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Landis

Landis Rulebook

Table of Contents

Table of Contents

  • Contents
  • Goal
  • Setup
  • Turn
    • The "?" Battery Card
    • Sacrificing a Life
  • Wildcards
  • Landing on Special Planets
  • End of the Game
  • Mission Example
    • 1. Battery
    • 2. To Choose Mission
    • 3. Ready for Takeoff
    • 4. Space Journey
    • 5. Next Mission

Contents

  • 1 Space Map
  • 1 Spaceship
  • 1 Laika Token
  • 4 Nationality Flags
  • 24 Battery Cards
  • 20 Mission Cards
  • 3 Destination Flags
  • 1 Battery and Takeoff Panel
  • 1 Life, Wildcard and Visits Panel
  • 11 Fuel, Takeoff and Wildcard Pieces
  • 1 Life Marker Cylinder
  • 1 Ship Control Wheel Cylinder
  • 4 Planet Cylinders

Goal

Get the most points by completing missions.

Setup

Each player chooses a flag and by consensus it is established who will be Laika in this game. Laika will be in charge of choosing the missions, which crew member will take off in each one and will suggest the route to follow.

We shuffle the mission cards and place 3 face up next to the board.

We shuffle and deal 3 battery cards to each player. The battery cards have values that can range from 1 to 6. On the battery track, each player will mark how much battery they have on their cards as a guide.

  • Player 1 gets: 1, 1, 2. Will mark low battery.
  • Player 2 gets: 3, 5, 6. Will mark high battery.
  • Player 3 gets: 1, 3, 5. Will mark medium battery.

Once we know our battery level, Laika chooses a mission. If we are low on battery, we recommend a short mission, and if we are high, a long one.

Turn

Once the mission has been chosen, we place the destination markers as a reference for the players and we will not be able to talk or gesture with the rest of the crew.

We will place the spaceship on the departure planet and we will observe destination 1.

Laika will suggest the route to follow and if any player has the battery to start the takeoff, she will activate her takeoff marker to suggest being the one to take control at the beginning of the mission.

Example: Laika suggests taking off on a route of distance 4. Player 2 has a battery card 4 in his hand and marks that he is ready to take off.

We will have to land on the planets exactly. If we fall short or exceed, we will penalize the battery number of less or more.

Example 1: You have to cover a distance of 3 and you can only use battery card 1. You penalize 2 lives for falling short.

Example 2: You have to cover a distance of 3 and you can only use the battery card 4. You penalize 1 life for going over.

Once you receive control of the spaceship you are forced to use at least one battery card. After playing the mandatory card, you can continue using battery cards to summarize, or you can pass the control so that another player can complete the route.

After reaching the final planet on the card, we count the points obtained, save it, and draw a new mission card from the stock of 3 available. We shuffle and deal 3 new battery cards to each crew member.

The ship's health, used wild cards, and planet visits are kept in position for the next mission.

The "?" Battery Card

Use this during your turn to draw a card from the deck. This card is dangerous because it adds uncertainty to your strategy. For the initial battery estimation, we recommend considering it as a 3 or 4 because it is the average battery you can get.

Sacrificing a Life

You can sacrifice a life to advance +1.

For example: You have to cover a distance of 1 and you only have a 4. Instead of losing 3 lives for going too far, you can sacrifice 1 life to fly that short distance.

Wildcards

Additionally, you can use one of the 3 spaceship's wild cards. To recover an used wild card you must complete a long section of the route (longer than 5).

  • Draw a card from the deck: This is the most valuable wild card. It will give you one more card to complete the route.

    Tip: If you are facing a long section (which recovers a wild card) and you have the combination of cards in your hand to complete it, use this wild card (draw the card from the deck), and then use the cards that complete the section. This way you will have obtained a battery card without risk. Sometimes it is worth choosing a long route with wild cards and recovering them.

  • Rebound Ship Control: Avoids the mandatory card rule. We recommend using this wildcard if you have been given control of the spaceship and your battery will severely penalize the spaceship's life.

  • View a Crewmate's Hand: Check another crewmate's battery cards to have more information. Tip: Use this when your crewmate still has several cards in his or her hand.

Landing on Special Planets

If you reach a special planet, you increase the visit counter for that planet color by +1. On the third visit to a planet of this color, you will regain a life and reset the counter.

End of the Game

There are 2 options to end the game:

A: By exhausting the ship's lives, in which case all players will have lost and the international community could not rescue them. Their mission is forgotten.

B: Laika, after evaluating the situation of the ship and the available missions, decides to stand before taking off on the next mission, the points obtained in the missions are counted and the crew members go down in history according to the following table:

2 players3 players4 playersRank
96160208Architects of Universes
80 or +133 or +173 or +Cosmic Legacy
64 or +106 or +138 or +Interestellar Heroes
48 or +80 or +103 or +Navigation Officers
32 or +53 or +69 or +Fleet Recruits
16 or +26 or +34 or +Battery Reload Crew

Mission Example

1. Battery

The deck is shuffled and 3 battery cards are dealt to each player.

  • Player 1 (Laika) gets: 1, 1, 2. He will mark her battery as very low.
  • Player 2 gets: 3, 4, ?. He will mark his battery as medium.
  • Player 3 gets: 2, 4, 5. Will mark her battery medium slightly high.

2. To Choose Mission

Shuffle and reveal 3 mission cards.

Out of the 3 mission options, Laika chooses the Medium distance route A-K-Q (3 players).

The spaceship is placed at the starting position A and the destination flags 1 and 2 at K and Q respectively.

Laika suggests fly via the A-E route (3).

3. Ready for Takeoff

  • Player 1 marks NOT ready to take off
  • Player 2 marks YES, ready to take off (has a 3)
  • Player 3 marks NOT ready to take off

Laika gives control of the spaceship to player 2.

4. Space Journey

  • Player 2 plays his 3 card and lands perfectly on E. He moves the rocky planet counter to position 1.
  • Player 2 decides to continue the journey for the section E-F (4) with his 4 card. Perfect landing.
  • Player 2 uses his "?" card and gets a 1 that is not needed for now.
  • Player 2 gives control of the spaceship to Player 3 in the hope that she will have cards to complete the long F-J (6) section.
  • Player 3 takes control. Knowing that her landing will be perfect with his 4 and 2 cards, she uses the wild card of draw a card from the deck. She gets a 2.
  • She then covers the F-J route (6) with her 4+2 cards. She recover the wild card of draw a card from the deck.
  • Player 3 uses the card she just got (a 2) to partially cover the J-K section (3).
  • She hands over control to player 1 who was on very low battery in the hope that he will complete it.
  • Player 1 completes the J-K section (3) with the left card 1 to reach K.
  • He raises the counter of visits to volcanic planets to position 1.
  • Player 1 decides to continue the K-O route (2) with his card 2 and makes another perfect landing.
  • Player 1 hands over control to player 2 to cover the O-Q route (5).
  • Player 2, who only has a 1 in his hand, considers whether to use the wildcard of rebound control or to use his 1 in the hope that another player will complete the O-Q section with a 4.
  • Finally, Player 2 decides to use his 1 card and pass the control of the spaceship to Player 3.
  • Player 3 only has card 5 left in her hand (to cover 4). She decides to use it, loses -1 life and raises the counter for visiting comet planets to position 1.

5. Next Mission

With the mission completed, reveal a new mission to the stock of 3, shuffle all battery cards, and deal 3 to each player again. Players mark their batteries and the Laika player decides again which mission to choose based on the battery level the crew has.