systems check

    2. Look through instrument cards at any time to evaluate which you might need for future or current missions

    3. Purchase instrument cards onto a vehicle mission sheet in preparation for a launch

    a. pay the funding cost associated with each card placed on the vehicle mission sheet, reducing the funding track by the amount

    4. Purchase an explorer mission card and place on the map space marked Explorer Missions

    a. pay the funding cost for the card

    5. Pay 3 funding to fix 1 alarm

    Free Actions Defined

    Free Actions (any order) are used to build and launch your vehicle missions. Theres no limit to the number you can perform each turn, except where noted below.

    cost

  • Mission RulesChoice Actions

    Choice Actions Defined

    3 Choice Actions (any order) may be used, split between all active missions. You can distribute however you want, but each vehicle may only perform one action type per turn

    Choice Actions: Choice of 3 Each Turn

    1. MOVE a vehicle piece up to its burn number following all movement rules

    2. Perform 1 explorer mission roll for each active explorer card on a destination

    3. Perform 1 space observatory roll place a Space observatory token onto a destination card and roll

    4. Perform 1 discovery roll for each vehicle mission on a destination, it may perform 1 discovery roll with an activated instrument

    5. Activate a deactivated instrument activate 1 deactivated instrument by flipping it to its activated side

    6. Fix 1 alarm perform an alarm fix on 1 alarmed card 7. Sell 1 VP for 3 funding reduce the VP track by 1 and increase

    the funding track by 38. Decommission a vehicle

    1. GNC Cards are returned to their stack2. All other instrument cards and explorer mission cards

    are removed from the game, any alarms still on the cards are returned to the alarm cup

    3. keep track of total decommissioned cards with the blue cube on the VP track

  • Mission RulesSpace Observatory

    Space Observatory Exploration

    Using the Space Observatory Observatory tokens place a token the destination being explored 4 total per game, 1 roll/use per piece D10 roll 7 if successful choose 1 for the destination being explored:

    flip a Discovery Draw an additional facedown Discovery add 1/2 of the roll (rounded down) to the Orbital Modifier box on the destination explored Max 1 Orbital modifier chit per destination

    remove the spent token from the game after its roll

  • Mission RulesMovement

    Movement

    Once launched vehicles cannot move back toward Earth this doesnt apply to staying in orbit at a planet

    Movement uses burns as the movement number Explorer Mission Cards and Thrusters are rated by the number of burns they can perform per move action1. place vehicle marker on its burn rating2. as you move on the map, pay for the burn cost of each

    space by reducing the marker on the movement track Movement stops at 0, or when you reach your destination

    reset the vehicle marker to its burn rating only after it reaches 0

    If youve entered a space that requires more burns than are available on the movement track stop in that space pay burn cost until reaching 0 reset to its burn rating pay for the number of burns left the next move action will have reduced movement starting from this burn number

    Movement follows the track and is paid for when entering a space, its free to leave if all burns have been paid

    There are 3 movement space types:1. Planet space (1 burn cost)2. Inter-planet spaces (labeled burn cost)3. Moons (1 burn cost)

    Planet spaces & moons require 1 burn to visit, if staying in orbit at a planet system it takes 1 burn to move between moons. When leaving, move from any moon space to the next inter-planet space.

    Slingshot past a planet by entering its space paying the 1 burn cost, bypassing all moons, move your vehicle to the next inter-planet space past the planet

    All red spaces require a systems check, stop and perform

    May continue movement if able to

  • Mission RulesMovement Example

    Movement example 1: This space has a 2 burn cost

    The thruster in these 2 examples has a burn rating of 2

    Uses 2 burns, vehicle stops, then resets back to its burn rating of 2

    Movement example 2: This space has a 3 burn cost

    Uses its 2 burns, then resets back to its burn rating of 2, but a 3rd burn is required so it spends 1 more, ending on the 1 burn spot

    The next move action, this vehicle will only have 1 burn to use before stopping

    Lower Movement Track

    Some spaces require more burns than a single thruster can use in 2 turns. Use the lower burn track by placing the vehicle marker on the number of burns the space entered requires, each move action reduce the thruster burn rating # until all the burns are paid for

  • Mission RulesExplorer Missions

    Explorer Missions

    The Explorer Missions are used to refine destinations there are 2 Explorer Cards for the game (A & B) when purchased and launched, place the explorer card on the

    explorer missions space on the map (stacking when both are used)

    unlimited time in orbit at any destination if moving between moons, must pay 1 burn for each moon

    space As long as they dont move back toward Earth they can

    continue on to multiple destinations to perform their Discovery Roll.

