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LANDER: After The Crash

LANDER: After The Crash Rulebook

Table of Contents

Table of Contents

  • Game Components
  • How Lander Works
    • 01 Aim of the Game
    • 02 Discover the Planet
    • 03 Develop Your Crew
    • 04 Complete Missions
    • 05 Interact with Rivals
    • 06 Navigate Uncertainty
  • Choosing Your Game Style
  • Basic Simulation
  • Early Arrival
  • Planned Arrival
  • Team Play
  • Reference Manual
  • The Corporations
  • The Planet
  • The Crew
  • Training Cards
  • Item Cards
  • Action Cards
  • Activity Cards
  • Events
  • The Missions
  • Accolades
  • Probability Tables
  • Iconography

Game Components

Game Play Material

  • Setup Booklets x1 each (Basic Simulation, Early Arrival, Planned Arrival)
  • Rulebook x1
  • Timer x1
  • Reference Cards x1 each (Rules of Negotiation; Year Setup and Year Procedure)
  • Colony Governor Marker x1

Building the Planet

  • Hex x1 (the center hex)
  • Sectors x18 each (Energy, Food and Titanium)
  • Resource Cards x50 each (Energy, Food and Titanium)

Corporate Assets

  • Crew Rosters x4 (1 per corporation)
  • Payment Mats x4 (1 per corporation)
  • Player Pieces x40 each (red, yellow, green and blue, one colour per corporation)

Card Decks

  • Accolades x9 (Bronze)
  • Missions x30 Silver and x30 Gold
  • Events x50
  • Stasis x50
  • Action x100
  • Items x50
  • Training x50

How Lander Works

01 Aim of the Game

Lander is a resource management strategy game where the player that completes the most Mission Stars wins the game. Players assume the role of corporate representatives, competing to develop their resources and crew, enabling them to complete Missions. Players start out with 2 crew members, a few claimed sectors and some equipment that's been allocated from the colony base.

02 Discover the Planet

Colonization occurs over a series of years (played as rounds). At the start of each year, claimed sectors generate Energy, Food and Titanium resources, based on their productivity values. To increase their resource base, players can Expand into new sectors and Upgrade previously claimed ones.

03 Develop Your Crew

With progressively more resources at their disposal, players are able to acquire new crew members from stasis. This provides them with additional classes, traits and Leadership Abilities in their crew. Players can also purchase Training and Item cards, which can be attached to crew members to give them specific combinations of traits and class levels. This will enable players to play Action cards and ultimately complete Missions.

04 Complete Missions

The object of the game is to earn the most Mission Stars, which represent a corporation's share of the new economy. Players earn stars by using their sectors, resources and crew to complete Missions. Bonus stars can be earned by achieving special Accolades along the way.

05 Interact with Rivals

There are several ways players can interact with their opponents during the game. Negotiation provides a framework for trading resources and Activity cards between corporations. Players can also use their Leadership Ability and play Action cards to pull back their rivals or further their own interests.

06 Navigate Uncertainty

Life on Kaimas-2 is uncertain at the best of times, which means players must be able to adapt to changing circumstances. Event cards represent unexpected situations that occur over the course of a year. They force players to make difficult choices which can affect themselves or all corporations on the planet.

Choosing Your Game Style

Lander can be played in a variety of ways depending on: (a) the gaming background of the players, (b) the time available to play and (c) the type of experience desired.

Game Styles

  • Basic Simulation: an introduction for novice board gamers and perhaps first time players. Players race to complete 7 Mission Stars in a first-past-the-post finish [pg. 7].
  • Early Arrival: a shorter game variant (than Planned Arrival) for board gamers with limited free time. When the first player reaches 10 Mission Stars, the GCC Intrepid is signaled and will arrive at the end of that year. The player with the most Mission Stars when it arrives is the winner [pg. 9].
  • Planned Arrival: a longer, more immersive Lander experience. The Intrepid will arrive in 5 years. The player that has the most Mission Stars when it arrives is the winner [pg. 11].
  • Team Play: for each of the above game styles, players may also form teams and play 2 v 2, or 2 v 2 v 2 with the 5-6 player expansion [pg. 13].
  • Play it Your Way: join the online community of experienced Lander players and see other rule variations and game styles or submit your own.

Once you've chosen your game style, choose the appropriate setup booklet and follow the instructions to get started. Happy Lander!

We've developed a series of game styles to cater to different levels of experience and available playing time. While these provide interesting variations of Lander, we feel that the Planned Arrival is the way Lander "should" be played. If you're in a group of experienced board gamers, you can jump straight into the Planned Arrival variant.

Basic Simulation

Year Setup

  • Events: There are no Events in this game variant.
  1. Claim Sectors: In turn order, players draw 1 sector and connect it to any other sector on the planet. Next, they place 1 structure on the closest available, unoccupied sector, adjacent to a sector they own (pg. 20).
  2. Collect Resources: Deal resource cards to each player based on Items, Leadership Abilities and sector values (in this order).
  3. Collect Activities: Deal the Start-of-Year allocation to each player face down. This includes 2 Activity cards, 1 Item and 1 Training card, drawn from colony stores.

Setup Limits (Basic Simulation)

  • No '0-rated' sectors in starting ring
  • 36 crew members available
  • No Observations
  • No Accolades
  • 4 Public Missions and no Private Missions
  • No Events
  • Less costly Official Orders

Year Procedure

Starting with the Colony Governor, players take turns making orders. Once a player has performed their Official Order, the next player must do the same. Play continues until all players cannot, or choose not to, make any more Official Orders. There are 3 types of orders that can be performed. These are:

  1. Anytime Orders: Anytime Orders can be performed at literally ANY TIME in the game, even when it is not a player's turn.
    • Play 'Anytime' Action: Play an Action card with a 'Play Anytime' icon (pg. 35).
    • Earn an Accolade: Immediately earn an Accolade when the relevant condition is met (pg. 45).
  2. Free Orders: Free Orders are optional but must be performed at the start of a player's turn. There is no limit to how many Free Orders a player can perform on their turn. For example, a player can attach several Item or Training cards to their crew before making their Official Order.
    • Attach Training: Attach a Training card to any crew member that has at least 1 available slot. Once attached, Training cannot be moved (pg. 28).
    • Attach / Move / Discard an Item: Attach an Item to any crew member with at least 1 available slot, but only if they meet the attachment criteria. Items can also be moved/discarded (pg. 31).
    • Matter Conversion: Exchange 2 resources of the same type for 1 resource of another (pg. 21).
  3. Official Orders: An Official Order constitutes a player's turn. A player must perform 1 of the following 11 orders.
    • Upgrade: Build a 2nd or 3rd structure on a previously claimed sector (pg. 21).
    • Expand: Draw a sector. Place it anywhere on the planet. Build a structure on the closest, unoccupied adjacent sector (pg. 21).
    • Acquire a Crew Member: Draw the top crew member from Stasis. Add them to an empty crew slot (pg. 25).
    • Use Leadership Ability: Follow the description on a Leader in the crew. This only applies to active Leadership Abilities (pg. 25).

If a player cannot, or chooses not to make any of the above orders, they must 'Prepare for Year End'.

Preparing for Year End

While preparing for year end, a player cannot perform any Free or Official Orders and can only Play 'Anytime' Actions and participate in Negotiations specifically initiated by other players.

Once all players Prepare for Year End, they must discard down to 5 resources and 5 Activity cards. This concludes the year. All players must then remove any temporary cards in play, reset Leadership Abilities and begin setup for the next year.

Winning the Game

As soon as a player completes 7 Mission Stars, the simulation ends and they are declared the winner. In this variant, there can be no tie.

You've successfully completed the Kaimas-2 holographic simulation. You're now ready to board the Intrepid and put your new skills to the test on the real planet. Safe journey!

Early Arrival

Year Setup

  1. Resolve Events: In turn order, the Colony Governor draws an Event card, and reads out the scenario. Where appropriate, they make a choice on behalf of the colony, placing a piece beside the option they choose.
  2. Claim Sectors: In turn order, players draw 1 sector and connect it to any other sector on the planet. Next, they place 1 structure on the closest available, unoccupied sector, adjacent to a sector they own (pg. 20).
  3. Collect Resources: Deal resource cards to each player based on Items, Events, Leadership Abilities and sector values (in this order).
  4. Collect Activities: Deal the Start-of-Year allocation to each player face down. This includes 2 Activity cards, 1 Item and 1 Training card, drawn from colony stores.

