Welcome To The Moon
You've built housing for humanity in neighborhoods and New Las Vegas. Now you need to save humanity through space colonization...
Welcome to the Moon uses the same flip-and-write game mechanisms as the earlier title Welcome To..., but now you can play in a campaign across eight adventure sheets. On a turn, you flip cards from three stacks to create three different combinations of a starship number and a corresponding action, then all players choose one of these three combinations. You use the number to fill a space in a zone on your adventure sheet in numerical order, and everyone is racing to be the first to complete common missions.
The eight adventure sheets feature very different mechanisms from the classic Welcome To... concept, and when you play in campaign mode, you'll make choices that change the next adventure, which means that each campaign will differ from the previous one.
Pelaajien lukumäärä: 1 - 6
Pelin kesto: 17 mn
Monimutkaisuus: 3 / 5
Pelaa Welcome To The Moon ja 1156 muuta peliä netissä.
Latausta ei tarvita - pelaa suoraan selaimellasi.
Ystäviesi ja tuhansien pelaajien kanssa ympäri maailmaa.
Ilmaiseksi.

Pelaa Welcome To The Moon ja 1156 muuta peliä netissä.
Latausta ei tarvita - pelaa suoraan selaimellasi.
Ystäviesi ja tuhansien pelaajien kanssa ympäri maailmaa.
Ilmaiseksi.

Sääntöyhteenveto
Overview
Can someone please add rules for the new two maps the rules are missing for them. Thanks!!
Welcome to the Moon is part of the Welcome to... series 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 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.
Features
Toggle safe/help mode - this toggle displays ? help in areas of the game board where tooltip information is available. It also safely disables gameplay click actions in these areas to avoid unwanted gameplay while using help. Reset the toggle to continue normal gameplay.
View Player/Opponent Game Play Area - To cycle through the Player/Opponent game play areas 1) click the arrows beside the Player Name OR 2) click on an Opponents scoring tableau.
Standard Rules
The 8 Adventures are all played with the same Starship cards (number/actions). However the way you play will be different from one Adventure to the next.
On BGA, currently the first 3 adventures are available: The Launch, The Journey, and The Colony
Starship cards are numbered from 1 to 15.
Number | How Many in Deck |
---|---|
1 | 2 |
2 | 2 |
3 | 3 |
4 | 4 |
5 | 5 |
6 | 6 |
7 | 6 |
8 | 7 |
9 | 6 |
10 | 6 |
11 | 5 |
12 | 4 |
13 | 3 |
14 | 2 |
15 | 2 |
Game Turn
A game is played in successive turns. Each turn is made up of the following 6 phases.
1 - Flip 3 Starship Cards
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.
2 - Pick a Number/Action Combination
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.
3 - Write Down a Number (Compulsory)
You must write down the number of the card 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.
- Adventure 1: numbers must ascend from left to right
- Adventure 2: numbers ascend from the lower end of the string of spaces to the higher end
- Adventure 3: numbers must ascend in rows from left right and in columns from bottom to top
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 pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn.
4 - Use the Action (Optional)
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination.
You will always perform the same 6 actions, but in different ways depending on the Adventure played.
- The Robot action: varies by adventure
- The Water and Plant actions: varies by adventure
- The Energy action: varies by adventure
- The Astronaut action: Allows you to add or subtract 0, 1, or 2 from the number before placing
- The Planning action: Allows you to fill in an additional space by placing an X, which is then counted as a numbered space
5 - Incidents
Some effects or consequences that can be triggered during the different Adventures are resolved at the immediately.
Sabotage effect: Your opponents has a System Error circled on their sheet and the same Sabotage symbol that you have just triggered is crossed off. Your opponents will no longer be able to trigger it themselves in the future.
6 - Accomplish a Mission (Optional)
The 3 mission cards are objectives. The first player to fulfill, in the same turn, the requirements of the mission can accomplish it. They gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will 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 have earned, even if you do not continue to meet the requirements later on.
End of the Game
The game ends immediately at the end of a turn, if one of the players has either:
- Accomplished all three missions A, B and C
- Crossed off all the System Error boxes -or-
- Filled in all spaces of the marking area on their sheet, with numbers or X.
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner.
Adventures
Adventure #1: The Launch
3 & 4 - Write Down a Number Using the Action (Compulsory)
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.
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.
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.
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 this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.
- Building effect: You can write an X in an empty space of your choice, which allows you to complete quarters faster.
- 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.
- Active Rocket effect: Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Then, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets to cross off, 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.
5 - Incidents: Trigger Sabotages
The Sabotage effects are announced and triggered at this moment of the turn.
6 - Accomplish a Mission
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.
End Of Game
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 ![tie icon] 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.
The Missions
- 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.
Adventure #2: The Journey
3 - Write Down a Number (Compulsory)
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 boxes 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).
4 - Use the Action (Optional)
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).
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 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.
End of Game
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 # of circled plants by the multiplier bonus you 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 one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.
The Missions
🔸 Circle a multiplier bonus for 3 different space stations with the robots.
🔸 Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.
