Escape from the Moon
Escape from the Moon Rulebook
Table of Contents
Table of Contents
Components
Exploration cards (initial hand): 8
- A: Name. The card's name.
- B: Exploration points. The value used to calculate exploration points.
- C: Oxygen cost. The cost needed to place the card.
- D: Clear score (a number or a coin). Used for scoring at the end of the game.
- E: Initial hand icon. Cards in the initial hand carry a flag icon.
Note: These cards have a top and bottom. Before the game starts, align them so that the logo on the back reads correctly.
Sector / back: Item cards: 9; Sector / back: Return cards: 2
- A: Sector name.
- B: Exploration points. The value used to calculate exploration points.
- C: Card description. The card's description. If you read it carefully there are hints...
- D: Clear score (a number or a coin). Used for scoring at the end of the game.
- E: Item name.
- F: Oxygen cost. The cost needed to place the card.
- G: Special effect. Using the card triggers its special effect. For details see "Special Effects List" (p. 11).
Sector cards are double-sided. The front shows the sector (facility name), the back shows the item.
Event cards / back: Oxygen Tank: 8
- A: Event name.
- B: Event description. For details see "Events List" (p. 12).
- C: Clear score. Used for scoring at the end of the game.
Start point / Escape point: 2
- A: Start point. The player's starting position.
- B: Escape point (rocket). The game's escape (clear) position.
- C: Clear score. Used for scoring at the end of the game.
Note: The side of the Escape point (rocket) that is used differs by scenario. For details see "Scenarios" (p. 10).
The back of the Start point card is a message card usable at the end of the game, for social media or a record photo.
Player card: 1
- A: Turn sequence. A brief summary of the steps of a turn. Refer to it if you lose track of the procedure during play.
Medal score table / Discard area: 2
- A: Medal clear score. You gain clear score according to the number of medals obtained. For details of medal scoring see "Calculating the Clear Score" (p. 9).
The backs of the Medal score table card and the Discard area card are message cards usable at the end of the game, for social media or a record photo.
Setup
Set up the game with reference to the setup diagram: sectors in a 5x3 block (A), 6 oxygen tanks (B), the Start point (C), the exploration card placement area, the discard area, the hand deck, and the 5-card initial hand.
A. Prepare the sectors and replenishment oxygen
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Shuffle all 8 Event cards face down and make three groups: "1 sector", "6 oxygen tanks" and "1 unused".
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Turn all Sector cards face up (the side with the yellow number visible), add the "1 sector" Event card face down, and shuffle well.
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Place the Start point and Escape point cards on the table, leaving a space 4 rows high and 3 columns wide between them (see the diagram).
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In the 4x3 space, place the Sector cards shuffled in step 2 face up (sector name visible), in order starting from the bottom left. The positions are numbered 1 2 3 across the bottom row, 4 5 6 above it, 7 8 9 above that, and 10 11 12 on the top row, with the Escape point beyond the top row and the Start point below the bottom row.
Note: The way sectors are laid out may differ when playing scenario mode. For details see "Scenarios" (p. 10).
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Line up the "6 oxygen tanks" beside the sectors so that the number remaining is visible.
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The "1 unused" oxygen tank is not used in the game; return it to the box.
B. Prepare the hand deck and the initial hand
- Turn all Exploration cards (8) face down, align them so the logo can be read, and shuffle. This is the hand deck.
- Draw 5 cards from the hand deck, look at them, and make them your initial hand.
- With reference to the diagram, place the Discard area card to the right of the initial hand.
- In front of the initial hand, leave room so cards can be placed side by side; this is the "exploration card placement area".
Note: Playing is easier if you lay your hand out on the table. Place the discard area a little apart from your hand so the two do not get mixed up.
C. Initial placement of the player
- Place the Player card on the Start point.
All exploration preparations are complete.
Note: For a first game, or if you find the game difficult, a Training Scenario is provided. For details see "Scenarios" (p. 10).
Objective of the Game
Use the rocket to return to the mothership. However, the rocket has stopped functioning because of a launch program error. To launch it, you must restart the two programs located in the base.
There are items in the base that seem useful for escaping, and the more sectors you explore, the more advantageous escaping becomes. In addition, you may be able to determine the cause of the accident.
However, the remaining oxygen is not large. Can you escape the lunar base and return to the mothership within the limited time?
- The player moves between sectors and explores.
- If an exploration succeeds, you can obtain an item that makes exploring more advantageous, or improve your exploration ability itself.
- If you start the two launch programs located among the sectors and launch the rocket, you escape successfully.