Setup Limits (Early Arrival)

  • Max of 3, '0-rated' sectors in starting ring
  • 36 crew members available
  • 5 Observations per game
  • Choice of 3 Accolades from 9
  • 3 Public Missions and 2 Private Missions
  • 1 Event per year
  • Less costly Official Orders

Year Procedure

Starting with the Colony Governor, players take turns making orders. Once a player has performed their Official Order, the next player must do the same. Play continues until all players cannot, or choose not to, make any more orders. There are 3 types of orders that can be performed. These are:

  1. Anytime Orders: Anytime Orders can be performed at literally ANY TIME in the game, even when it is not a player's turn.
    • Play 'Anytime' Action: Play an Action card with a 'Play Anytime' icon (pg. 35).
    • Earn an Accolade: Immediately earn an Accolade when the relevant condition is met (pg. 45).
  2. Free Orders: Free Orders are optional but must be performed at the start of a player's turn. There is no limit to how many Free Orders a player can perform on their turn. For example, a player can attach several Item or Training cards to their crew before making their Official Order.
    • Attach Training: Attach a Training card to any crew member that has at least 1 available slot. Once attached, Training cannot be moved (pg. 28).
    • Attach/Move/Discard an Item: Attach an Item to any crew member with at least 1 available slot, but only if they meet the attachment criteria. Items can also be moved/discarded (pg. 31).
    • Matter Conversion: Exchange 2 resources of the same type for 1 resource of another (pg. 21).
  3. Official Orders: An Official Order constitutes a player's turn. A player must perform 1 of the following 12 orders.
    • Upgrade: Build a 2nd or 3rd structure on a previously claimed sector (pg. 21).
    • Expand: Draw a sector. Place it anywhere on the planet. Build a structure on the closest, unoccupied adjacent sector (pg. 21).
    • Acquire a Crew Member: Draw the top crew member from Stasis. Add them to an empty crew slot (pg. 25).
    • Use Leadership Ability: Follow the description on a Leader in the crew. This only applies to active Leadership Abilities (pg. 25).

If a player cannot, or chooses not to make any of the above orders, they must 'Prepare for Year End'.

Preparing for Year End

While preparing for year end, a player cannot perform any Free or Official Orders and can only Play 'Anytime' Actions and participate in Negotiations specifically initiated by other players.

Winning the Game

The last year is triggered when a player reaches 10 Mission Stars. The player with the most stars at the end of that year is declared the winner.

Once all players Prepare for Year End, they must discard down to 5 resources and 5 Activity cards. This concludes the year. All players must then remove any temporary cards in play, reset Leadership Abilities and begin setup for the next year.

In the event of a tie, shuffle the remaining 6 Accolade cards. Draw the top card and award it to the player who achieves it. If none of the tied players achieve it, then keep drawing Accolades until one of the players meets the conditions and is awarded the victory.

Planned Arrival

Year Setup

  1. Resolve Events: In turn order, each player draws an Event card and reads out the scenario. Where appropriate, they make a choice for themselves or on behalf of the colony, placing a piece beside the option they choose.
  2. Claim Sectors: In turn order, players draw 1 sector and connect it to any other sector on the planet. Next, they place 1 structure on the closest available unoccupied sector, adjacent to a sector they own (pg. 20).
  3. Collect Resources: Deal resource cards to each player based on Items, Events, Leadership Abilities and sector values (in this order).
  4. Collect Activities: Deal the Start-of-Year allocation to each player face down. This includes 2 Activity cards, 1 Item and 1 Training card, drawn from colony stores.

Setup Limits (Planned Arrival)

  • Max of 6, '0-rated' sectors in starting ring
  • 50 crew members available
  • 10 Observations per game
  • Choice of 3 Accolades from 9
  • 3 Public Missions and 1 Private Mission
  • Strategic setup phase
  • 1 Event per player per year
  • More costly Official Orders
  • Strategically replace completed Missions

Year Procedure

Starting with the Colony Governor, players take turns making orders. Once a player has performed their Official Order, the next player must do the same. Play continues until all players cannot, or choose not to, make any more orders. There are 3 types of orders that can be performed. These are:

  1. Anytime Orders: Anytime orders can be performed at literally ANY TIME in the game, even when it is not a player's turn.
    • Play 'Anytime' Action: Play an Action card with a 'Play Anytime' icon (pg. 35).
    • Earn an Accolade: Immediately earn an Accolade when the relevant condition is met (pg. 45).
  2. Free Orders: Free Orders are optional but must be performed at the start of a player's turn. There is no limit to how many Free Orders a player can perform on their turn. For example, a player can attach several Item or Training cards to their crew before making their Official Order.
    • Attach Training: Attach a Training card to any crew member that has at least 1 available slot. Once attached, Training cannot be moved (pg. 28).
    • Attach/Move/Discard an Item: Attach an Item to any crew member with at least 1 available slot, but only if they meet the attachment criteria. Items can also be moved/discarded (pg. 31).
    • Matter Conversion: Exchange 2 resources of the same type for 1 resource of another (pg. 21).
  3. Official Orders: An Official Order constitutes a player's turn. A player must perform 1 of the following 12 orders.
    • Upgrade: Build a 2nd or 3rd structure on a previously claimed sector (pg. 21).
    • Expand: Draw a sector. Place it anywhere on the planet. Build a structure on the closest, unoccupied adjacent sector (pg. 21).
    • Acquire a Crew Member: Draw the top crew member from Stasis. Add them to an empty crew slot (pg. 25).
    • Use Leadership Ability: Follow the description on a Leader in the crew. This only applies to active Leadership Abilities (pg. 25).

If a player cannot, or chooses not to make any of the above orders, they must 'Prepare for Year End'.

Preparing for Year End

While preparing for year end, a player cannot perform any Free or Official Orders and can only Play 'Anytime' Actions and participate in Negotiations specifically initiated by other players.

Winning the Game

The last year is triggered when a player reaches 10 Mission Stars. At the end of this year, all players total their stars from completed Missions and Accolades. The player with the most stars is declared the winner.

Once all players Prepare for Year End, they must discard down to 5 resources and 5 Activity cards. This concludes the year. All players must then remove any temporary cards in play, reset Leadership Abilities and begin setup for the next year.

In the event of a tie, shuffle the remaining 6 Accolade cards. Draw the top card and award it to the player who achieves it. If none of the tied players achieve it, then keep drawing Accolades until one of the players meets the conditions and is awarded the victory.

Team Play

Team play is a game style that can be applied to any of the 3 game variants.

Unlike the free-for-all game style, corporations have chosen to form strategic alliances to enhance their colonization efforts. Players still control separate corporations but instead of working alone, they coordinate with their partner to complete more collective Mission Stars than the rival team(s).

The number of teams varies by the number of players:

  • 4 players = 2 teams of 2
  • 6 players = 3 teams of 2 (5-6 player expansion)

What's Different?

Teams (T) must sit in alternating sequence:

  • 4 players = T1, T2, T1, T2
  • 6 players = T1, T2, T3, T1, T2, T3

All Negotiations require the player who initiates the Negotiation to reduce their Observation Track by 1. In Basic Simulation, place 5 pieces on the Observation Track. These can only be used for Negotiating.

In the Basic Simulation variant, the first team to achieve 13 Mission Stars wins.

In the Early Arrival variant, the last year is triggered when a team reaches 16 Mission Stars.

Reference Manual

The Corporations

Key Terminology

When the Lander crashed on the planet's surface, it was carrying 1 representative from each of the 6 GCC corporations (Fig. 1). Note that Matsumoto and YDR are only available in the 5-6 player expansion.

To start the game, players choose a corporation they will represent and place the corresponding structures, crew roster and order options mats in front of their playing area. The representatives from any corporations not chosen are presumed dead.

The order options mat provides an overview of all the Anytime, Free and Official Orders a player can perform, as well as the associated resource cost. The crew roster mat represents an app the corporations use to manage their colonization process. Both mats are double-sided with each side denoting a different version of the app (game variant).

The majority of the crew roster is occupied by crew slots, which provide a visual representation of the corporation's crew. This is the area where players place their crew and attachments (Fig. 2).

In the bottom third of the mat is the Observation Track. During game setup, each player places 1 structure on each of the triangles within the track. This shows the remaining number of Observations a player can perform in the game.

To the right of the Observation Track is the Prepare-for-Year-End section, which represents a corporation's status in the year. At the start of each year, players place a piece on 'N' indicating that they are giving orders and are still active in the year.

Orders Relating to the Roster

The crew roster mats are used to help each corporation perform the following orders:

  1. Observe
  2. Prepare for Year End

Observe: Do nothing, by removing a player piece from the Observation Track.

If a player wishes to remain active in the year but does not want to perform an Official Order on their turn, they can Observe by removing 1 of their pieces from their Observation Track. Once all pieces are removed, they are no longer allowed to Observe.

When a player cannot, or chooses not to, make any more Official Orders in a year, they must move their piece in the Prepare-for-Year-End section from 'N' to 'Y' to indicate they are no longer active. While Preparing for Year End, a player can only Play Anytime Actions and participate in Negotiations specifically initiated by other players.

The Planet

Key Terminology

The center hex represents the crash site of the Lander. As the central location of the colony, the center hex does not produce resources. It is placed in the center of the playing area to start game setup (Fig. 3).

Fig. 3 shows the initial setup of the planet. The Center Hex is placed in the middle of the playing surface and 18 sectors are drawn randomly and linked around the hex to form the planet's surface at the crash site. This results in a unique arrangement each game. Depending on the game variant chosen, there is a limit on how many 0-rated sectors (i.e. sectors with a Level 1 value of 0) can be included in the starting ring.

