SPACEcraft EN Flipbook PDF

SPACEcraft EN

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Story Transcript

Michał Gryń Piotr Sokołowski


2 2 3 3 4 2 3 3 4 2 3 3 4 2 3 3 4 2 3 3 4 2 3 3 4 2 3 3 4 2 3 3 4 2 3 3 4 2 3 3 2 4 3 3 2 4 3 3 4 2 3 3 4 2 2 3 3 3 3 4 4 2 3 3 4 2 3 3 4 2 3 3 4 Game setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Introduction and goal of the game . . . . . . . . . . . . . . Sequence of play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Visit the junkyard . . . . . . . . . . . . . . . . . . . . . Search for junk . . . . . . . . . . . . . . . . . . . . . . . . Leave the junkyard . . . . . . . . . . . . . . . . . . . . Build rocket parts . . . . . . . . . . . . . . . . . . . . . . Fulfill design cards . . . . . . . . . . . . . . . . . . . . . End of the game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Table of contents 4 6 6 6 7 7 8 9 11 Junkyard board: It hides many fantastic items that will be useful for you to build rocket parts. Sheet of stickers: Before the first game, you need to prepare the workshop. Attach the stickers to the appropriate places as shown in the illustration above. Then place each rocket part into its corresponding compartment. A three-part workshop: Here you’ll create rocket parts from the junk you collect. 78 rocket parts: Puzzle pieces with various shapes - they are completed rocket parts which you use to create your crazy constructions. They come in different variants (see the rocket part chart on the last page for a detailed description). 4 x 4 x 5 x 4 x 5 x x 4 Scan this code to see the best way to pack the game components in the box:


3 B 46 1 1 2 2 3 3 3 I II III 1 1 2 3 3 3 43 44 45 A 46 36 39 40 41 42 A 50 B 49 B 54 2 75 junk tiles: These tiles are the very useful items you can find in the junkyard. You will build rocket parts from them. There are several types, and they each have a weight. 7 workshop tokens: These determine which junk tiles are needed to build rocket parts. 4 player boards (4 different colors): You collect junk tiles here during your visit to the junkyard. 4 wooden pawns (4 different colors): Your pawn represents you! Your pawn shows your location in the junkyard, so you don't get lost. 30 basic design cards: These are the tasks that you face during play. Completing them gives you additional points in the final evaluation of your rocket. 8 individual goal cards: Everyone dreams of customizing their rocket to look amazing. Will you make your dream come true? It's definitely worth it! 4 rocket blueprint cards: The master rocket construction plan shows what parts your structure needs to be able to take off. 4 countdown cards: Commencing countdown, engines on! 9 advanced design cards: These let you collectively determine the value of different rocket parts in your constructions. 24 player markers (6 of each player color): These are used in the advanced variant. 2 cardboard boxes for game components x 13 x 13 x 11 x 11 x 6 x 6 x 6 10 x 10 x 10 x


4 A 46 45 44 43 3 3 3 2 1 3 1 2 3 1 2 1 2 2 31 33 5 3 6 7 40 A A B B Game setup 1. Place the junk board in the center of the table, showing the side corresponding to the number of players: 2. Turn all the junk tiles face down and shuffle them. Then, in a 3- or 4-player game, form them into piles of 3 tiles, then put each pile onto a junkyard space, face up. In a 2-player game, return one of each type of junk tile to the box before shuffling. Then make 12 piles of 4 tiles and 4 piles of 5 tiles, then put each pile onto a junkyard space, face up, such that the 5-tile piles are in the four center locations. 3. Set up the 3-piece workbench as illustrated. Shuffle the 4 workshop tokens with weight 1 or 2, draw 2, and place them face up in the first section of the workshop (A). Then shuffle all the unplaced workshop tokens together and place one on each of the remaining 5 free slots (B). 4. Draw one rocket blueprint card and place it clearly visible on the table. Below it, place all the countdown cards, stacked in descending order with 3 on top. 3-4 players 2 players 3. 5. 6. 5. 1. Example basic variant setup for 4 players.