    one roll per turn, per active explorer mission success roll is a D10 roll 6 Fixing an alarm on the Explorer Card

    Remove the alarm, flip to its deactivated side Movement reduces to 1 burn while deactivated Cant perform any actions while deactivated if alarmed, plays normally, BUT a failed exploration

    roll with an alarm will remove the card from the game Explorer Missions never move or come back to Earth. Once

    theyve used all their available actions at all destinations they can travel to, they are removed from the game.

    deactivated side

  • Mission RulesExplorer Missions

    Explorer Mission Exploration Roll

    Once at the chosen destination, choose the turn action Explorer Mission Roll to roll a D10, if the roll 6 choose 1 of the following: draw a face down discovery to the destination

    to increase the destination VP possibility flip a discovery at the destination

    to find out what's there already add to the destination surface roll modifier

    1/2 of the successful roll, rounded down add a modifier # chit to the box next to the

    surface discovery icon where it says roll modifiers

    Max 1 Surface modifier chit per destination If no other option, and you decide not to use the roll

    rolled as a modifier, deactivate Explorer Card and perform alarm check

    On a failed roll: must wait 2 turns to perform another roll

    with this explorer mission. as a way to mark this, place the third

    explorer mission piece on the project clock, 2 spaces ahead

  • Mission RulesVehicle Missions

    Vehicle Missions

    Only Vehicle Missions can be used to acquire victory points (VP) by sending instrument cards to a destination and using the choice action Perform 1 discovery roll

    if successful, claim the VP amount as victory points or funding deactivate (flip) the instrument card add 1 black cube to the alarm cup

    if unsuccessful, flip the instrument card to deactivated and perform an alarm check on the card

    Only 2 active Vehicle Missions in space at a given time Up to 4 instrument cards are placed on a Vehicle Mission Mat

    to organize them, each mat is color coded with a corresponding color vehicle piece

    Unlimited time in orbit at any destination Don't have to try and claim all possible Discoveries Can use a single vehicle mission for multiple destinations

    as long as all instrument rules are followed

    Building a Vehicle Mission

    All vehicles need a thruster and at least 1 instrument cardas well as any GNC required

    There are a maximum of 4 instrument slots for each Vehicle1 thruster, 1 GNC, 2 instrument card slots

    Use free actions to look through and purchase (reducing the funding track the total cost) a thruster, GNC (if required) and the instrument cards you need onto the Vehicle Mission Mat the instruments you need are based on the known type (orbital discovery and/or surface discovery) at a given destination some discoveries also require a specific instrument card within their orbital/surface category

    Vehicle Mission Mats/vehicle pieces can be reused after a mission has been decommissioned

  • Vehicle Mission ExampleVehicle Mission sheets can be reused after a mission decommission, but only GNC Cards go back to their draw pile.

    Blind a Vehicle Mission

    A blind Vehicle Mission can be sent to a destination with a face down discovery, to flip the discovery: pay 5 funding Perform a D10 roll # of cards on the Vehicle Mission Mat if unsuccessful

    perform systems check on all cards if successful

    no additional discoveries can be drawn to the destination by an Explorer Mission

    Mission RulesVehicle Missions

  • Mission RulesAlarm Check

    Alarm Check

    Drawing alarms is called an Alarm Check To perform an alarm check, randomly draw 1 cube from the

    alarm cup for each card being tested. a black cube is a pass, return it to the cup a red cube is an alarm, place on top of the card being tested

    pay 3 funding to remove an alarm (free action)The starting ratio of alarm cubes is 60%/40% (black/red) for each successful discovery claim add 1 black cube

    System Check

    On every Red Map Space a vehicle enters, stop it there and perform a system check: Perform an alarm check on each card if burns left, may continue move

    Failed Discovery Roll

    When an instrument fails a Discovery Roll (except Orbital Probes which get removed) It deactivates (flip card) perform an alarm check on that card only cant perform another roll until de-alarmed and activated

    Fixing Alarm Action

    remove the alarm and flip the card to its deactivated side thruster & GNC cards dont flip, remove alarm

    if card is deactivated already, remove alarm if a GNC card is in use with a de-alarm icon that matches the alarmed instrument type, it prevents 1 alarm on that card