Sectors represent the main types of land surrounding the crash site. Sectors are divided into 3 types of land use: solar farms (Energy), agriculture (Food) and mining (Titanium). When a new sector is discovered (i.e. drawn from the sector tray) a land assessment determines its resource output (from 0 to 6) at 3 levels of investment. When a sector is claimed, the first structure to occupy it must ALWAYS be on the lowest value.

Fig. 4 shows that a Level 1 sector produces the amount of resources equal to the lowest number on the sector (1 Energy). A Level 2 sector produces resources equal to the second highest number (3 Energy) and a Level 3 sector produces resources equal to the highest number (4 Energy). Resource income is not additive.

Structures represent the amount of investment required in a sector to generate resources. Once a player claims a sector with 1 structure, they own the exclusive right to it, preventing other players from occupying it. Building more structures typically results in a higher yield but certain sectors are more favorable than others (Fig. 4).

Resources represent the output collected from each claimed sector at the start of the year. Resource allocation is based on the number of structures placed on each sector and their corresponding output. Resource income can be affected by Items, Events and Leadership Abilities. Mid-year resource income can occur by playing Action cards.

First Year

During the first year (i.e. setup) each corporation claims 3 sectors in any location surrounding the crash site. The ownership of these sectors is denoted by the placement of a structure. Fig. 5 shows an example of this for a 3-player game, with Red, Green and Yellow having claimed their starting sectors on the planet. The order of structure placement is shown in numbers 1 to 9. In the Planned Arrival variant, setup resources would be allocated as shown in the table below.

Fig. 5: planet setup in a 3-player game. Yellow is the Colony Governor and claims the first sector (1). Green is next in turn and claims its first sector (2). As the last player, Red claims its first (3) and second (4) sectors. Green then claims its second sector (5) and Yellow claims its second (6) and third (7) sectors. Setup is complete when Green (8) and Red (9) claim their third sectors.

Adjacency

Expanding represents a two-stage process:

  1. Exploring new territory on the planet
  2. Claiming adjacent land for development

At the start of each year, each corporation is allocated the materials to complete 1 free expansion (Fig. 7). Players randomly draw 1 new sector from either tray, place it anywhere on the planet and then must claim the closest available unoccupied sector, adjacent to 1 of their existing sectors.

Adjacency is defined as 2 sectors that share a common edge. This represents the most efficient development pathway for a corporation's infrastructure. A sector is NOT ADJACENT at the point where the tips of 2 sectors meet (Fig. 6).

Fig. 6: the 1-1-5 Food sector and the 1-2-5 Titanium sector are adjacent to the 2-2-4 Energy sector. The 1-2-3 Energy sector is not adjacent.

In Fig. 7, Red and Green have claimed their new sectors. Yellow drew the 1-1-3 Energy sector, but chose to place it away from their other claimed sectors. Since there are no unoccupied sectors adjacent to their existing sectors, they must claim the 1-3-4 Energy sector (placed by Green) because it is closer than the unoccupied 1-1-3 and 0-3-5 Energy sectors.

Once all players have claimed their free expansion, resources would be allocated following the table below.

Fig. 7: At the start of each year (after any Events have been resolved), all players receive 1 free expansion. Yellow has drawn a 1-1-3 Energy sector (1), Green has drawn a 1-3-4 Energy sector (2) and Red has drawn a 1-2-5 Food sector (3). After attaching these new sectors to other previously explored sectors on the planet, each player Expands into an adjacent sector. As the Colony Governor, Yellow must claim the first sector. Since there are no available sectors adjacent to its previously claimed sectors, Yellow must 'jump' over other opponents' sectors. In this case, the 1-3-4 Energy sector (placed by Green) is 1 jump away from Yellow's 1-1-5 Food sector, whereas the 1-1-4 (top middle), 0-3-5 (bottom middle) and 1-1-3 (bottom right) Energy sectors are 2 or 3 jumps away respectively. Since the 1-3-4 Energy sector is the closest unoccupied, available sector, Yellow must claim it. Next, Green claims the 1-1-4 Energy sector (5) which is adjacent to its 1-2-5 Titanium sector. Red expands into the 1-2-5 Food sector (6) which is adjacent to its 1-2-4 Titanium sector.

Orders Relating to the Planet

There are 2 Official Orders a corporation can make in relation to the development of the planet. They may choose to:

  1. Expand
  2. Upgrade

Expand: Draw a sector. Place it anywhere on the planet. Build a structure on the closest, unoccupied adjacent sector.

If a player wishes to Expand during a year, they must do so as an Official Order on their turn. This requires Food (to explore a new territory) and Titanium (to build a structure and claim it). The costs vary depending on the game variant.

Upgrade: Build a 2nd or 3rd structure on a previously claimed sector.

If a player wishes to Upgrade during a year, they must do so as an Official Order on their turn. This requires Titanium (to build an additional structure) and Energy (to power it). The costs vary depending on the game variant.

Upgrading represents the process of developing the resource production of a sector. A sector can be developed with a maximum of 3 structures (2 Upgrades). These are referred to as Level 1, Level 2 and Level 3 structures (Fig. 4). When building Upgrades, a Level 2 structure (1st Upgrade) is ALWAYS placed counter clockwise from the Level 1 structure (Fig. 4). A Level 3 structure (2nd Upgrade) fills the remaining spot and is always the highest or joint highest production value of the sector.

Corporations can only build Upgrades on sectors they have already claimed. Therefore, 2 corporations can never occupy the same sector.

Fig. 8: Green has Upgraded its 1-3-4 Titanium (1). Red has Expanded and drew a 2-3-4 Titanium sector (2), which is subsequently claimed with a Level 1 structure (3). Yellow performed 2 Upgrades on its 1-1-5 Food sector (4), (5).

Matter Conversion

If a player does not receive the type of resources they need from the planet, they can Negotiate with other players for them (pg. 36). In the instance that no players wish to Negotiate, a player can perform 1 or more Matter Conversions as a Free Order(s) at the start of their turn.

Matter Conversion: Exchange 2 resources of the same type for 1 resource of another.

Matter Conversion represents the inefficient process of transforming resources from one type to another. Fig. 8 shows an example of what the planet might look like at the end of the first year. Resources are not collected until the start of the following year, but for reference, the current resource allocation for the planet is shown in the table.

Editor's note: the setup and per-variant resource tables and the Fig. 7 and Fig. 8 resource-allocation tables are printed as icon graphics without numeric text in the source PDF and are not reproduced here.

Colony Governance

Timer

Out of respect for the communal way of life on Kaimas-2, corporations are reminded of their duty to the overall well-being of the colony. If the collective feels that one corporation is suffering from analysis paralysis from the burden of decisions that must be made, a vote is held to "help" them come to a decision in a timely manner.

If one player feels that another player is taking too long to perform their Official Order, they can give them a warning. If after the warning, no order has been performed within a reasonable amount of time, any player can turn over the timer. The player then has 1 minute to perform their Official Order. If an Official Order has not been made before the time runs out, they must reduce their Observation Track by 1. If a player has no Observations left, then they must Prepare for Year End.

We recommend that you give leniency to novice players with respect to the use of the timer. To this end, we've found that the introduction of the timer in Year 3, typically feels appropriate. As a collective, you could also decide to not use the timer at all, but be mindful of the time available that all players have to play.

Colony Governor

In the spirit of community, responsibility for the colony is assigned to a different corporate representative each year. The Colony Governor marker denotes which corporation holds this responsibility. At the start of the game, the player who flicks their piece closest to the timer becomes the first Colony Governor (i.e. Player 1). At the end of each year, the marker is passed clockwise, to the next player in turn order. All commands in a year begin with the Colony Governor.

The Crew

Key Terminology

In addition to the GCC representatives, the Lander was also carrying 60 crew members when it crashed (10 of these are available in the Corporation Outbreak expansion). The Stasis deck represents the area aboard the Lander where the stasis pods are stored. Each card represents 1 crew member inside their stasis pod.

Fig. 9 shows examples of Operations, Engineering and Science crew cards with key elements highlighted for reference. Hal has a passive Leadership Ability, which is triggered when 1 of the other crew members in his crew use their Leadership Ability. Vasanti and Sankar have active abilities. Vasanti's ability can only be used once per year, while Sankar's can be used unlimited times, but requires the corporation to discard 1 Activity card each time it's used.

Class refers to the skillset a crew member brings to the mission. Initially, all crew members are specialists in 1 of 3 areas: Engineering, Operations or Science. Over time, they can become more interdisciplinary by developing expertise in other classes through Training and Item cards.

Class level refers to the proficiency a crew member has in that particular field. All crew members start with a class level of 3, 4 or 5.

Traits: Each crew member has 2 different character traits which represent their personality. There are 6 traits in the game: Diplomatic, Fanatical, Innovative, Resilient, Resourceful and Strategic.