Escape hint: The more sectors you explore, the more advantageous escaping becomes. However, because the number of oxygen tanks is small, it is extremely difficult to conquer every sector. While you are still unused to the game, the key is not to push yourself and to try the rocket escape early.
Game Flow and What You Can Do on Your Turn
Rounds and the three phases
A round consists of three phases: "1. Replenish hand", "2. Move or Explore", "3. Exploration judgment". Repeat rounds until an end condition is met.
- Replenish hand: draw 3 cards from the hand deck. Discard cards from your hand until you have 6.
- A. Move: discard cards and move up to their exploration points. B. Explore: discard cards equal to the oxygen cost and explore.
- Exploration judgment: obtain an item, or improve an exploration card in the discard area.
When the hand deck runs out, replenish oxygen: use one oxygen tank to refresh the deck. The used oxygen tank goes to the bottom of the deck.
End of the game: when an end condition is met, calculate the score.
- Phases are done in order: "1: Replenish hand", "2: A. Move or B. Explore", "3: Exploration judgment". Apart from "2: A. Move or B. Explore", a phase cannot be passed (skipped).
- Exploration judgment result: success = "A. Obtain an item" or "B. Improve exploration ability"; failure = accumulation of exploration points.
1. Replenish Hand Phase (phase 1/3)
Replenish your hand from the hand deck.
- Draw 3 cards from the hand deck and add them to your hand.
- If the hand deck has 3 or fewer cards remaining, temporarily pause the game, refresh the hand deck (replenish oxygen, described later), and then resume replenishing the hand. For details see "Replenishing Oxygen" (p. 8).
- You can hold at most 6 cards in hand.
- If replenishing makes your hand 6 or more cards, discard cards until you have 6.
- You may freely choose which cards in your hand to discard.
Note: At the start of the game, skip replenishing the hand; replenishment begins from the next round.
Event cards
- Sometimes a card drawn from the hand deck is an Event card.
- If you draw an Event card, add it to your hand like a normal Exploration card.
- Most Event cards are accidents, and are nuisance cards that cannot be discarded from your hand.
For details of events see "Events" (p. 12).
2. Move or Explore Phase (phase 2/3)
Use your hand to move between sectors or to explore.
- You may move and explore any number of times in succession.
- If you can do neither (or neither is needed strategically), you may end this phase without doing either.
A. Move
You can use your hand to move between sectors.
- Choose the card from your hand that you want to use for movement and discard it.
- You can move to adjacent sectors up to the exploration points on that card (for example, a card of 4 allows up to 4 moves, a card of 3 up to 3, and so on).
- You can move up, down, left or right, to sectors adjacent to the place where the Player card currently is. You cannot move diagonally.
- The initially laid-out sector area is the maximum extent; you cannot move outside it.
- Sectors that have already been explored (places with no card) still count as one sector.
- As long as it is within the card's exploration points, you may finish the move with fewer moves (for example, you played a 3 but may stop after 1 move).
B. Explore
You can use your hand to explore the sector where the Player card is placed. If the exploration succeeds, you can obtain an item that makes exploring more advantageous, or improve your exploration ability.
- Choose the card from your hand that you want to use for exploration, discard from your hand a number of cards, face up, equal to its oxygen cost, and place the chosen card in the exploration card placement area. (Example: with oxygen cost 2, discard 2 cards and place the exploration card.)
- The cards used for the oxygen cost may be rearranged into any order as you discard them.
Note: You cannot explore a place with no sector. The Player card must be on a Sector card.
Exploring the launch programs and the rocket
The rocket (Escape point) is a special card. To explore the rocket, you must have successfully explored the 2 launch programs (see next page).
Exploring an oxygen tank
If you move onto an Event card (oxygen tank), you can increase your oxygen tanks by 1.
- When you move onto an oxygen tank, immediately add it to your remaining oxygen tanks.
- If you pass over this card without stopping on it, you cannot replenish an oxygen tank.
3. Exploration Judgment Phase (phase 3/3)
Compare the total exploration points in the card placement area with the exploration points of the sector where the Player card is, to judge whether the exploration succeeds.
- If the total exploration points are equal to or greater than the sector's exploration points, the exploration succeeds.
- A sector explored successfully can be used either as an "item" or for "improving exploration ability".
- All cards used for the exploration calculation are discarded.
- Discard them face up in any order.
Exploration success
Example: total 5 points against a sector of 5 points: success.
- If the total exploration points in the placement area are equal to or greater than the sector's exploration points, the exploration succeeds.
- When the exploration succeeds, turn over the Sector card and check its contents.
- After checking, choose and carry out either "A. Obtain an item" or "B. Improve exploration ability".
