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Abandon Planet

Abandon Planet Rulebook

Table of Contents

Table of Contents

  • Contents
  • Setup
  • First Strike
  • Phases and Turn Order
    • Partnerships
    • Sharing Information
  • Tiles
  • Phase 1: Get Ready
  • Phase 2: Fly Out
  • Phase 3: Fly Back
  • Takeovers
  • Abandon Planet
    • Tie Breakers
  • Meteorites

Contents

  • 1 Base Hex
  • 12 Resource Tiles
  • 22 Aftermath Tiles
  • 48 Path Cards (8 Sets)
  • 6 Meteor Cards
  • 8 Unique Rockets
  • 88 Item Tokens
  • 1 Item Die
  • 25 Meteorite Tokens
  • 8 Inventory Sheets
  • 2 Goal Sheets
  • 4 Reference Sheets

Setup

1. Assemble Board: Center the Base hex and randomly place the 12 Resource tiles around it, two per side. Place a rocket for each player on Base. Choose a side of 1 Goal sheet and place it near the board; use the Standard Rocket for your first game, then try any sheet. Or write numbers on the Custom Rocket to use your own!

2. Shuffle: Shuffle the Aftermath tiles, Meteor deck and Meteorite tokens. Place them face-down near the board, along with the Item tokens and Item die.

3. Load: Take the Path cards matching your rocket, and place an Inventory sheet in front of you. Place 2 Scrap and 2 Meteorites on the matching spaces. Only you may view the reverse side of your tokens. Share a Reference sheet with a neighbor.

First Strike

1. First Strike: Shuffle the Meteor deck and reveal a card. This is the first meteor strike! Remove the tiles shown below, leading out from that number on the Base hex. Discard those tiles from the game. In this example, a 1 card was drawn:

  • 4 Players: Remove both tiles and next clockwise inner tile.
  • 5-6 Players: Remove both tiles.
  • 7-8 Players: Remove only the inner tile.

2. Annihilation: For 4-6 players, there is now a Path with no Resource or Aftermath tiles on it. Empty Paths are considered Annihilated. Place the Meteor card and every player’s Path card of that number in the empty space. If ever just one Path remains on the board, the earth explodes and we all lose.

For 4 and 7-8 players, there is a Path with one empty spot. Slide the outer tile into the empty space. (During the game, struck tiles will be replaced by Aftermath tiles.)

3. Safe Path: For 4-6 players, draw a new Meteor card but don’t remove any tiles; place it face-up near the board. For 7-8 players, keep the current Meteor card on the table. This is the first round’s Safe Path; the Meteor won’t strike a Safe Path.

Give the remaining Meteor deck to a player who recently got close to outer space. This is the first Leader!

Phases and Turn Order

Abandon Planet is played in rounds. Each round has three phases: Get Ready, Fly Out, and Fly Back – each with its own set of steps. Other than during Fly Out, there is no turn order. A step is complete once all players have finished their actions.

Partnerships

You must have a single partner to launch your rocket. When ready to launch, your resources and your partner’s will be added up together to see if they match all the Items on the Goal sheet. Throughout the game, do whatever is necessary to secure that partner, and try to find one whose inventory works well with yours! But note, alliances are never formal until you and your partner actually launch together.

Anyone can be your partner except the players below. You’d both rather burn on this rock than launch a rocket together... for scientific reasons.

  • 4 Players: Can’t partner with across player
  • 5-8 Players: Can’t partner with neighbors

Sharing Information

Discussion, teamwork, planning, and backstabbery are encouraged in Abandon Planet! You may freely discuss and show your Path cards to other players, but private whispering is not allowed. Use your cards to indicate where you’re heading, where the Meteor will land, or any other concept. You can even talk or lie about Path cards others have shown you - though your potential allies might not like it!

Cards and tokens you CANNOT reveal - the following may be discussed or lied about, but not physically shown:

Face-down Meteorite tokens, until flipped and played.

The Meteor card, until revealed when the meteor strikes.

Path cards belonging to other players, unless they give permission.

Tiles

Throughout the game you will fly to tiles in order to collect Resources and perform special actions. All tiles may be used only once per round, unless otherwise stated.

Resource tiles: When you land on a Resource tile, collect the Item shown there from the tokens near the board. (If none are left, use a Scrap as a proxy for now.) Half of the tiles also show a Scrap icon - collect 1 Scrap along with the Resource.

