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Edenia

Edenia Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
    • The Big Bang or How to Create the Galaxy
    • Exploration Tiles
    • Tokens
    • Players
  • Goal of the Game
  • Gameplay
    • Moving a Sheep
    • Exploring the Galaxy
    • Leapfrog
    • Skipping His Turn
    • Planet "Edenia"
    • Planet "Arridis"
  • Ending the Game
  • Habitable Planets
  • Dwarf Planets
  • Black Hole
  • Relay Stations
  • Teleporters
    • Sabotage
  • Artefact Tokens
  • Victory Points
  • Abstract
  • Variation for the Little Lambs (from Age 6)

Components

  • 4 "Outer Rim" tiles
  • 12 figurines (3 for each player)
  • 23 tiles: Planet Edenia, Planet Arridis, 3 starting "Exploration" tiles, 19 "Exploration" tiles, 1 "Black Hole" tile
  • 62 tokens: 6 "Trifolium" tokens, 18 "Artefact" tokens, 8 "Sabotage" tokens, 30 "Turbo-Clover" tokens (the Trifolium tokens are worth 15, 12, 10, 9, 8 and 7 points)
  • 12 "Flag" tokens (3 for each player)
  • 1 die

Setup

The Big Bang or How to Create the Galaxy

  1. Build the edge of the Galaxy using the "Outer Rim" tiles. Arridis, the planet of origin, is placed at a corner of the table. Edenia, the planet of arrival, must be put at the opposite corner of a square.
  2. Each "Exploration" tile has a symbol in the corner, which must be placed in the same direction throughout the entire game.
  3. Place the "Black Hole" tile in the center of the Galaxy with the symbol in the same corner as in the planet of arrival "Edenia".

Exploration Tiles

Remove the 3 starting "Exploration" tiles (with the symbol on their back) and shuffle all remaining "Exploration" tiles. Put the deck face down on the table. Then, shuffle face down the 3 starting "Exploration" tiles and place them on the top of the deck. Place this deck near the Galaxy.

Tokens

  • Place 1 "Turbo-Clover" token on each of the 9 relay stations on the "Outer Rim".
  • Depending on the number of players, place some Trifolium tokens on Edenia (4 to 6):
    • 4 players: 6 Trifolium tokens
    • 3 players: 5 Trifolium tokens (remove the pink token)
    • 2 players: 4 Trifolium tokens (remove the yellow and pink tokens)
  • Shuffle and place all "Artefact" tokens face down on the table near the Galaxy.
  • Take the die, the "Sabotage" tokens and the remaining "Turbo-Clovers" and also put them on the table near the Galaxy.

Players

Each player chooses his color and receives:

  • 3 color matching sheep to be put on the Arridis tile.
  • 3 color matching "Flag" tokens to be placed on the table in front of him.

The player with the curliest hair starts the game.

The 1st and 2nd players receive 2 "Turbo-Clover" tokens. The 3rd and 4th players receive 3 "Turbo-Clover" tokens.

Goal of the Game

The sheep teams have 3 ways to win the game:

  • Race: to be the fastest in the galaxy!
  • Law of the Universe: to be the smartest in the galaxy!
  • Prestige: to be the most strategic in the galaxy!

Gameplay

Starting with the first player, players play clockwise in turns. The active player can either move a sheep or skip his turn.

Moving a Sheep

The active player picks a sheep (whether he has already moved it previously or not).

  • If the chosen sheep is on a planet, the player must first announce which path he wants to take. There are 3 different paths (shown by symbols on the tiles; the example names the "Meteorite" path and the star way).
  • If the chosen sheep is already on a track, the player can choose to turn around or not and then continue moving the sheep.
  • If the chosen sheep arrives on a tunnel on the outer rim, he changes his path.
  • A tunnel with multiple exits allows the player to choose his path.

In both cases, if a sheep reaches for the first time the edge of an "Exploration" tile during the player's turn, he must explore the Galaxy.

Exploring the Galaxy

The active player draws the first "Exploration" tile from the deck. This tile must be placed in the continuity of the sheep's path, and positioned correctly: one of the symbols in the corner of the "Exploration" tile must be orientated the same way as all other tiles on the table. The sheep can then resume its journey.

Important: Only one new "Exploration" tile can be drawn by the player during his turn.

Example.