- All the cards in the exploration card placement area are discarded.
A. Obtain an item
A card obtained as an item can be used for "exploration" and "movement" just like Exploration cards.
- Turn the Sector card over and immediately add it to your hand.
Escape hint: Obtaining items increases your total number of cards. With more cards, escaping becomes more advantageous, so obtaining items first is recommended.
B. Improve exploration ability
Remove the obtained Sector card from the game and strengthen an Exploration card in the discard area.
- Remove the sector card you explored successfully from the game (return it to the box).
- Choose any one Exploration card in the discard area and rotate it 180 degrees (swap top and bottom).
Note: When rotating, be careful not to change the order of the discard pile.
Note: Launch program cards can also be used for improving exploration ability.
Discard the placed cards
- After doing either "A. Obtain an item" or "B. Improve exploration ability", discard all cards placed in the exploration card placement area.
- Discard them face up in any order.
Exploration failure
Example: total 5 points against a sector of 6 points: failure.
- If the total exploration points in the placement area are less than the sector's exploration points, the exploration fails.
- The cards in the placement area remain as "accumulated exploration points" and the game continues.
Accumulating exploration points
- Cards placed in the exploration card placement area are not discarded but accumulate.
- Accumulated exploration points can be added to the total on your next exploration.
Note: When you perform "A. Move" (p. 6), all cards in the exploration card placement area are discarded. (When you move between sectors, the accumulation is reset and the cards are discarded.)
Replenishing Oxygen (Refreshing the Hand)
When the hand deck runs out, pause the game and use an oxygen tank card to replenish oxygen (refresh the hand deck).
- Gather all the discards without changing their order, and turn the whole pile over to make the new hand deck. Do not shuffle; turn it over with the order unchanged.
- Put 1 oxygen tank card on the very bottom of the hand deck.
- If there is no oxygen tank card, you cannot replenish oxygen.
Note: If the hand deck runs out during hand replenishment and you replenish oxygen, pause the game and replenish oxygen (refresh the hand deck) first.
End of the Game
The game ends immediately, and the clear score is calculated, when either "the rocket exploration succeeds" or "the hand deck is exhausted and you cannot play a card."
Rocket exploration succeeds
Congratulations! You escaped successfully! You returned safely to the mothership orbiting the Moon. You report the investigation record of the accident to the mothership crew for analysis. What on earth was the cause of the accident...
Unable to play a card
Unfortunately you could not escape. This time you failed, but use the experience and please try again!
Calculating the clear score
Add up the clear scores of the explored items, exploration cards whose ability you improved, and so on, plus the medals, to calculate the final clear score.
Clear score total: Exploration cards, Item cards, Return cards, Escape point, unused oxygen tanks, Event cards removed from hand. Medal total: Exploration cards, Item cards.
- Turn the cards in the discard area and the hand deck face up so that the clear scores can be seen at a glance.
- Collect only the cards with a "clear score" or "medal" at the upper right of the card.
- Add up the clear scores written on Exploration cards, Item cards, Return cards, the Escape point, unused oxygen tanks, and Event cards removed from the hand.
- For cards showing medals, total the number of medals and calculate the score using the table below.
- Finally, the sum of all the points is the final clear score.
Note: Only unused oxygen tanks that are not in the hand deck count toward the clear score.
Note: Oxygen tanks that have been put into the hand deck are not used in score calculation.
Medal clear score
Calculate the clear score according to the number of medals obtained in exploration.
| Medals obtained | Clear score |
|---|---|
| 1 medal | 1 point |
| 2 medals | 3 points |
| 3 medals | 8 points |
| 4 medals | 14 points |
- Medals obtained are calculated in groups of up to 4.
- Medals beyond 4 form the next group and are calculated again.
Example: if you obtained 6 medals, split them into a group of 4 and a group of 2. The clear score is 14 points for 4 and 3 points for 2, so the total is 14+3 = 17 points.
Scenarios
Scenarios add play conditions. Challenge them according to your level, from beginner to expert.
Training Scenario (difficulty 1 of 5 stars)
Recommended for beginners, for playing the game for the first time, or if you find the game a bit difficult.
Story: A "Training Scenario" is prepared for newly assigned crew, assuming an emergency. Gain enough experience in this mode to be ready for any trouble. In this Training Scenario you learn the crew's basic actions of "exploring" and "moving", and how to obtain items to make escaping advantageous. It is only training, so there is no problem if you fail to escape. Through several attempts and trial and error you will pick up the knack.
Setup:
- Lay out the sectors with reference to the diagram. (The diagram shows which sectors are placed, which are unused and put back in the box, and which are put into the hand deck.)