Attachment slots: Each crew member also has 4 attachment slots available to place Training and Item cards. This is discussed in more detail on page 32 (Fig. 22). These enable a crew member to be developed in specific ways in order to:

  1. Play Action cards
  2. Complete Missions and Accolades
  3. Respond more favorably to Event cards

Each crew member also has a unique Leadership Ability related to their class, which can be used to benefit their corporation or pull back others. A crew member's Leadership Ability can only be used in 4 circumstances:

  1. They occupy the Leader slot on a crew roster
  2. They have a Leadership Training card attached
  3. They have been activated through an Action card
  4. They have been activated by another crew member's Leadership Ability (e.g. Hal in Fig. 9)

Types of Leadership Abilities: There are 2 types of Leadership Abilities in the game: Passive and Active. Passive abilities are always activated and therefore, do not count as an Official Order to use (Hal in Fig. 9). They are triggered when another order is performed.

Active abilities are activated with an Official Order. Some active abilities can only be used once during a year (Vasanti in Fig. 9). These crew members have a triangle on their card which players mark with a piece after they have been used. Others can be used unlimited times in a year but often require some form of payment to do so (Sankar in Fig. 9).

Crew health is binary; a crew member is either alive or dead. Crew members can die from Event or Action cards. When a crew member dies, all of their attachments are discarded. Every corporation must always have 1 crew member, so if a player's last crew member dies, they automatically draw the next crew member from the Stasis deck.

The Morgue: If a crew member is killed, their body is placed in the Morgue. This is represented by placing them face up in a pile beside the Stasis deck.

If the Stasis deck is empty and a situation arises where a player has 1 crew member, who is faced with death, no matter what situation is presented, against all odds, they miraculously survive it! (i.e. no players can have less than 1 crew member).

Disseminate the deck: To disseminate the decks for the Basic Simulation and Early Arrival game variants, 14 crew cards must be removed from the Stasis deck (Fig. 10). All crew cards can be used in the Planned Arrival variant.

Fig. 10: (a) this symbol denotes cards that can be used in all game variants. (b) this symbol denotes cards that can only be used in the Planned Arrival variant.

Setup: When the Lander crashed, the ship was torn in half and many of the stasis pods were irreparably damaged. To simulate this, game setup involves shuffling the Stasis deck, dealing 6 crew cards per player in the game into a new pile (the survivors) and placing the remaining cards (the damaged pods) back into the box (Fig. 11). During the setup, players are dealt 2 crew members from Stasis, which together represent the largest colony the remaining life-support systems can support. The other survivors remain in their stasis pods until a corporation has the resources to sustain them and the desire to acquire them.

After reviewing their randomly allocated crew, the corporations must upload them into their colonization app, which is simulated by placing them in the first 2 slots on their crew roster. Each roster contains 4 crew slots (the maximum number of crew members that can be managed at once).

Leader slot: The first slot is known as the Leader slot. The crew member placed in this slot becomes the crew Leader, which activates their unique Leadership Ability. Every corporation must always have at least 1 Leader.

Fig. 11: how the Stasis deck is prepared in a 2-player Planned Arrival game. 12 cards (6 per player) are dealt into the survivor pile and the remaining (dead) crew members are returned to the box.

During the crash, the crew manifest was damaged, so QUINN is only able to show the next crew member in the queue to be revived. This is simulated by turning the top card of the Stasis deck face up.

Orders Relating to the Crew

There are 2 Official Orders a corporation can make in relation to the crew. They may choose to:

  1. Acquire a Crew Member
  2. Use a Leadership Ability

Acquire a Crew Member: Draw the top crew member from Stasis. Add them to an available crew slot.

Use a Leadership Ability: Follow the description on a Leader in the crew. This only applies to active Leadership Abilities.

Acquiring a crew member represents the process of reviving a crew member from Stasis and employing them.

Using a Leadership Ability represents the use of a unique command skill the crew member developed in preparation for the colonization of the planet.

If a player wishes to acquire a new crew member during a year, they must do so as an Official Order on their turn. This requires Energy (to revive them) and Food (to sustain them). The costs vary depending on the game variant.

As an Official Order, a player can use the ability of their Leader or Leadership Trained crew member (if applicable). This order only applies to crew members with active Leadership Abilities, as those with passive abilities are triggered by other orders.

When a player acquires a new crew member from Stasis, they can place them into an available slot on their crew roster, or choose to make them their Leader. To do so, they must demote their current Leader to another available crew slot (or return them to the bottom of the Stasis deck) and place the newly acquired crew member in the Leader slot (Fig. 12).

If a crew member's Leadership Ability states that it can only be used once per year, a piece must be placed on the respective crew card after the order has been performed.

All players are allowed a maximum of 4 crew members. If there are no available slots on a player's crew roster, then the acquisition of a crew member requires 3 intermediate steps (Fig. 13):

  1. Select a crew member to return to Stasis
  2. Discard any attachments on them
  3. Return the crew member to the bottom of the Stasis deck

The player then follows the rules of acquisition as previously described.

After a new crew member is acquired, turn over the next crew card and place it face up, on top of the Stasis deck. The identity of the next crew member becomes visible as QUINN begins reviving them.

If a player uses the Leadership Ability of the crew member in their Leader slot and subsequently acquires a new crew member, they can use the new Leadership Ability during that year, if they choose to make them their leader (Fig. 15).

You should always be mindful of the next available crew member in Stasis. Acquiring them and making them your new Leader can enable you to use multiple Leadership Abilities during a single year. However, be aware of the specific point during a year when a Leadership Ability is applicable, as the time at which you acquire them is important. Getting this right can give you a serious advantage over your rivals.

Replacing a Leader can be achieved in 3 ways:

  1. Acquiring a crew member from Stasis and making them a Leader
  2. Promoting an existing crew member (if the current Leader dies)
  3. Another element of the game forces a player to do so (e.g. Events, Actions and Leadership Abilities)

A player cannot place their new crew member in an available crew slot and then replace their Leader with an existing member of their crew (Fig. 14).

Fig. 12: an example of acquiring a new crew member. (a) If a player wishes to change their Leader, their current Leader is moved to an available slot on the crew roster (1) and the new crew member is placed in the Leader slot (2). (b) If the player does not wish to change their current Leader, the new crew member is simply placed in an empty slot.

Fig. 13: an example of acquiring a new crew member when the crew roster is full. (a) If a player wishes to change their current Leader, but keep them in their crew, they must first return 1 of their other crew members to the bottom of the Stasis deck (1). They can then move their current Leader into the empty crew slot (2) and place the new crew member in the Leader slot (3). (b) If the player does not wish to make the new crew member their Leader, they must return 1 crew member to Stasis (1) and place their new crew member in the empty slot (2).

Fig. 14: a player cannot place their new crew member in an available crew slot and then replace their Leader with an existing member of their crew.

Fig. 15: Sang's Leadership Ability has already been used this year. This does not prevent the player from acquiring Bryce and using his Leadership Ability as an Official Order in the same year.

Training Cards

Key Terminology

A Training card represents a course that a crew member can complete which in turn, gives them a specific class, trait or command skill. There are no prerequisites for training courses, which means any Training card can be attached to any crew member, provided they have at least 1 available attachment slot. The only exceptions to this rule are Leadership Training and traits. A corporation can have only 1 Leadership Training card attached within their whole crew and no single crew member is allowed to have 2 of the same trait. Once a Training card is attached to a crew member it cannot be moved (rotated) or discarded, unless another card or game component instructs a player to do so.

Fig. 16 shows an example of (a) single and (b) double choice Training card. Class levels and traits can be found on both types, while Leadership Training is only found on single choice Training cards. Any game component that references Training only applies to cards with the 'training book' icon, found in the top left corner of the card, when attached.

Types of training

Class Training cards represent courses that can raise a crew member's class level in Engineering, Operations or Science by 1 to 4 levels (Fig. 16a). If the attached class Training matches the crew member's starting class type, or the class type of any other attachments, then the class levels are additive. If the Training card represents a new class, then it simply gives the crew member the corresponding level in that class.

Trait Training cards represent courses that can give a crew member the Diplomatic, Fanatical, Innovative, Resilient, Resourceful or Strategic trait. If a crew member already has a trait, either as one of their starting traits or as an attachment, then a second card with the same trait cannot be attached.

Leadership Training cards represent special courses that enable a corporation to add a second Leader to their crew (Fig. 17b). When attached to a crew member, that crew member's Leadership Ability is immediately activated (passive ability) or can be used as an Official Order (active ability). The crew member is also able to hold any Item that requires a Leader to attach it. Any Action cards or Events that specifically target a Leader also apply to Leadership Trained crew members.

Double choice Training cards represent interdisciplinary courses which can give a crew member 1 of 2 classes or traits (Fig. 16b). When attaching a double choice Training card, players can rotate it to choose which specific class type or trait they wish to add to their crew member. Once attached, the card is fixed and cannot be rotated again.

Fig. 17 shows examples of all 4 Training card types in the game: (a) Class Training, (b) Leadership Training, (c) double choice class and (d) double choice traits.