  1. It's the red player's turn. All his sheep are on Arridis. He picks one and announces he wants to follow the "Meteorite" path.
  2. A new "Exploration" tile is drawn and placed on the board since he reaches for the first time the edge of an "Exploration" tile.
  3. The track of the new "Exploration" tile brings him to a tunnel. He chooses the star way.
  4. The player moves his sheep to the edge of the "Exploration" tile. He doesn't draw a new "Exploration" tile as he has already played his turn.

Leapfrog

Several sheep can follow the same track. Space sheep are really skilled at playing leapfrog. If the sheep follows a path blocked by other sheep, the player can discard 1 "Turbo-Clover" token per sheep he wants to leap over.

If the player refuses to or cannot discard a "Turbo-Clover" token, the sheep stops behind the last one in the line.

Note that you still have to discard one "Turbo-Clover" token, even if the sheep leaps over one of your own sheep.

Example.

  1. It's time for the green player to play. He picks the same pathway the red player took and ends up behind the red sheep.
  2. By discarding a "Turbo-Clover" token, he jumps over the red sheep.
  3. He then continues normally: the red player draws a new "Exploration" tile and stops at the edge of this one.

Skipping His Turn

The active player can choose to skip his turn: he doesn't move any sheep and takes 1 "Turbo-Clover" token from the supply.

Planet "Edenia"

When a sheep finally reaches Edenia, the active player receives the "Trifolium" token with the highest number of points. If the player takes the last available token, the game ends immediately.

Note: once arrived, a sheep cannot leave planet Edenia.

Planet "Arridis"

A sheep who returns on planet Arridis has to stop. His turn is over.

Ending the Game

The game ends immediately whenever:

  • A player brings his third sheep on planet of arrival "Edenia". He gets the "Race" victory, no matter how many points he has or how many "Trifolium" tokens are left on Edenia.
  • OR a player reaches exactly 42 points (see Victory Points). He gets the "Law of the Universe" victory, no matter how many "Trifolium" tokens are still left on Edenia. Note: for your very first game, we advise you not to play with this rule.
  • OR a player gets the last "Trifolium" token from the planet of arrival "Edenia". All players count their points (see Victory Points). The player with the highest score wins "Prestige" victory.

If two (or more) players tie, the player with the biggest flock on Edenia wins the game. If the game is still tied, play another game!!

Introduction game: The first player moves one of his sheep to explore a new tile. If you find unknown lands, read the related paragraph below.

Habitable Planets

When a planet has been discovered, take 3 Turbo-Clover tokens from the supply and put them on the newly revealed tile.

A sheep who has just arrived on a planet has to stop there (there is no limited number of sheep that can be present on a planet).

The player then faces 2 choices:

  • Take 1 "Turbo-Clover" token (if there are any left).
  • Raise one of his "Flag" tokens (if there is already one, give it back to its owner). Every "Flag" token raised on a planet gives its owner 7 points.

Example.

  1. The red player discovers a planet and has to stop there. He puts 3 "Turbo-Clover" tokens on it and decides to raise his flag instead of recovering a "Turbo-Clover" token.
  2. The green player also decides to move to this planet. He must stop there as well. Instead of taking one "Turbo-Clover" token, he chooses to replace the red player's flag with his own.

Dwarf Planets

When an "Exploration" tile with a Dwarf Planet tile is revealed, put 2 "Artefact" tokens face down on the designated spot of the tile.

When a sheep lands on a Dwarf Planet, it can either:

  • Continue his way (straight ahead).
  • Stop and pay 1 "Turbo-Clover" token. Then he looks at the "Artefact" tokens left on the tile and picks one. He keeps it face down in front of him and puts the other one back on the tile (see Artefact Tokens).
  • Stop and simply do nothing.

Important:

  • If the active player decides to stop on a Dwarf Planet, he can leave through any of the 4 available exits during his next turn.
  • No other sheep is allowed to land on the Dwarf Planet as long as it is occupied by another sheep. A sheep can still leapfrog to continue its journey straight ahead.

Example.

  1. The red player reveals a dwarf planet and puts 2 "Artefact" tokens on the tile face down.
  2. If he decides to continue his journey, he must keep going straight ahead.
  3. If he decides to stop on the planet, he may take one "Artefact" token which costs him one Turbo-Clover token. Later, he can leave using a different path.

Black Hole

When a sheep enters the Black Hole, it chooses one side of the tile and throws the die. It must follow the path corresponding to the picked side and to the symbol given by the die.

The sheep continues its journey and only reveals one "Exploration" tile.