City and Ruined City: If you land on the City, collect 1 Resource token of your choice. If you land on the Ruined City, roll the Item die and collect the Item shown, plus a Scrap. If the die shows a star symbol, collect a Resource of your choice. (The star symbol works the same for all tiles using the Item die.)

Slider tiles: If you land on a Slider tile you may either stay and collect from it, or slide to the next tile over on the left or right - but not diagonally. If the next spot is empty, keep sliding to the next tile. This can be used by multiple players per round, but is blocked once someone stays and collects from the tile that round.

Aftermath tiles: If you land on an Aftermath tile, perform the action shown there if desired. If it requires payment, pay from your Inventory (not Loading Bay) to the pile of Item tokens. If unpaid, the action isn’t done but you still control the tile.

Some Aftermath tiles have a delayed effect, meaning the player who last controlled the tile performs the action at the time described. Some tiles say ‘Immediate effect’ on them - the group completes this action as soon as the tile is revealed. There are also two blank tiles included in the box; write your own Aftermath rules on these!

Phase 1: Get Ready

1. Prep for Launch: The Leader asks all players, “Does anyone want to Prep?” If you do, move one of your Tools to the Prep Bay on your Inventory sheet. You’re now eligible to launch during the Abandon Planet step if you remain Prepped and all conditions are met. Until some players have at least 5 Resource tokens in their Inventory, this step can be passed over. See ‘You’re Prepped’ on page 11 for more.

2. Leader views the Meteor: Leader, draw a random Meteor card and view it alone. Lay it face-down near the board. The Meteor will strike at the end of the Fly Out phase, hitting the first undestroyed (non-Aftermath) tile in that direction. You may discuss or lie about what you saw, verbally or with Path cards.

3. Choose Paths: All players, choose one of your Path cards and play it facedown in front of you. This indicates which direction from Base you’ll fly this round. You’re free to show your card to anyone, some players, or no one! Discussion and planning are allowed. Once everyone’s chosen their Path card, reveal!

Phase 2: Fly Out

1. Fly Out and Collect: Perform this step in clockwise turn order. Starting with the Leader, place your rocket on any tile in your chosen Path. If it’s unoccupied, you now control the tile. Collect the Item shown, or use its special ability if desired. If a Meteorite token is there, collect it but don’t view its other side until the phase ends. Throughout the game, put all Items gained from any action into your Loading Bay.

If you land on an occupied tile, you must attempt a Takeover - see page 10.

2. Reveal Meteor: Leader, flip the Meteor card! KABOOM. Remove the first non-Aftermath tile in that direction from Base. Draw an Aftermath tile and read its special ability aloud. Place the tile face-up in the empty space, and put a Meteorite token face-down on it. If both tiles are already Aftermath, the meteor strikes both tiles and the entire path is Annihilated. (See ‘Annihilation’ on page 4).

3. Take Damage & Scavenge : If you were on a tile struck by the Meteor, you lose everything in your Prep and Loading Bay. Lost Meteorites are discarded face-up. Any struck Aftermath tiles with delayed effects are not completed.

Time to search the wreckage. If you lost a Takeover or lost Items from being struck by the Meteor this round, you Scavenge: collect 1 Meteorite to your Loading Bay.

Phase 3: Fly Back

1. Return to Base: Move your rocket back to Base and return your Path card to your hand. Shuffle the Safe Path card back into the Meteor deck. The Meteor that struck this round is the new Safe Path - it won’t be struck by the Meteor next round. However if that Path was just Annihilated, there is no Safe Path next round.

2. Abandon Planet: If there are at least two players who have a Tool in their Prep Bay, the Leader asks, “Is any team ready to Abandon Planet?” If you and an eligible partner are both Prepped and together have all the Items on the Goal sheet, you launch together and win! See ‘Abandon Planet’ on page 11 for more.

3. Exchange & Unload: Make as many of the exchanges shown below as desired. Inventory, Loading and Prep Bay items can all be used for (or as a part of) any exchanges. Put received items in your Loading Bay, which can also be used for more exchanges. Once all deals are complete, unload all your Loading and Prep Bay items to your Inventory. Items not unloaded this phase are lost.