- In this scenario, the 4 Sector cards "Power Sector", "Fuel Sector", "Rover" and "Communication Sector" are not used in the game; put them away in the box.
- Set up with the 2 launch program cards already placed in the hand deck, then draw the 5-card initial hand from this hand deck.
Escape condition:
- Explore the rocket at the Escape point and succeed.
Reward: Congratulations! You escaped successfully. The training is now over, but unexpected situations can occur at any time. Continue to improve yourself as a lunar crew member.
Secret of the Moonlit Night (difficulty 4 of 5 stars)
Recommended for those who have cleared the normal rules. A technical scenario with a satisfying challenge.
Story: During your escape, you investigated the base's computer system and learned a grave secret hidden in the base. It seems that secret is deeply connected to this accident. You explore the base and use items to the full, aiming not only to escape but to uncover the truth of the secret.
Setup:
- Set up as normal. Sector cards are placed as normal.
- From the 6 replenishment oxygen tanks, remove 1 face down, leaving 5. Put the removed oxygen tank in the box.
- Turn over the Escape point rocket card and use the side marked "22".
Escape condition:
- As in the normal game, succeed in exploring the 2 launch programs, then succeed in exploring the rocket at the Escape point.
Reward: The ending differs depending on the clear score you obtained.
0 to 16 points: Sadly, you were too busy just escaping to uncover the truth of the accident. You wait for a chance to reinvestigate, firmly resolving to uncover the truth again.
17 points or more: Surprisingly, an unknown mineral, "Lunarium", had been discovered under the lunar base. This mineral has peculiar properties, and the base's scientists were researching its practical use as a new energy source. When the investigation data you obtained during your escape was analyzed, it turned out that Lunarium, by fusing with microorganisms living under the Moon, acquires perception and thought at astonishing speed. This unknown organism had been freely controlling the base's electronic equipment by generating unpredictable energy waves. You succeed in communicating with the unknown organism and, overwhelmed by its abilities, seek a path of coexistence with humanity. Will humanity be able to build a new future...
Escape hint: This scenario has little time, so you need to explore the minimum number of sectors and escape. If you can find an efficient combination, escaping will be easy.
Parallel Story (difficulty 5 of 5 stars)
This is a story of a parallel world. You are not a lunar exploration crew member, but an investigator who explores the lunar base to investigate the accident.
Story: You go to the base where the accident occurred as a lunar investigator and look into its cause. The base staff have finished evacuating and no one but you remains in the base. You follow the traces of the accident and find out the truth of what happened at this base.
Setup:
- This scenario is recommended for players who have cleared the normal rules.
- Shuffle the Sector cards well, and from the bottom of the shuffled deck take out 1 card without looking at its contents and return it to the box.
- Following the same procedure as the normal rules, add 1 oxygen card and shuffle again, then lay out the sectors with reference to the diagram. (The diagram, not reproduced here, shows a layout of positions 1 to 11 with the Start point and Escape point.)
- The replenishment oxygen tanks are 6, the same as the normal rules.
- Turn over the Escape point rocket card and use the side marked "22".
Note: You can only move to places where a sector was originally placed. You cannot move to places that originally had no sector.
Escape condition:
- In this scenario, exploring the 2 launch programs is optional.
- Unlike the normal rules, you can explore the rocket at the Escape point without exploring the launch programs.
- When the rocket exploration at the Escape point succeeds, the game ends immediately.
Reward (score attack): Your investigator rank is determined by your clear score. Do your best to become a legendary investigator.
| Clear score | Rank |
|---|---|
| 0 to 9 | Apprentice Investigator: keep training daily to become a full-fledged investigator. |
| 10 to 13 | Debut Investigator: a new investigator who can now handle basic investigations. Look forward to growth! |
| 14 to 17 | Senior Investigator: a mid-career investigator. Gain experience and aim higher! |
| 18 to 22 | Skilled Investigator: Congratulations! The cause of this accident was uncovered by your hands. You are the talk of the town as the hottest ace investigator. |
| 23 or more | Legendary Investigator: there is no one in the industry who does not know your name. You have many clients around the world and receive requests naming you. Next year a movie modeled on you is scheduled for release. |
Special Effects List
When an Item card is used for exploration or movement, its special effect triggers immediately.
Assistant
An AI assistant function. It is hugely effective for starting programs.
- If the exploration points of the sector you are trying to explore are 10 or more, treat this card's exploration points as 5.
- Specifically, the "Launch Program" and the "Rocket" are the targets of the effect.
ID Authentication
The ID pass proving you are investigation crew. It is required to enter and leave sectors and to start computers.