Orders Relating to Training

There are 2 orders a corporation can make in relation to training. They may choose to:

  1. Attach Training (Free Order)
  2. Purchase a Training Card (Official Order)

Attach Training: Attach a Training card to any crew member that has at least 1 available slot. Once attached, it cannot be moved.

Purchase a Training Card: Draw the top card from the Training card deck and place it in your hand.

Attaching a Training card represents the process of a crew member completing the specified training course.

Purchasing a Training card represents the acquisition of a seat in a randomly assigned training course.

At the start of a player's turn, as a Free Order, they can attach Training cards to any of their crew members. Any number of Training cards can be attached before an Official Order is performed.

If a player wishes to purchase a Training card during a year, they must do so as an Official Order on their turn. This requires Food to sustain the crew member during the course. The costs vary depending on the game variant.

Only 1 Training card can be purchased at a time. It cannot be attached until the player's next turn.

Item Cards

Key Terminology

An Item card represents equipment that a crew member can use to benefit their corporation, provided they have at least 1 available attachment slot (Fig. 18a). The only exception to this rule is the Exoskeleton which does not count as an attachment (Fig. 18b). Once attached, Items cannot come back into a player's hand.

The attachment criteria of an Item represents the prerequisite skill level (in a class) a crew member must have in order to properly use it. Items can be moved between crew members but only if the crew member meets the attachment criteria. Items can also be discarded. When attaching or moving an Item, the attachment criteria must be met at the specific point of attachment. Later in the game, if the crew member no longer meets the criteria, they are assumed to have learned how to properly use it. Therefore, the Item is still valid. If however, the Item is then moved, it cannot be moved back unless the attachment criteria are met once again.

Fig. 18 shows an example of an Item card (a) with attachment criteria and (b) without attachment criteria. Any game component that references Items only applies to cards with the 'item hammer' icon (found in the top left corner), when attached. This will vary to illustrate the attachment criteria of the item by: color, number and leadership symbol.

Types of Items

  • Class Items represent specialist tools that raise a crew member's class level in Engineering, Operations or Science by 2 or 3. The class required to attach the Item can be different from the class type the Item raises (Fig. 19a).
  • All Class Items represent classified information that must be decoded by a Leader. When attached, they raise the class level of all of the corporation's crew that share the same starting class. They also raise the class level of all Training and Item attachments of that class across the corporation's crew. They do not give any class level themselves, but do count as an attachment in that class (Fig. 19b).
  • Resource Items represent tools that increase a corporation's production of Energy, Food or Titanium by 1 or 2 resources each year. These resources are collected at the start of the year and are unaffected by other cards or game components (Fig. 19c).
  • Extra Storage Items represent mobile storage units which give a corporation the ability to carry 1 extra Activity card and 1 extra resource into the next year. Once attached, they can also be discarded to protect the Activity cards and resources in a player's hand from being affected by other cards or game components (Fig. 19d).
  • Protect Crew Items represent Medipacks, which any crew member can use to prevent them from being killed. Once used, they must be discarded to save the crew member from dying (Fig. 19e).
  • Protect Sector Items represent Force Fields that only Leaders have the access codes to use. When attached, they prevent a corporation's sectors and structures from being swapped, taken or destroyed. Once used, they must be discarded (Fig. 19f).
  • Extra Slot Items represent Exoskeletons, which any crew member can wear to hold 1 extra attachment and do not count as attachment themselves. There is a limit of 1 Exoskeleton per crew member. An Exoskeleton may be attached to a crew member with no other attachments. Any attachment a player wishes to equip using the Exoskeleton must then be placed directly behind the Exoskeleton. If a player has a crew member with 4 attachments, the Exoskeleton can be attached. If an Item is placed behind it, both the Item and the Exoskeleton can be subsequently moved (Fig. 20). If a Training card is placed behind it, both the Training and the Exoskeleton cannot be moved (Fig. 21).

If an Exoskeleton has a Training card behind it, it cannot be stolen or discarded. If it has an Item behind it, it can be stolen or discarded. In both cases, the Item moves with the Exoskeleton.

Fig. 19 shows examples of all 7 Item card types in the game: (a) Class Item, (b) All Class Item, (c) Resource Item, (d) Extra Storage Item, (e) Protect Crew Item, (f) Protect Sector Item and (g) Extra Slot Item.

Fig. 20 shows examples of the Exoskeleton rules relating to Items. (a) An Item can be moved separately from an Exoskeleton providing the crew member it is moved to satisfies the attachment criteria. (b) An Item can also be moved simultaneously with an Exoskeleton. (c) If the Exoskeleton is stolen or discarded, then the Item is lost too.

Fig. 21 shows examples of the Exoskeleton rules relating to Training. (a) As per normal Training card rules, Training cannot be moved, even when attached with an Exoskeleton. (b) If an Exoskeleton is used to attach Training, it can no longer be moved either. (c) Neither the Training nor the Exoskeleton can be stolen or discarded.

Attach an Item to a crew member in order to meet the attachment criteria of another Item. Attach the second Item to the same crew member. If desired, you can strategically move the original Item to another crew member. Since the criteria were met at the point of attachment, the new Item is valid even though the criteria are no longer met.

Orders Relating to Items

There are 2 orders a corporation can make in relation to Items. They may choose to:

  1. Attach/Move/Discard an Item (Free Order)
  2. Purchase an Item card (Official Order)

Attach/Move/Discard an Item: Attach an Item to any crew member with at least 1 available slot, but only if they meet the attachment criteria. Items can also be moved/discarded.

Attaching an Item card represents the process of equipping a crew member with a new Item. Moving an Item card represents passing a used Item from one crew member to another. Discarding an Item card represents the act of throwing an Item into the colony junkyard.

At the start of a player's turn, as a Free Order, they can attach, move or discard Item cards to any of their crew members following the relevant Item card rules. Any number of Item cards can be attached, moved or discarded before an Official Order is performed.

Purchase an Item Card: Draw the top card from the Item Card deck and place it in your hand.

Purchasing an Item card represents the acquisition of a randomly assigned Item from the workshop. If a player wishes to purchase an Item card during a year, they must do so as an Official Order on their turn. This requires Titanium to manufacture the Item. The cost varies depending on the game variant.

Only 1 Item card can be purchased at a time. It cannot be attached until the player's next turn.

Fig. 22 shows an example of the main Item card rules. (a) Kamon is able to attach the Science 2 Item because he has Engineering >2. He can attach Protect Sectors because he is the Leader. (b) Zachary can attach the Protect Crew and Extra Slot Items because neither have attachment criteria. He can attach the Extra Storage and Operations 3 Items because he has >4 Science. The Operations Item enables him to attach the Engineering 2 Item. The Extra Slot gives him the ability to add Fanatical. Since this is a trait, neither it nor the Extra Slot Item can be moved, discarded or stolen. (c) Dane has a Leadership Training card attached which enables him to attach the All Science +1 Item. This increases the level of Kamon's Science 2 Item to 3, Erik's Science 3 Training to 4, and Zachary and Dane's starting Science class to 5 each. (d) Erik can attach Operations 2 and then 2 Food, because he has Operations >2 and then Operations >4, respectively.

When describing the rules of Item cards to novice players, we suggest that you instruct players to announce that they are attaching/moving an Item. We have found that new players will sometimes miss the attachment criteria on an Item card and attach it illegally. To help remind players, the attachment requirement is illustrated in the top left corner of each Item card, so even when it's attached all players can still see the criteria. It is important to note this at the point of attachment, as Items can be moved, making it difficult to identify an illegally attached Item later in the game.

Action Cards

Key Terminology

An Action card represents potential moves a corporation can make to improve its standing on the new planet. Unlike Training and Item cards that are attached to a specific crew member, Actions are carried out based on the skill of either a single crew member or the entire crew.

The play criteria of an Action card represents the required trait and/or class level to perform the Action. As Fig. 23a shows, the play criteria may be required among the crew (black icon) or, as Fig. 23b shows, on a single crew member (white icon). The specific requirements are listed along the left hand side of the card and must be met or exceeded in order to play the card.

When describing the rules of Action cards to novice players, we suggest that you emphasize the play criteria rule in particular. We have found that new players will sometimes miss the play criteria on their Action card and attempt to play it. This can have greater ramifications than illegally attaching an Item card as it can expose a player's strategy and potentially change that of others.

Fig. 23 shows 2 examples of Action cards. (a) This card requires 2 Engineering, 2 Operations and 2 Science across the crew to play. It is also a 'Play Anytime' card, which means that it does not count as an Official Order to perform the Action. (b) This card requires the Diplomatic trait on a single crew member to play. This is a double choice card which means it can be rotated to play the positive or negative effect on any crew member.

Double Choice Actions (Fig. 23b) represent a corporation's decision to temporarily enhance the performance of 1 of their crew members (in a specific class) or to tamper with the performance of 1 of their rivals. These can be played on any crew member, irrespective of whether they have any skill in that class or not. They are not attachments and therefore, do not occupy a crew member's attachment slot. Once played, they cannot be moved, rotated or discarded (unless another game component instructs you to do so). They persist until the end of the year, at which point the effect ends and the card is placed in the Action card discard pile.

