Mine, All Mine!
Mine, All Mine! Rulebook
Table of Contents
Table of Contents
Components
- 12 Ship Cards
- 3 Planet Cards
- 2 Extras Cards
- 1 Score Card
- 8 Tracking Clips (4 to track players' scores, 4 to represent their fleets)
Setting Up Mine, All Mine!
- Flip-Shuffle the Planet cards. Deal 1 Planet card for 2 players or 2 Planet cards for 3-4 players, turning the second Planet card "moon" side up. (Three player game: the setup diagram on the rules sheet shows the three-player layout.)
- Deal 3 Ship cards to each player.
- Place the Scoring card on the table.
- Assign each player a color from the Tracking clips. Place one of their color clips near the Score card and the other one near the side of the Planet card you will be playing.
To play with beginners or young children, play using only the side of the cards that show two ships. See the Extras Cards for other game play variants.
How to Flip-Shuffle
While shuffling the Planet cards also flip them end-for-end, so when one is selected the high or low amount of resources has an equal chance of being played.
How to Play Mine, All Mine!
A game is played over 3 rounds. Each round consists of 4 Phases.
Card Anatomy
Planet cards show the resources available each turn, the turns (listed as "First", "Second", etc.), and the Planet.
Ship cards show the Ship values (Speed, Attack, Cargo), a card number, and an Action.
- Speed: Fleets with higher speed reach the planet first.
- Attack: Fleets with higher attack can chase other fleets off the planet.
- Cargo: The maximum number of resources a fleet can collect in a Round.
- Action: A special rule that applies to the fleet.
Phase 1) Assembling Your Fleet
Each Ship card has 4 options: 3 Ships and 1 Action. You can only choose one of these options for each card you play. The option you are choosing should be oriented upwards, facing you, so you can read it. You must play a minimum of 1 card each round.
Each player secretly decides which card(s) to play and all players reveal them at the same time. The cards you have just played are your fleet. Add the values for the ships/actions of your fleet together to get the total statistics for the fleet.
Phase 2) Setting Arrival Order
Each round consists of 3 or 6 turns, depending on the number of planets in play. Turns are listed as "First, Second, etc" on the Planet cards.
Compare the total speed for each player's fleet. The fastest fleet will arrive first. Place their clip at the "First" location on the planet. The next fastest fleet will arrive at the "Second" location. Continue until all clips are placed.
In the case of a tie, place the fleet clips at the same location.
Setting Arrival Order (skipped locations): When a fleet's speed is 4 or more greater than the next fastest fleet, the next fastest fleet skips a location on the Planet or Moon, leaving it open for the faster fleet to mine uncontested.
Phase 3) Mining for Resources
Resolve each turn location as noted below, beginning with the "First".
- If there are two or more clips this turn, compare each fleet's Attack statistics.
- If Attack values are tied, the fleets take turns mining the resources at that location, each taking one resource at a time, the fleet with the higher Speed going first. If Speed values are tied the resources are split evenly and any left over is lost.
- If Attack values are different, the fleet with the lower attack is forced to flee and will not mine any resources this turn, or for the rest of the round. Return the fleet tracking clip to that player. (Note: the printed rules sheet reads "Heturn" here; this is a typo for "Return".)
- If there is only one clip this turn, award that player the resource amount in the circle and adjust their points accordingly.
Mining continues: Even after a fleet has mined as many resources as its Cargo statistic allows, it continues to move to the next location each turn.
After awarding all points, move all remaining tracking clips to the next turn location and begin again with 3) above.
Phase 4) Discovering a New System
Shuffle all of the Ship cards not currently held. Deal out as many as were played in the last round, one at a time to players in order from the player with the lowest score, to the player with the highest.
Flip-Shuffle and deal out the Planet cards again. Begin a new round at Phase 1). After three rounds, the player with the most points wins the game.
Tie-breaking
This way if there is an uneven number of cards per player the advantage will be given to the players with fewer points. If two players are tied for points, begin with the player holding less cards. If there is still a tie, have each tied player draw a Ship card. The player who drew the Ship card with the higher card number goes first.
Table-Free Play
To avoid extra wear on the cards we suggest not actually attaching the Tracking clips to them unless playing Mine, All Mine! Table-free.
Extras Cards
The components list includes 2 Extras Cards, which carry a "Table-free Rules" text and show other game play variants. The text on the Extras Cards is not legible on the rules sheet and is not reproduced here; see the Extras Cards themselves for the variants.