If there is a loop, the sheep can go several times through the Black Hole during the same turn.

Example.

  1. The red player reaches the Black Hole. He chooses the right side of the tile and throws the die. This one shows the "Meteorite" pathway. The sheep continues down this path.
  2. Since the player has already discovered one "Exploration" tile, he has to stop on the edge of the Black Hole.

Relay Stations

The Relay Stations are located on the "Outer Rim" tiles.

When a sheep lands in a Relay Station, the active player recovers the "Turbo-Clover" token of the tile (if it's still there!).

The sheep bounces back on the path it came from. The sheep continues its journey and only reveals one "Exploration" tile.

Example. The red player reaches a Relay Station. He gets the Turbo-Clover token and then goes back from where he came.

Teleporters

When a sheep arrives to a teleporter, the player's turn ends.

If he wants to, the player can teleport to any other available teleporter during his next turn (no sheep nor "Sabotage" token on the arrival teleporter). If the departure and the arrival teleporters are the same color, the teleportation is free of charge. Otherwise, the player must use one Turbo-Clover token.

The sheep continues its journey and only reveals one "Exploration" tile.

Sabotage

After teleporting, the active player must place one "Sabotage" token on the arrival teleporter. This teleporter cannot be used as long as no sheep fixes it by arriving on it by a normal way (the player puts the "Sabotage" token back in the supply).

Example.

  1. A sheep of the red player is on a yellow teleporter. He chooses to move the sheep on another "Exploration" tile. The colors of the teleporters are different, so he must pay one Turbo-Clover token.
  2. He places 1 "Sabotage" token and continues his exploration.

Artefact Tokens

Each "Artefact" token allows the player to perform a specific action when he finds it or during one of his next turns. There is no limited number of "Artefact" tokens a player can use at the same time. The "Artefact" tokens can only be played before or after moving the sheep (but not during his move). If the player skips his turn, he cannot play any "Artefact" token.

When an Artefact token is played, the owner puts it back face up in front of him. The points of each "Artefact" token are counted in the player's total score, whether the tokens have been used or not.

  • Turbo-engine (3/4/5 pts), 3 copies. Allow the player to avoid stopping on a planet (even if there are sheep on it) and continue his exploration straight ahead on the same way.
  • Junction (3/4/5 pts), 3 copies. Allow the player to take another path while on an "Exploration" tile before starting his turn and moving the sheep.
  • R2-M2 (3/4/4/5 pts), 4 copies. When exploring the Galaxy, draw 3 "Exploration" tiles instead of one. Pick and place one of them and put the other 2 back under the "Exploration" deck.
  • Sheepscope (3/4/5 pts), 3 copies. Draw one "Exploration" tile and place it next to another one on the table, anywhere in the Galaxy.
  • Gromout (0 pt), 1 copy. Allow the player to protect a "Flag" token on a planet. The flag protected by Gromout cannot be removed anymore. No sheep is needed on the planet to activate the protection.
  • Quantum Accelerator (0 pt), 1 copy. Allow the player to play a second turn in a row.
  • Mobile teleporter (3/4/5 pts), 3 copies. Allow the player to teleport his sheep to any other available teleporter (no sheep nor "Sabotage" token) before starting his turn and moving the sheep. Discard 1 "Turbo-Clover" if the arrival teleporter has a different color than the helmet.

Victory Points

  • 7 to 15 points per "Trifolium" token from planet "Edenia"
  • 3 to 5 points per "Artefact" token (used or not)
  • 7 points per "Flag" token raised on a planet
  • 1 point per remaining "Turbo-Clover" token

Abstract

Goal of the game:

  • Race: be the first player to bring your 3 sheep on planet "Edenia" (immediate victory).
  • OR Law of the Universe: be the first player to reach exactly 42 points (immediate victory).
  • OR Prestige: get the highest score at the end of the game, when all "Trifolium" tokens have been recovered from planet "Edenia".

Turbo-Clover: the Turbo-Clover tokens can be used for:

  • Leapfrogging over another sheep.
  • Recovering an "Artefact" from a Dwarf Planet.
  • Teleporting a sheep on a teleporter of another color.

Variation for the Little Lambs (from Age 6)

  • The first player with 2 sheep on Edenia wins the game immediately.
  • Do not use "Artefact" and "Flag" tokens.
  • The Turbo-Clover tokens are only used for leapfrogging and moving between 2 teleporters with different colors.