Fig. 24: Action cards can be grouped into 1 of 5 broad classifications. These relate to: (a) Sectors, (b) Crew, (c) Hand, (d) the General State of Play, and (e) Preventative Measures.

Types of Action cards

  • Sector Actions (Fig. 24a) represent Actions that affect a corporation's control over sectors and structures on the planet. This can include performing low cost, or free, Upgrades and Expansions or attempting to take or destroy opponents' structures.
  • Crew Actions (Fig. 24b) represent Actions that expand and develop a corporation's crew. This can include acquiring free crew members from Stasis, using additional Leadership Abilities, temporarily modifying a crew member's class level positively or negatively, or killing a corporation's crew member.
  • Hand Actions (Fig. 24c) represent Actions that improve a corporation's ability to make decisions and optimize resources. This can include drawing extra Activity cards, collecting extra resources, converting resources more efficiently, or stealing resources and Activity cards from other corporations.
  • General State of Play Actions (Fig. 24d) represent Actions that have uniquely disruptive effects. This can include changing or replacing Missions, removing persistent Action cards or ending the year early.
  • Preventative Measure Actions (Fig. 24e) represent Actions that enable a corporation to prevent or counter Actions taken by other corporations. This can include blocking an action or countering an action.

Shielding can block ANY Action card in the game (unless another game component states otherwise). Feedback can only counter Action cards that are played directly against 1 other player. Any player can Feedback an Action card, even if they are not the target of the initial Action.

Shielding cannot be countered by Feedback, but Feedback can be blocked with Shielding. Feedback can be countered with another Feedback Action.

For example, in a 3-player game: Player A plays an Action card to kill 1 of Player B's crew members. Player C intervenes and plays Feedback. Player C now takes ownership of the initial Action card and chooses which of Player A's crew members to kill. If Player A plays Feedback, the initial Action now relates to Player C, which means Player A must choose 1 of Player C's crew members to kill. Player A can no longer kill Player B's crew members.

Orders Relating to Actions

Bluffing is an element of Lander for which there are no real rules. This is, however, where you can differentiate yourself by anticipating your opponents' moves. Using Observations to stall while your opponents use up their Activity cards or baiting them into playing certain cards, can create very strategic advantages. The interplay between reading your opponents, using your Observations and playing your Action cards wisely, becomes the game within the game.

There are 3 orders a corporation can make in relation to Actions. They may choose to:

  1. Purchase an Action card (Official Order)
  2. Play an Action card (Official Order)
  3. Play an 'Anytime' Action card (Anytime Order)

Purchase an Action Card: Draw the top card from the Action card deck and place it in your hand.

Purchasing an Action card represents the expansion of a corporation's ability to perform tasks. If a player wishes to purchase an Action card during a year, they must do so as an Official Order on their turn. This requires Energy to perform the Action. The cost varies depending on the game variant.

Only 1 Action card can be purchased at a time. It cannot be played until the player's next turn unless it is a Play 'Anytime' Action card.

Play an Action Card: Play an Action card from your hand but only if your crew meet the play criteria on the card.

Playing an Action card represents the execution of a command by a corporation's crew members. If a player wishes to play an Action card during a year, they must do so as an Official Order on their turn. The card is read out loud and placed in the playing area for all players to check that the play criteria are met. Players follow the instructions on the card. Once resolved, the card is placed in the Action card discard pile. Persistent Action cards remain in the playing area until the end of the year at which point, they are moved to the discard pile.

Play 'Anytime' Action: Play an Action card with a 'Play Anytime' icon.

Playing an 'Anytime' Action (Fig. 23a) represents the ability of a corporation to execute a command in response to, or in preparation for another move, or even terminate the year for all players. They can be played at any point in time (as the card instructs) and do not count as an Official Order.

Activity Cards

Key Terminology

Activity cards collectively refer to the Training, Item and Action card decks. They represent the capacity each corporation has to participate in colonization activities, within a given year. They are the mechanism by which players implement their strategy and interact with each other. They enable players to convert their capital (resources) into Training, Items and Actions (activities) that will help them achieve their objectives (Missions).

While each corporation is responsible for its own development, QUINN is programmed to ensure that all corporations have a minimum level of capacity to perform colony building activities. To this end, each player receives a Start-of-Year allocation of Activity cards (2 Action cards, 1 Item card and 1 Training card).

A player's hand represents their corporation's pipeline for colony development. It includes their Activity cards and resources, which together, form the building blocks of their strategy. There is no restriction on the number of cards a player can hold during a year.

A player's hand limit represents the number of activities and resources they can carry over into the next year. Due to the limitations of communal storage in the colony and the desire to keep the process of colonization as smooth as possible, corporations are limited to carrying 5 Activity cards and 5 resources into the next year. When a player Prepares for Year End, any cards or resources held above this limit must be immediately discarded into the appropriate discard piles. During a year, players are not allowed to throw away Activity cards or resources from their hand into the discard piles, unless it relates directly to another order.

Orders Relating to Activities

There are 2 orders a corporation can make in relation to Activity cards. They may choose to:

  1. Consolidate Activities (Official Order)
  2. Negotiate (Official Order)

Consolidate Activities: Discard any 3 Activity cards from your hand. Draw any 3 Activity cards. Choose 1 of them and discard the remainder.

Consolidating Activities represents a corporation's decision to refresh its available options (at a cost) to strategically alter the available commands it can make.

If a player wishes to consolidate activities during a year, they must do so as an Official Order on their turn. Any 3 Activity cards from their hand must be discarded into the respective discard pile(s). They can then draw a total of 3 new cards from any of the Activity card decks. From this selection, the player chooses 1 card to keep and discards the other 2 into the appropriate discard pile(s).

Negotiate: Trade any resources and Activity cards with another player according to the rules of Negotiation.

Negotiation represents a corporation's decision to initiate a trade with another corporation. If a player wishes to Negotiate during a year, they must do so as an Official Order on their turn. If a Negotiation fails, it counts as a Free Order and the player must make another Official Order.

The mechanics of Negotiation are detailed on the following page and are summarized on the 'Rules of Negotiation' reference card for quick access.

We have found that 'trading' in board games can waste a lot of time and is often unregulated. To address these issues, we have introduced a set of protocols that give trade a formal structure. This structure requires you to enforce that all trades in Lander are carried out in accordance with the rules of Negotiation, defined below. This should improve game flow and contribute to an immersive theme.

Rules of Negotiation

In Lander, trade between corporations is regulated by the following rules:

  • Players cannot enter into Negotiations under false pretenses (e.g. lying about their card to trade).
  • A successful Negotiation does not have to include the card that was initially requested.
  • Negotiations must include at least 2 cards and a maximum of 5 cards in total.
  • Each player must trade at least 1 card in a Negotiation.
  • Activity cards and resources are the only game components that can be traded.

To perform a Negotiation, players must adhere to the following steps:

  1. Request: once per turn, a player can request or offer 1 specific type of card or resource that they are in the market to trade (e.g. "Does anyone have any Science attachments they would like to trade with me?" Or "I have an interesting Action card that you have the criteria to play, would you like to Negotiate for it?").
  2. Partner: if there are any willing trade partners, the player that requested the Negotiation can choose 1 to Negotiate with. If no partner is found, a player cannot request another Negotiation until their next turn.
  3. Collateral: both trading partners must place 1 Activity card or resource face down in their playing area as their collateral.
    • If a player only has 1 card in their hand, neither player puts any collateral down. Instead:
      • i. If it is the player who makes the request, they must accept any offer made by the trading partner.
      • ii. If it is the trading partner, the player who makes the request views the offer and decides to complete the trade or not.
  4. Prepare: the card that has been requested or offered is placed face down in the space between the trading partners. The player who does not place a card down is known as the receiving partner.
  5. Initiate: flip the timer over. Players have 1 minute to complete the trade.
  6. Negotiate: during this time, the receiving partner inspects the card and can then pass multiple cards back and forth in secret, as their offer for it, or propose a new offer. The Negotiation ends when:
    • i. The trading partners come to an agreement. The traded cards are exchanged and the collateral cards are picked back up (i.e. not swapped).

If a Negotiation fails, the player that requested the trade may attach or use the collateral they receive immediately, following the relevant criteria. The trading partner cannot use their collateral until their turn.

If a Negotiation is successful this counts as the requesting player's Official Order. They cannot attach or use the card(s) they received in the trade until their next turn. The trading partner cannot use the card(s) they received until their turn.

Events

Key Terminology

An Event card represents a temporary, unforeseen situation that the colony or a single corporation experiences during a year.

When reporting Events, QUINN sorts them into 2 categories: those which have just occurred (no choice) and those which are about to happen (choice). No Choice Events (Fig. 25a) are situations which the corporations have no ability to influence. QUINN explains the impact of the Event and provides a live feed from an autonomous vehicle showing the effect. Choice Events (Fig. 25b) are situations where QUINN has identified 2 choices that a corporation must decide between. QUINN describes the situation and the options to resolve it.