  • Alarmed & Deactivated Instrument Cards

    Alarms DONT deactivate(flip) cards An alarmed card from a systems check remains activated and can be used, BUT if an alarmed card fails a discovery or explorer roll it's immediately removed from the game

    A failed discovery roll deactivates (flips) the instrument and an alarm check is performed. CAN'T be used until both de-alarmed and activated (requires 2 choice actions)

    A deactivated card can't be used for discovery rolls, requires a Card Activation action to activate

    Mission RulesAlarmed Cards

    Alarmed Explorer Mission Cards

    Remains activated, but while alarmed if the card fails an exploration roll at a destination its removed from the game

    When the card is deactivated(flipped) to fix an alarm, movement reduces to 1 burn per move action cant perform an exploration roll

    Alarmed Thruster Cards

    Card doesnt deactivate (flip), just remove alarm to fix when using the alarm fix action

    Movement reduces to 1 burn until dealarmed Some thruster cards can handle more than 1 alarm, look for this icon

    Alarmed GNC Cards

    Any card requiring the GNC card becomes unusable until GNC alarm is fixed

    A thruster requiring the GNC card is reduced to 1 burn per move action until GNC alarm is fixed

  • Surface Instrument Cards

    The icon indicates it's an Surface Instrument and can only be used to find Surface Discoveries (which are also marked with the same icon)

    All Surface Instruments remain at the destination of their first use, and are abandoned if the vehicle moves on

    They discovery roll like the other cards Surface Instrument special rules:

    1. Lander - Can roll/claim 1 surface discovery per site2. Rover - Can roll/claim 2 surface discoveries per site

    Mission RulesInstrument Cards

    Orbital Instrument Cards

    The icon indicates it's an Orbital Instrument and can only be used to find Orbital Discoveries (which are also marked with the same icon)

    All Orbital Instruments (except Orbital Probes) have unlimited use as long as they're activated and on a destination with a matching orbital discovery

    Orbital Instrument Cards are:1. Scanners2. Detectors3. Cameras4. Probes (have separate rules)

  • Mission RulesInstrument Cards

    Instrument Card Breakdown

    GNC required

    Dice type used (instruments use a 6 sided die)

    Discovery roll base number, add all modifiers to this when making a discovery roll.

    less than/equal to this final number is a success

    Discovery type

    flip todeactivate

    (can't be used until activated)

    Color code

    Instrument Card Roll

    All instrument cards perform Discovery Rolls with a D6 each instrument has a specific discovery type (Discovery & Card must match type) and target roll # which is added to any destination roll modifiers

    If the roll is successful choose either the Discovery VP as VP or as Funding added to the funding track

    deactivate the instrument (flip card) Add 1 black cube to the alarm cup

    If unsuccessful, the instrument breaks, flip to its deactivated side and perform an alarm check on that card

    Card type and specific kind within the type(Surface Instrument)(Lander)

    cost

  • Thruster Burn Modifier, if present

    The first inter-planetary space after the planet space marks the beginning of the adjusted burn rating, applied on the next burn reset

    Mission RulesThruster Cards

    Thrusters

    Used to send Vehicle Missions to a destination, when decommissioned is removed from the game

    If alarmed, thruster shuts down, movement burns are reduced to 1

    thruster type

    cost

    burn modifier, this thruster has 2 burns until it passes Jupiter then it has 4 burns

    surface lander capable, if this icon is not present, no lander can be broughtnumber of alarms it

    takes to shut down the thruster

    burn rating

    GNC card required

    burn rating modifier examples

    The example on the right shows where those inter-planet spaces are for the thrusters that mark Jupiter as the adjusted burn mark

    Jupiter example

  • Orbital Probe Instruments

    Orbital probe cards work differently than the other instruments

    One time use, after a single roll the card is removed from game

    1 of these on a successful roll: Orbital Discovery Surface Roll Modifier

    1/2 of the roll rounded down, add modifier chit to the destination card surface modifier box

    Mission RulesGNC & Probe Cards

    Along with the discovery base roll number, this also shows that its a one time roll, the card is removed from the game after its roll

    GNC

    Needed as a support for some thruster & instrument cards

    Marked with which Instrument it prevents 1 alarm from happening

    *an alarmed GNC card shuts down all cards that need it

    cost

    which instrument it prevents an alarm from

    T: thrusterG: GNC

  • Mission RulesIcons