🔹 Using the energy, create on your trajectory 2 zones of 6 numbered spaces.
🔹 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 6 water tanks.
🔸 Circle 4 consecutive water tanks on your trajectory.
Adventure #3: The Colony
3 - Write Down a Number (Compulsory)
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.
he other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.
4 - Use the Action (Optional)
🔹 Water 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 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 sheet 🔴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.
End of Game
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 highest 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.
The Missions
🟥 Number all the buildings in 3 vertical columns.
🟥 Number all the buildings in 3 horizontal rows.
🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.
🎯 Circle all the parabolic antennas in 2 quarters.
🎯 Circle enough greenhouses in order to have 10 plants.
🎯 Circle all the water tanks in 2 quarters.
Adventure #4: The Mine
3 - Write Down a Number (Compulsory)
The mine at the bottom of your sheet has 3 underground levels.
Each horizontal level is an independent zone made up of cavities: spaces you must number in ascending order from left to right.🔴①.
In the mine, there are 2 types of minerals, "pearls" and "rubies."
When you write down a number in a space with a mineral, immediately circle it.
If you're using the Plant or Water actions, you can also circle the plants and waters.
Extracting resources: You will supply your factories with circled resources when you complete columns of spaces. (in step 5)
Factories: The six columns above the ground are the main factories and control centers. The five small boxes at the top are the secondary factories.
The 4 main factories on the left process plants, water, pearls, and rubies, which you circle from top to bottom.
The 2 control centers on the right use astronauts and planning the same way.
You can increase the points earned by the main factories by crossing off energy and robots.
If you are the first player to circle a resource next to the star-shaped filling bonus, claim that bonus by circling it. All other players cross off that bonus.
The 5 secondary factories along the top give you bonuses in your main factories. You can activate these by crossing off energy and robots.
4 - Use the Action (Optional)
🔹 Water action: If you write down the number in a cavity next to a Water, you can circle the water.
🔹 Plant action: If you write down the number in a cavity next to a Plant, you can circle the plant.
🔹 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.
🔹 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.
🔹 Robot and Energy actions: Cross off a robot or energy symbol in any factory or control center.
🔹 🔹 Upgrading a factory: As soon as you have crossed off all the energies and robots in a main factory, cross off the top scoring box in that factory. At the end of the game, the bottom scoring box will apply.
🔹 🔹 Activating a Secondary Factory: As soon as you have crossed off all the energies and robots in a secondary factory, cross off the bonuses and circle or cross off the corresponding symbols in the factories.
5 - Incidents: Extracting the Resources
If you have numbered 3 spaces of a column, then you must extract the resources of this column.
Cross off the circled resources in this column, then for each crossed off resource, circle the resource in the appropriate main factory.
Then circle the extraction pump just above the column.
End of Game
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 top value if you have not upgraded it, the bottom value if you have completed the upgrade). Add the filling bonus if you obtained it.
🔹 Main Astronaut Control Center: If you did not upgrade the factory, the astronauts do not score. If you upgraded this area, you gain 3 points for each crossed off astronaut symbol
🔹 Main Planning Control Center: If you did not upgrade the factory, you lose 3 points for each crossed off planning symbol. If you upgraded this area, you do not lose any points.
The Missions
🟥 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.
Adventure #5: The Dome
3 - Write Down a Number (Compulsory)
Each skyscraper is an independent zone made up of different levels: spaces that you must in ascending order from bottom to top.
The first number that you write down in each skyscraper has to be placed in 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 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.
4 - Use the Action (Optional)
🔹 Water 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 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.
6 - Accomplish a Mission (Optional)
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 8 pointed star symbol.
End of the Game
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 8 pointed star 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.
The Missions
🟥 Number all the levels of one skyscraper.
🟥 Number the last level at the top of 2 skyscrapers
🟥 In the plant & water tower, circle at least 2 symbols (2 plants or 1 plant + 1 water) in 3 levels.
🟥 In the plant & water tower, circle all 3 symbols (the 2 plants + the water) in 2 levels.
🟥 Build all sections of the dome.
🟥 Write down an X in 4 levels with Planning actions.
Adventure #6: The Virus
Setup
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.
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 .
3 - Write Down a Number (Compulsory)
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)
4 - Use the Action (Optional)
🔹 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.
🔹 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. 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 does not divide the zone and you must still number the whole floor in ascending order.
🔹 Plant & Water action
🔹🔹 Plant action: Circle a plant in the quarter where you have written down the number of your number/plant combination. Then cross off a Plant symbol in the scoring area.
🔹🔹 Water action: 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 Water symbol in the scoring area . Then cross off a Water symbol in the scoring area.
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. 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, everyone must immediately activate it on their sheet by circling the corresponding virus target. 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. 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.
🔹 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.
🔹 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. 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.
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 the quarter where it is active. 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.
🔹 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.
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.
6 - Accomplish a Mission (Optional)
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. 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. 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
End of the Game
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.
The Missions
🟥 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.
🟥 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.
🟥 Circle all the plants and all the water tanks on 2 floors.