Fig. 25 shows an example of (a) No Choice Event, and (b) Choice Event. The player that draws the Choice Event must indicate their decision by placing one of their player pieces on the corresponding triangle.

Types of Events

Events are divided into 4 categories: Planetary, Construction, Crew and Logistics.

  • Planetary Events (Fig. 26a) represent challenges and opportunities that affect the productivity of different sectors. QUINN notifies the corporations of the Event that occurred and the impact on their resource income for that year. Planetary Events are No Choice Events which affect ALL corporations on the planet.
  • Construction Events (Fig. 26b) represent situations that can affect sector ownership and the ability to Upgrade, Expand and complete Construction Missions. Construction Events are Choice Events which can affect a single corporation or all corporations on the planet.
  • Crew Events (Fig. 26c) represent situations that can affect the number and health of a corporation's crew as well as its Leader. Crew Events are Choice Events, which can affect a single corporation or all corporations.
  • Logistics Events (Fig. 26d) represent situations that affect the distribution and movement of resources, structures and a range of activities on the planet. Logistics Events are Choice Events which can affect a single corporation or all corporations on the planet.

Fig. 26 shows examples of all 4 Event card types in the game (a) Planetary, (b) Construction, (c) Crew and (d) Logistics.

Setup by Game Variant

  • Basic Simulation: There are no Events in the Basic Simulation game variant so the Event deck remains in the box.
  • Early Arrival: To disseminate the deck for the Early Arrival variant, 25 Event cards with the black symbol (Fig. 10b) must be removed from the Event deck and placed back in the box. The remaining cards with the white symbol (Fig. 10a) are placed in the playing area. In this game variant, 1 Event is drawn per year. The Colony Governor draws the Event card and, where appropriate, makes a choice. All corporations are affected by the Event.
  • Planned Arrival: All Event cards can be used in the Planned Arrival variant. To setup the Event deck, 5 cards per player are dealt into a pile and the remaining cards are placed back in the box. In this game variant, 1 Event is drawn per player per year. An Event must be resolved before the next one is drawn. Events can affect 1 corporation or all corporations.

Rules Relating to Events

Some Events give players Items or Training cards. Normally, players would have to wait until their turn to attach these cards as a Free Order, but in this case, players can immediately attach these cards as an 'Anytime' Order. As soon as the next Event or step happens, players no longer have this option.

The effect of most Events is immediate; however, there are some Events that persist for the entire year. In the case of a persistent Event where the options are linked to a class level, this threshold does not need to be met when the choice is made. For example, a player may choose an option requiring 8 Engineering when they only have 4, as a gamble that they will get to 8 later in the year.

Some Event options instruct a player to choose a "player with the highest or lowest X". In the case where all players are tied at 0, nothing happens. In the case where 2 or more players are tied for the qualification, the player resolving the Event chooses which of the players it affects.

Most Events give players options. In the case where a player chooses an option that says they 'can do X', they may subsequently choose not to do anything. This is legal.

When resolving Events, we have found that some players read the card in their head and then make a choice. Events are a key storytelling element in Lander and in many cases, affect all players, so it's important that you instruct players to read their Event cards out loud. This is their time in the spotlight!

The Missions

Key Terminology

A Mission card represents a problem that QUINN has identified, as well as the expertise and resources required to solve it. For a corporation to be able to qualify for a Mission, they must satisfy specific criteria related to their crew and sector development. To complete it, they must then spend a specific set of resources.

Similar to the play criteria on Action cards, we've found that some players miss the completion criteria on Mission cards. Emphasize the '1 crew member' vs. 'among your crew' criteria in the same way.

QUINN assigns each Mission a star value that represents its relative complexity and value to the colony's development. Each corporation's share of completed Mission Stars determines how the pioneers will be allocated when the Intrepid arrives. The player that collects the most Mission Stars is the winner. As such, their corporation will be allocated the most pioneers and become the planet's market leader going forward.

When allocating Missions, QUINN sorts them into 2 categories: silver and gold. Silver Missions are shorter-term problems with simpler requirements to complete (1 or 2 stars). Gold Missions require more planning to complete and are more valuable to the colonization process (3 or 4 stars). Each Mission focuses on 1 of 3 specific areas of colony development: Construction, Logistics or Research (Fig. 27).

Fig. 27 shows an example of Mission cards. The predominant color and header indicate the Mission type. The number of stars in the top left hand corner indicates the value of the Mission. The middle of the card shows the special criteria, class and trait requirements. The bottom third of the card shows the resources required to claim the mission.

Missions have 3 types of completion criteria: special, trait and class requirements. The icon above the special criteria box indicates whether these criteria must be met on 1 crew member or among the entire crew.

Special criteria represent unique conditions that must be met in order to complete the Mission. For example, these may require a corporation to control a certain number of sectors, Upgrade a specific resource type or have a crew member with a certain number of attachments. Class and trait requirements relate to the skills and personalities required to complete the Mission. Missions can require: no traits or class levels, only traits, only class levels, or a combination of traits and class levels.

If the completion criteria are met, the corporation must surrender the required resources, as an Official Order, to claim the Mission. This can include a combination of Energy, Food and Titanium but no more than 5 of a single resource type.

Types of Missions

  • Construction Missions are problems relating to colony infrastructure. They do not have any class or trait requirements but always have special criteria relating to claimed sectors or Upgrades. Due to the material requirements involved, Construction Missions are the most resource intensive to complete.
  • Logistics Missions are problems relating to the coordination and organization of colony tasks. They almost always require some level of class or trait development among a corporation's crew. The only exceptions are those which require special criteria related to the number of Training or Item card attachments on a single crew member. Logistics Missions are more resource efficient than Construction Missions but less efficient than Research Missions.
  • Research Missions are problems requiring detailed study to solve. Conducting this type of research requires very specific traits and class specialization on a single crew member. Research Missions are the most complicated to complete because they require a combination of traits and classes that often do not match the starting traits and class level of most crew members. Research requires fewer resources than construction or logistics, making them the most resource efficient Missions.

Public Missions are available for all corporations to compete for. They are shown on the Mission Roster, which represents QUINN's user interface in the command center. There are 3 configurations of the Mission Roster, which differ based on the game variant (Fig. 28).

Private Missions can also be sent to corporations via an encrypted messaging system. These Mission(s) are dealt face down into each player's hand. They cannot be seen or completed by other players.

Mission Assignment: When ANY Mission is completed, QUINN's algorithm assigns a new Mission. The Mission Assignment process depends on the game variant.

Basic SimulationEarly ArrivalPlanned Arrival
Public Missions2 Silver, 2 Gold3 Silver, 0 Gold2 Silver, 1 Gold
Private MissionsNone2 Gold1 Silver OR 1 Gold
Mission AssignmentReplace like for likeReplace like for likePlayer's choice

Fig. 28 shows examples of Public and Private Missions across: (a) Basic Simulation, (b) Early Arrival and (c) Planned Arrival.

In the Basic Simulation and Early Arrival variants, this process is automatic, with Silver and Gold Missions being replaced like for like. In the Planned Arrival variant, this process is manual, with the corporation that has just completed a Mission choosing whether the new Mission is Silver or Gold.

Fig. 29 shows an example of completing a Mission. The player has Science 5 and Innovative on Kristina. First, the Engineering 2 Item (requiring 2 Science) is moved from Ørjan to Kristina (1). This enables the Operations 2 Item (requiring 2 Engineering) to then be moved from Ang onto her (2). The player then attaches the Science 2 Item (requiring 2 Operations) and the Fanatical trait from their hand (3). Kristina now meets the completion criteria of the Malnutrition Mission, with 7 Science, Fanatical and Innovative (4). As an Official Order, the player pays the required resources of 3 Energy and 3 Food and completes the Mission (5).

Orders Relating to Missions

There is 1 order a corporation can make in relation to Mission cards.

Complete a Mission: Choose a Mission, show that you meet the completion criteria and pay the specified resources.

Completing a Mission represents a corporation being rewarded for solving a problem. If a player wishes to complete a Mission during a year, they must do so as an Official Order on their turn. The resources required vary depending on each Mission.

Only 1 Mission can be completed at a time. As soon as a Mission card is claimed, it is immediately replaced with a new one.

When a player completes a Mission, they must place the card beside their crew roster face up, for all players to see. To save table space, completed Mission cards should be stacked so that only the Mission type and star value are visible (Fig. 29).

You should adjust your Mission completion strategy depending on the game variant. There is a significant difference between racing to a set number of stars and aiming for the highest.

Be mindful about when you complete Missions. If you complete a Mission close to the start of the game, the resources you spend doing so will typically slow your sector and crew development. This could limit your ability to pivot your strategy in later years.

If you find yourself ahead in the last year, your use of Observations can be crucial to staying ahead. Knowing when and where to use them, however, is for you to master.

Pay attention to your opponents' sector and crew development in relation to the Missions on the roster. At different points in the game, they may not be able to complete specific types of Missions. In the Planned Arrival variant, you can try to 'lock' the Mission Roster with all Silver or all Gold Missions, forcing your opponents to change their strategies and perhaps complete inefficient Missions.