5 35 3 3 3 2 3 3 2 1 1 1 1 2 1 3 37 1 4 9 8 A A A A A A A A A A A A B B B B B B B B B B 43 40 B B B B 5. Each player receives: • the player board and pawn in their chosen color, • a starting hull (gray), • two random individual goal cards. Each player chooses one of their cards and places it face up near their player board. Return all unused individual goals to the box. 6. Sort the design cards into three decks (by their backs: I, II, III), then shuffle each deck separately. Remove a number of cards (depending on the number of players) from each deck and return them to the box without showing them: • 2 players: remove 4 cards from each deck, • 3 players: remove 3 cards from each deck, • 4 players: remove 2 cards from each deck. Stack the decks together into one deck, with III on the bottom and I on top. Deal the top 4 cards into a row, then the next 4 cards into a row above the first row. Advanced variant: In the advanced variant, replace step 6 with steps 7 and 8: 7. Shuffle the advanced design cards, instead of the basic design cards, then deal them out in a row as follows: For 4 players, return 1 card to the box and deal the 8 remaining cards with side A up. For 3 players, return 1 card to the box and deal 4 cards with side A up and 4 cards with side B up. For 2 players, return 3 cards to the box and deal the 6 remaining cards with side B up. 8. Each player receives 6 player markers in their color. 9. Turn the last countdown card (from step 4) to its side B (so the card shows 10 instead of 5). 2. 4. 5. 5.


6 3 3 3 2 1 3 2 3 3 2 1 1 1 1 2 1 2 2 1 3 7 MAX Introduction and goal of the game What's that noise coming from the city landfill? Clattering, rumbling, crackling, screaming! Aha, that group of mad scientists and inventors has made another bet! I wonder what they're up to now. From here, it looks like they're building some kind of rockets... but surely they're not that crazy... right? During play, you will collect junk that you use to build individual rocket parts. From these, you'll construct your own strange spacecraft. But you're racing against time: the first player who creates a launchable rocket will start the countdown to the end of the game! Additionally, don't neglect design cards: by fulfilling specific designs, you can make your rocket look better! Let's get to work! Sequence of play The game starts with the player turn of the youngest player - or whoever last built something out of nothing. Players take turns in clockwise order. On a player's turn, the player must do one of these 3 actions: • Visit the junkyard • Search for junk • Leave the junkyard Visit the junkyard If the player's pawn is outside the junkyard board, they must visit the junkyard: place their pawn onto a junk pile that is on the outer edge or reachable from the outer edge by moving through empty spaces with no more junk tiles (moving through sides, not diagonally). The player takes the top junk tile from the stack and puts it on a free space of their player board. Only one pawn can be on a given junk pile. Example: In this situation, Peter can enter the junkyard and put his pawn onto any green space. Collecting junk A player must place all the junk they collect onto their player board. A player board can hold 4 junk tiles (of any type), but the total weight of the tiles must be 7 or less.


7 3 3 3 2 1 3 2 3 2 1 1 1 1 2 1 2 2 1 2 3 Peter Michael Agatha Carl Search for junk If the player's pawn is already on the junkyard at the start of their turn (whether on a tile or an empty space), the player can search for junk: they must first move their pawn to a new space. A pawn moves in a single straight line (through sides, not diagonally) to an adjacent pile, or to the farthest pile it can reach in that straight direction. Movement is blocked by other pawns and by empty spaces (with no junk pile). In such situations, the space right before the blocking obstacle is the farthest reachable pile in that direction. If a pawn is blocked in all 4 directions, the player cannot search: they must instead leave the junkyard. After moving their pawn to another junk pile, the player takes the top visible junk tile on the destination pile and puts it onto a free slot of their player board. If a move would result in exceeding the maximum total weight (7) on the player board, then the move is illegal and cannot be made. Example: In this situation, Peter can move his pawn to one of the green spaces. Michael can move to any of the blue spaces. Carl took the last tile from a space on his previous move, but he still has legal moves this turn. Agatha has no legal move, so she'll have to leave the junkyard. Leave the junkyard If a player's pawn is on the junkyard board at the start of their turn, the player may leave the junkyard. If all 4 of their player board slots are full, the total weight of their tiles is 7, or their pawn is blocked with no legal move, then they must leave the junkyard. To leave the junkyard, the player removes the junk tiles from their player board and sets the junk tiles and their pawn near their player board, visible to all players. Then the player can do one or both of these two actions, in order: 1. Build rocket parts 2. Fulfill design cards