With the bank:

Discard 3 Scrap to collect any 1 Resource

Discard any 1 Resource or 1 Meteorite to collect a Scrap.

With other players: Scrap & Meteorites may be freely traded or given away. (Meteorites can’t be viewed until received.) Resources may not be traded or given.

4. Pass Leadership: Leader, pass the Meteor deck to the next player on the left. This is the new Leader. Begin the next round!

Takeovers

If you land on an occupied tile in the Fly Out phase, you must enact a Takeover against a player there, of your choice, who has items in their Prep or Loading Bay. It’s up to the defending player to respond in one (and only one) of three ways:

1. Allow the Takeover: Do nothing. The attacker wins.

2. Play a Cannon token: Play a Cannon meteorite token from your Inventory (not Loading Bay) and discard it. The defender wins, unless the attacker blocks the effect by playing a Shield token. No more tokens may be played.

3. Bribe the attacker: Deliver 2 Scrap from your Inventory (not Loading Bay) to the attacker’s Loading Bay. There is no winner or loser, and no other items or control of the tile are transferred. The attacker can block this with a Sabotage token. If blocked, retrieve the 2 Scrap to your Inventory; the attacker wins the Takeover.

Complete the Takeover: If you won the Takeover, transfer everything in the loser’s Prep and Loading Bay to your own Loading Bay. If the losing rocket was in control of the tile, you now control it and may use its abilities if not previously used.

Abandon Planet

During the Abandon Planet step, you can win! Check the following:

1. You’re Prepped: You Prepped at round start, and you’re still Prepped.

Note: Prepping requires simply having a Tool to do so; you don’t need a partner or a sure plan. The Tool counts toward the Goal sheet, but it can be stolen in a Takeover or destroyed by the Meteor. If lost, you may immediately re-prep with a Tool from your Inventory (not Loading Bay). If you don’t, you’re no longer Prepped.

2. You’re Ready: Between you and a Prepped ally, all Items shown on the Goal sheet can be seen on your Inventory sheets. Everything counts: Prep, Loading Bays, and Inventories. Don’t combine your sheets - just see if everything adds up. Note: this occurs before the Exchange step; you can’t make exchanges while launching.

  1. Launch! If you and a partner are Prepped and Ready, high five and launch your rocket to space! You win! Multiple teams can launch and win in the same round. Once the round ends, the rocket base is destroyed and the game ends.

Tie Breakers

If you have more than one Prepped & Ready ally, choose the one that would allow the most players to launch. If unavailable, launch with the ally who has the most Resources. If tied, most Meteorites. If again tied, most Scrap. If still tied, you choose!

Tragically, not every player can abandon planet. With an even number of players, if every team can launch at once, check to see which team has the fewest items in the same order as above. The team (or teams) with the fewest loses the space race.

If every team is tied for last in all tie-breakers and no one is left behind, you all launch! But then all the rockets collide in space, explode and you lose. Teamwork!

Meteorites

Meteorite tokens are special abilities you can activate during the Fly Out phase. Reveal the token from your Inventory (not Loading Bay) at the times shown below. Multiple tokens can be played per round. Once used, discard face-up to a discard pile, which may be examined. There are five of each type of Meteorite. If you need to draw a Meteorite but none are left, flip the discards and shuffle for a fresh stack.

Delay: Play this on your turn, just before flying out. Put it face-up under your rocket on Base, to indicate your flight is delayed. Fly out after the last player this round. If multiple Delays are played, fly out in the order played. You cannot Delay twice in a round.

Booster: Play this on your turn, just before flying out. Instead of flying to the Path indicated on your chosen Path card, fly your rocket to any empty tile on the board.

Cannon: Play this if you’re defending against a Takeover on your tile. You win the Takeover, unless blocked with a Shield. (If blocked, you cannot play a second Cannon.)

Shield: Play this as a reaction to either being hit by the Meteor, or against a Cannon during a Takeover. Against the Meteor, the effect is blocked and you take no damage. Against a Cannon, the effect is blocked and you win the Takeover.

Sabotage: Play this on your turn, just before flying out. Steal a Scrap from two different players who are still on Base. This cannot be blocked. Put both the Scrap into your Loading Bay and fly out.

Second option: play this if a player attempts to Bribe you during a Takeover. The Bribe is blocked and you win the Takeover. The Scrap is returned to the loser’s Inventory (not Loading Bay).