Accolades

Key Terminology

An Accolade card represents 1 of 3 areas that QUINN has deemed to have special importance for the establishment of the colony. Each Accolade has a minimum threshold required to achieve it and is earned by a corporation when this threshold is first met or surpassed.

Accolades are divided into 3 sets: Sector Accolades, Crew Accolades and Mission Accolades (Fig. 30). Like Missions, they are assigned a star value by QUINN. For the purposes of understanding a corporation's position during the game, stars earned from Accolades are assumed to be added to the Mission Star total of the corporation(s) that are in possession of them. Unlike Missions, Accolades can change possession when one corporation outperforms another. They are not officially awarded until the end of the game.

Fig. 30 shows an example of 1 Accolade from each set. The top left corner shows the star value of the Accolade. The triangles are locations for players to mark their achievement toward an Accolade, with the top performing corporation marking their progress with a player piece. If a player surpasses 10, two player pieces are used (e.g. 12 = 10 + 2).

Types of Accolades

  • Sector Accolades are awarded to the corporation that specializes in a specific type of sector development. There is 1 Accolade for: Upgrades (Fig. 31a), adjacent structures (Fig. 31b) and claimed sectors (Fig. 31c), each with their own minimum threshold of achievement. Sector Accolades are worth 2 Mission Stars each.
  • Crew Accolades are awarded to the corporation with the most specialized crew in a particular class. There is 1 Accolade for each class type: Engineering, Operations and Science. The first corporation to achieve a class level of 10 among their crew earns the Accolade. Crew Accolades are worth 1 Mission Star each.
  • Mission Accolades are awarded to the corporation that specializes in a specific category of Mission. There is 1 Accolade for each type: Construction, Logistics and Research. The first corporation to achieve 2 stars in the corresponding Mission type earns the Accolade. Mission Accolades are worth 1 Mission Star each.

When setting up the Accolade Roster, we have found that sometimes players deal out any 3 Accolades. It is important to emphasize that 1 Accolade from each "set" must be randomly allocated to the roster. This is designed to reward different strategies of game play.

Fig. 31 shows an example of how each of the Sector Accolades are first earned.

Accolade Roster

All corporations can compete for Accolades. They are shown on the Accolade Roster, which represents QUINN's user interface in the command center.

To populate the roster, the Accolades are separated into their respective sets (i.e. 3 piles of 3 cards). They are then shuffled and 1 card is randomly chosen from each pile and placed on the roster.

In the Basic Simulation game variant there are no Accolades. In the Early Arrival and Planned Arrival variants, the Accolade Roster is setup in the same way (Fig. 32).

Fig. 32 shows an example of the Accolade Roster. In this scenario, Blue has 5 upgrades, Red has 17 Science among their crew, and Yellow has 11 Research Mission Stars.

Orders Relating to Accolades

Earn an Accolade: Immediately earn an Accolade when the relevant condition is met.

Earning an Accolade represents a corporation being rewarded for achieving a milestone in a specific area of colony development.

If a player earns an Accolade they must immediately mark their level of achievement on the Accolade card with their player piece(s), as an 'Anytime' Order. If the Accolade has already been earned by an opponent, the player removes their opponent's piece(s), before placing their own to mark their position.

Unlike Missions, when Accolades are earned they remain on the roster and are not replaced with new ones. There are only ever 3 per game.

When an Accolade is earned, it is like setting a record. If a corporation's level of achievement is reduced after earning an Accolade, their piece(s) remain on the marker(s) denoting the highest level of achievement they attained.

At the beginning of the game, you won't know what level of achievement will be required to secure an Accolade at the end of the game. Therefore, if you put too much focus on earning Accolades in early years, while your opponents are earning Mission Stars, you may ultimately find your resource investment to be inefficient. Instead of chasing Accolades early in the game, you may want to stay close to each of the Accolades up until the last year. At this point, you'll be able to weigh up the resource investment of stealing an Accolade from one of your opponents vs. completing another Mission.

In a close game, you should be mindful of the 6 other Accolades (not in the game), as 1 of these will be randomly drawn in the case of a tie. You can improve your odds of winning by increasing your level of achievement in these other areas. For example, if the player you expect to tie with has less than 10 Science among their crew, attaching a Science 2 Training card to raise your crew's Science level from 9 to 11, will mean you'll win the game if the Science Accolade is drawn.

Probability Tables

Lander is NOT a game of random chance; it is a game of probability. Knowing the starting distribution of different card types should enable players to be able to calculate their likelihood of obtaining a specific card. The probability tables below can help inform players of the best value option when purchasing Activity cards or Consolidating Activities. They may help improve the perceived value of Negotiation with other players for exactly what they want vs. the probability of drawing a specific card. They may also prove valuable when weighing the decision to purchase Training vs. Acquiring a Crew Member from stasis.

Training Card Deck (50 cards)

TypeSingle ChoiceDouble ChoiceTotalProbability
Engineering741122%
Operations741122%
Science741122%
Diplomatic05510%
Fanatical05510%

Item Card Deck (50 cards)

TypeTotal CardsProbability
Engineering612%
Operations612%
Science612%
Class +1612%
Resource +1612%
Resource +236%
Exoskeleton714%
Force Field36%
Mobile Storage3

Action Card Deck (100 cards)

TypeTotal CardsProbability
Upgrade44%
Expand66%
Sector Change1515%
Leader Ability22%
Free Crew33%
Kill Crew1010%
Modify Class66%
Get Activities99%
Get Resources8

Iconography

The iconography page (printed p. 46) is a set of icons with their page references: Game Variants; Planet Orders and Resources (Upgrade, Expand, Energy, Food, Titanium); Class and Trait Icons; Card Criteria Icons; Card Trading (Matter Conversion, Negotiate); Card Icons (Item criteria, Observe, Consolidate Activities, Prepare for Year End); Mat Icons; Card Decks (Resources, Stasis, Action, Item, Training, Accolade, Silver & Gold Missions, Event). The icons are graphics and are not reproduced as text.

  • Observe: Do nothing, by removing a player piece from the Observation Track (pg. 17).
  • Negotiate: Trade any resources and Activity cards with another player according to the rules of Negotiation (pg. 36).
  • Consolidate Activities: Discard any 3 Activity cards from your hand. Draw any 3 Activity cards. Choose 1 of them and discard the remainder (pg. 36).
  • Purchase an Action Card: Draw the top card from the Action card deck and place it in your hand (pg. 35).
  • Purchase an Item Card: Draw the top card from the Item card deck and place it in your hand (pg. 31).
  • Purchase a Training Card: Draw the top card from the Training card deck and place it in your hand (pg. 28).
  • Play an Action Card: Play an Action card from your hand but only if your crew meet the play criteria on the card (pg. 35).
  • Complete a Mission: Choose a Mission, show that you meet the completion criteria and pay the specified resources (pg. 42).
  • Observe: Do nothing, by removing a player piece from the Observation Track (pg. 17).
  • Negotiate: Trade any resources and Activity cards with another player according to the rules of Negotiation (pg. 36).
  • Consolidate Activities: Discard any 3 Activity cards from your hand. Draw any 3 Activity cards. Choose 1 of them and discard the remainder (pg. 36).
  • Purchase an Action Card: Draw the top card from the Action card deck and place it in your hand (pg. 35).
  • Purchase an Item Card: Draw the top card from the Item card deck and place it in your hand (pg. 31).
  • Purchase a Training Card: Draw the top card from the Training card deck and place it in your hand (pg. 28).
  • Play an Action Card: Play an Action card from your hand but only if your crew meet the play criteria on the card (pg. 35).
  • Complete a Mission: Choose a Mission, show that you meet the completion criteria and pay the specified resources (pg. 42).
  • Observe: Do nothing, by removing a player piece from the Observation Track (pg. 17).
  • Negotiate: Trade any resources and Activity cards with another player according to the rules of Negotiation (pg. 36).
  • Consolidate Activities: Discard any 3 Activity cards from your hand. Draw any 3 Activity cards. Choose 1 of them and discard the remainder (pg. 36).
  • Purchase an Action Card: Draw the top card from the Action card deck and place it in your hand (pg. 35).
  • Purchase an Item Card: Draw the top card from the Item card deck and place it in your hand (pg. 31).
  • Purchase a Training Card: Draw the top card from the Training card deck and place it in your hand (pg. 28).
  • Play an Action Card: Play an Action card from your hand but only if your crew meet the play criteria on the card (pg. 35).
  • Complete a Mission: Choose a Mission, show that you meet the completion criteria and pay the specified resources (pg. 42).
  • ii. The trading partners do not come to an agreement. The inspected cards must be passed back and the collateral cards are then swapped.
  • iii. Time runs out. The inspected cards must be passed back and the collateral cards are swapped.
  • Innovative
    0
    5
    5
    10%
    Resilient05510%
    Resourceful05510%
    Strategic05510%
    Leadership80816%
    6%
    Medipack48%
    8%
    Mess Hand1010%
    Prevent Action1010%
    Missions55%
    Special1212%