- When this card is used for exploration, immediately draw up to 3 cards from the hand deck and add them to your hand.
- Then choose any 1 card from your hand and place it face down on top of the hand deck.
- If the hand deck has 3 or fewer cards, you can draw only as many as remain in the hand deck.
- If using this card's effect leaves you with 6 or more cards in hand, discard any cards from your hand until you have 6.
- Event cards cannot be returned to the deck or discarded.
- Using this card's effect is optional.
Special Heat-Resistant Suit
A special heat-resistant suit designed for various disasters. Designed for activity on the Moon, it is highly functional.
- You may choose any 1 card in your hand and remove it from the game (put the removed card in the box).
- Any card in your hand (even an Event card) can be removed.
- Using this card's effect is optional.
Rover
A small vehicle developed for movement on the Moon. It greatly improves movement speed on the Moon.
- When this card is used for movement, you can move up to 6.
- As long as it is within 6, you may stop moving partway.
Investigation Data Analysis
A small chip containing the contents of the lunar investigation so far. The truth of this accident may also be recorded on it.
- When this card is used for exploration, choose any 1 "Exploration card" in the discard pile, improve its ability (rotate it top to bottom), and return it to the same position in the discard pile.
- The improved Exploration card can be used the next time it is in your hand.
- If there is no Exploration card in the discard pile that can be improved, you cannot improve one.
Note: When choosing an Exploration card from the discard pile, be careful not to change the order of the discards.
Cooperation of the Unknown Creature
An extraterrestrial life form researched in the Bio Sector. It seems able to communicate by telepathy.
- When this card is used for exploration, add the number of Event cards in your hand to this card's exploration points.
- If there are no Event cards in your hand, no exploration points are added and it is treated as a card of 1 exploration point.
- When this card is used for movement, it is treated as a card of 1 movement.
Note: Even if Event cards in your hand increase after you use this card for exploration, the exploration points already added do not change.
Hacking
Uses communication equipment to access other sectors. You may obtain important information.
- When this card is used for exploration, choose any 1 card from the discard pile and immediately put it into your hand.
- If there are no discards in the discard area, the effect cannot be used.
- Using this card's effect is optional.
Power Unit
A portable battery unit. It can restore power to various electronic devices.
- When this card is used for exploration, choose up to 3 Exploration cards from the discard pile and immediately put them at the bottom of the hand deck.
- If there are no discards in the discard area, the effect cannot be used.
- Using this card's effect is optional.
Rocket Fuel Replenishment
Liquid hydrogen fuel for the rocket. If used well, a large amount of energy can be extracted.
- When this card is used for exploration, choose any 1 card from your hand and play it next. You pay no oxygen cost for it.
- This effect is valid only when the card is used for exploration.
- If there are no remaining cards in your hand, the effect cannot be used.
- Using this card's effect is optional.
Program Start
If you successfully explore 2 of these cards, you can start the rocket's launch program.
- This card has no particular effect.
- Like other Item cards, this card can be used for improving exploration ability. Improving exploration ability removes it from the game, but you can still start the rocket.
Events List
Event cards come in two kinds, good effects and bad effects, and are added randomly to the hand deck when oxygen is replenished. Event cards with bad effects cannot be removed from your hand by normal means, so they are cards that torment the player little by little.
Solar Flare
Unpredictable solar flares cause failures in all electronic equipment.
- This card stays in your hand and is a nuisance card that crowds your hand.
- This card cannot be discarded. It cannot be used for oxygen cost or movement either.
- When exploring (p. 6), if you choose any 1 card from your hand and discard it, you can remove this card from your hand and gain 2 clear score.
- You must discard 1 card from your hand separately from cards discarded in the hand replenishment phase or by other cards' special effects.
Note: Event cards turned into clear score are best turned over and kept beside you so that you do not forget them in the final score calculation.
Meteorite
A small meteorite, but it damages the exploration of the base.
- This card stays in your hand and is a nuisance card that crowds your hand.
- This card cannot be discarded. It cannot be used for oxygen cost or movement either.
- If you subtract 1 point from the exploration points placed on the sector, you can remove this card from your hand and gain 2 clear score.
Memories of Family
Precious memories of your family on Earth. They are a source of comfort even when you are lonely.
- It can be used as a card of 1 exploration point that needs no oxygen cost.
- Besides exploration, it can be used for movement and as oxygen cost.
- If used for exploration or movement, it is removed from the game rather than placed in the discard area (put it in the box).
- If used as oxygen cost, it is discarded to the discard area and can be used again.
- Memories of Family removed from the game are not used in clear score calculation.