1 = 2), so he spends them to take the fin. The gold nose requires a total weight of at least 3, which must include gears. Peter spends his gear tile (weight 2) and light bulb (weight 1) to get his nose. Michael also wants to build two rocket parts: a white hull and a blue connector. The hull requires only a cable (which already weighs 3, the required weight). The blue connector requires gears (weight 2) and at least 3 total weight. Michael also has a battery (weight 2), so he spends his gears and battery. The total weight of these two junk tiles (4) is more than required, but he really wants the blue connector, so he's willing to waste the unused excess weight. Agatha has many options. She decides to build a white engine. A propeller is required, and total weight of at least 4. So she spends her propeller (weight 3) and light bulb (weight 1) to get her engine, and she keeps her other propeller for future use. Required junk tile Weight required to build any of these parts Peter Michael Agatha Any remaining unused junk tiles are kept face up near the player's board and can be used in future turns. The number of each rocket part is limited: if none of a given part are left, then it cannot be built. During this step, a player can rebuild their rocket as desired, rearranging it, using all the rocket parts they have.


9 5 6 8 7 18 10 4 4 Fulfill design cards (basic variant) This action lets a player fulfill one or two designs from the bottom row of design cards. To fulfill a design, the player's rocket must meet the card's requirement, i.e. the rocket being built must have the appropriate parts shown on the card. When a player fulfills a design, they take that card from the bottom row and put it face up near their player board. A player can fulfill at most two designs per turn. Note: The parts in a player's rocket that meet a design card's requirement stay in the player's rocket. They are not removed or spent. Example: Agatha just built rocket parts, spending junk to get a gold and white connector. Now she can fulfill two design cards! Having 1 white part and 2 blue parts in her rocket fulfills one card's requirement, and having 3 connectors in her rocket fulfills another card's requirement. If a player does not fulfill any design cards, they may instead take one design from the bottom row to reserve it, placing it face down near their player board. A player can have only one reserved card at a time. In a later turn, a reserved card can be fulfilled just like a card from the bottom row, except that it does not get replaced by another card. A player can only fulfill two design cards per turn, regardless of whether one was reserved. At the end of their turn, a player moves the corresponding cards from the top row down to fill all empty slots in the bottom row, then draws new cards from the design deck to fill the empty slots on the top row. Types of design cards: IMPORTANT: After fulfilling a design, a player does not have to continue to meet its requirements. The player may freely rearrange their rocket parts in a later rocket construction phase. The rocket must include the indicated parts (and may have more). (Part colors do not matter.) The rocket must include parts with the indicated colors (and may have more). (Part shapes do not matter.) A 2-colored rocket part can count as two parts (one of each color). The rocket must be at least as wide as the card indicates. (Part colors and shapes do not matter.) Determine width by counting how many columns have any parts. The rocket must be at least as tall as the card indicates. (Part colors and shapes do not matter.) Determine height by counting how many rows have any parts. Example rockets with height 4. Example rocket with width 4.


10 33 Gain 7 points for each 31 pair of identical fins that are directly connected to a hull. Gain 7 points for each pair of identical hulls that are directly connected by a connector. 32 Gain 4 points for each pair of identical connectors on opposite sides of a hull. 34 Gain 7 points for each 35 pair of same-color nose and engine connected to the same hull. Gain 5 points for each same-color directly connected nose and hull. 36 Gain 5 points for each same-color connected hull and engine. 38 37 Gain 9 points for each pair of identical noses connected to hulls that are directly connected by a connector. Gain 4 points for each identical pair of directly connected hulls. Note: Starting hulls can help fulfill individual goal cards, just like normal hulls. Fulfill design cards (advanced variant) Advanced design cards indicate which rocket parts will give extra points. After leaving the junkyard, a player doing this action may place one of their player markers on the leftmost empty space of a visible design card. A card's rightmost covered space shows how many points each player with a marker on that card will receive for having the indicated part. A player without a marker on a card receives no points from that card. If a player has more than one marker on a card, they score it once, just like a player with one marker; there's no additional scoring benefit for multiple markers. Individual goal cards: During the final scoring, each player can also earn points from their own individual goal. Each goal can be met multiple times by different combinations of parts, and a given part may be used to fulfill a goal twice. Here are descriptions of the individual goals.


11 33 40 A 47 A 51 B 55 A 53 B 49 A 54 B 52 B 50 Game end When some player meets the conditions of the rocket blueprint card (by having the required number (or more) of all the rocket parts indicated on the card), the launch countdown begins, and the game enters its final phase. This player who triggered the launch will gain 5 bonus points in the final scoring (10 points in the advanced variant). This player puts the countdown cards near their player board. From now on, at the start of this player's turn, they return the top countdown card to the box. (That card shows how many turns each player has left.) When the final launch card is revealed, each player now gets one final action: Leave the junkyard, starting with this player who triggered the launch. After each player does a final Leave the Junkyard, the game is over and points are scored. The game can also end if a player fulfilled design cards and cannot refill the top row, or if a player outside the junkyard cannot Visit the Junkyard (due to no legal place to go on the junkyard board). There is no countdown. Starting with the player who ended the game by one of these ways, each player now gets one final action: Leave the junkyard, and then the game is over and points are scored. Players gain points for: 1. triggering the launch countdown: 5 points (10 in the advanced variant), 2. meeting the conditions of the rocket blueprint card: 5 points, 3. individual goals, 4. design cards. The player with the most points wins the game. In case of a tie for high score, the tied player with the most unused junk tiles wins. If there is still a tie, the tied players enjoy a shared victory. Scoring example: Agatha's rocket: Basic variant Agatha gets 5 points for starting the launch countdown, 5 points for completing her rocket (fulfilling the blueprint), 40 points from her fulfilled design cards, and 7 points for fufilling her individual goal card. Agatha's total score is 57 points. Advanced variant Agatha gets 10 points for starting the launch countdown, 5 points for completing her rocket (fulfilling the blueprint), and 7 points from her individual goal. She also gets points from goal cards: 2 points for each gold part = 4 points 1 point for each white part = 5 points 7 points for each nose = 7 points 1 point for each hull = 4 points 3 points for each connector = 6 points 2 points fore each blue part = 4 points She gets no points from card 52 or 55 because those cards don't have her marker. Agatha's total score is 52 points. Individual goal


11402/3 UK www.granna.pl Dear customer, Our games are packed with great care. However, if any pieces are missing (for which we apologize in advance), please email us at [email protected]. Include your name and address (street address, city, postal code) and write what game component is missing. If you would like to subscribe to our email newsletter, please email your request with your email address and your personal informations to [email protected]. Visit us at: www.facebook.com/grannagry Rocket parts Game design: Michał Gryń Art: Piotr Sokołowski Graphic design: Małgorzata Parczewska Graphic design assistance: Michał Moskalewicz Development: Krzysztof Jurzysta, Aleksander Redwan, Joanna Wójtowicz Proofreading: Ewa Popielarz English translation: Russ Williams © 2022 Granna All rights reserved Made in Poland Granna Sp. z o.o. ul. Księcia Ziemowita 47 03-788 Warszawa


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