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Pandorum

Pandorum Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Setup
  • Gameplay
    • 1. Adding Cards
    • 2. Harvester Movement and Construction
      • Movement
      • Construction
      • Harvesters
    • Enhancing Harvesters
      • Single use
      • Permanent
    • Ending the Game and Determining the Winner
  • Cards with Projects
    • Terms
    • Card Structure
    • Card Types
  • Game Option

Game Components

  • Modular gameboard (7 parts)
  • Harvester mats — 4 (each with a forepart and a main part)
  • Cards with projects — 91
  • Tokens of galactic currency with the face value 1 — 30 pcs.
  • Tokens of galactic currency with the face value 5 — 20 pcs.
  • Tokens of galactic currency with the face value 10 — 20 pcs.
  • 24 base miniatures (6 of each player colour)
  • 48 module miniatures (12 of each player colour)
  • 4 harvester miniatures (1 of each player colour)
  • Rulebook

Setup

  1. Separate all blue cards of production from the deck. Shuffle them and give each player 3 cards. Put the rest of the production cards in the box.
  2. Shuffle the deck and put it face down. Give each player one card from the deck. Lay out 4 cards from the deck and place them face-up next to the deck. The cards of the projects lying next to the deck are the Market.
  3. Randomly distribute harvester tablets to the players: both foreparts and main parts. Arrange the tablets with the two-or-three-player side up if there are two or three players, and with the four-player side up when there are four players in the game.
  4. Give the players projects (module and base) according to the table:
PlayersModulesBases
2126
384
463

Put the rest of the projects in the box.

  1. The gameboard consists of 7 parts. Place the central part with the landing pad in the center of the table. Randomly arrange the remaining parts of the gameboard around the central part, as shown in the picture below.
  2. Place the harvester miniatures on the landing pad.
  3. Put all galactic currency tokens of face value 1, 5 and 10 so that everyone can reach them. This is the Bank.
  4. Choose the first player in any way you like.

Gameplay

Players take turns, starting from the first player and then moving clockwise. In his/her turn, a player can perform one of the two actions:

  1. Adding cards.
  2. Harvester movement and construction.

1. Adding Cards

Take two cards into your hand. You can take cards from the deck and from the market in any combination, following the rules of the market:

  • There should always be at least 4 cards in the market. If there are fewer cards, immediately add cards from the deck.
  • Cards with the same name (picture) are stacked and considered to be one card when adding cards to the market.
  • If you take your first card from the deck, you can look at it before you take the next one.

A player can have an unlimited number of cards in his/her hand.

2. Harvester Movement and Construction

Movement

To make a move with his/her harvester, a player must lay out any card from his/her hand on the market face up — this is called a movement fee. After this, the player moves his/her harvester to any number of hexes in a straight line.

The harvester cannot stop on red hexes or cross them. Depending on where the player completed the move, he/she must perform one of the following actions:

  • An empty hex — a player HAS TO build a project on it (see "Construction"). If he/she cannot do this (there are no relevant cards in his/her hand), then a player cannot move to this hex.
  • A hex with a project of this player or the landing pad — nothing happens. Nothing can be built on these hexes.
  • A hex with a project of the opponent — the player pays this opponent one galactic currency if he/she stopped at his/her module, and two galactic currency if he/she stopped at a base. You can stop on hexes with other people's projects, even if you have no galactic currency or not enough to make a full payment. In this case, the player does not pay or pays whatever he/she has.

Construction

A player cannot build a base if he/she has run out of base miniatures, and cannot build a module if there are no module miniatures. If the conditions are met, you can build projects that will not bring revenue.

To build a project, first of all you need to follow the construction conditions indicated on the card (or cards in case of constructing a base). Construction is allowed in one of three ways:

  • Construction is allowed only on indicated hexes.
  • Construction is allowed on any of three hexes.
  • Construction is allowed on any of three types of hexes on condition that the adjacent hex is red.

Then, a player has a choice:

  1. To build a module. To do this, you need one card that meets the conditions of construction. Put the module on the hex.
  2. To build a base. This will require two cards. Both cards must meet the conditions of construction. Put the base on the hex.

IMPORTANT: when building a base, you cannot use cards with the same name (picture).

The cards played for construction are not sent to the market; they improve the harvester (see «Improving Harvesters» under "Harvesters" below).

Having constructed a project, the player receives galactic currency from the bank according to the conditions of the card. In the case of base construction, the player receives galactic currency from both cards according to the conditions on each card. The profit depends on the projects themselves (see «Project properties»; the card types are described under "Cards with Projects").

(Cross-reference notes: the printed rulebook refers to «Improving Harvesters» and «Project properties»; the section printed in the manual is titled "Harvesters", and no section with the title "Project properties" is printed. Both references are kept as printed.)

IMPORTANT: the constructed project does not bring galactic currency by itself. For example, the "Intranet Protection" card does not give galactic currency for that hex where it is built, even though it is in the chain of projects according to the card conditions.

The construction diagram in the printed rulebook is annotated as follows: "A card with a project for construction"; "A player gets one galactic currency for the indicated hex"; "There is someone else's project. In case of a production card, a player doesn't get galactic currency"; "For a project that has just been built a player doesn't get galactic currency."

Harvesters

After you have completed the construction, the card(s) you have played should be put in one of the three slots of your harvester. If you built a base, then the two cards you played can be distributed among slots.

Each harvester has three slots for enhancement:

  • Forepart — this enhancement is single use. For this enhancement you need 3 cards for a game with two or three players and 2 cards when there are four players. After using the laid-out cards you need to put them in the box; they will not be used in the game again. And after that you can collect new cards in this slot so you'll be able to use this ability once again.
  • Center — this enhancement has a permanent effect, but it also costs more. 5 cards for a game with two or three players and 4 cards when there are four players. Cards for this enhancement are not discarded and remain until the end of the game.
  • Cargo — this slot is the same for all harvesters. Not an enhancement. Cards laid out here will bring galactic currency according to the number of them at the end of the game — if you have more cards of the same color than all the players separately (see "Ending the Game and Determining the Winner").

IMPORTANT: cards laid out in the harvester enhancement slots cannot be moved to another slots later on.

Enhancing Harvesters

(Printed as "Enchacing Harvesters" in the source; the heading is corrected here.)

Single use

  • Allows to build a module as a base. All conditions for constructing a base remain unchanged.
  • You can build a base with 3 cards. All conditions for constructing a base remain unchanged.
  • Allows to move your harvester to any hex of the gameboard (except red hexes).
  • Allows to ignore the conditions of construction written on the card.

Permanent

  • A player doesn't have to pay any more for moving his/her harvester.
  • While adding cards, a player takes three cards, instead of two, following the common rules.
  • While moving, a player's harvester can pass through red hexes. Although it is still not allowed to stop at red hexes.
  • Having paid for the move, a player takes one card from the market or from the deck following the common rules.

Ending the Game and Determining the Winner

The game comes to an end when one of the players builds the last project. All other players make one more move. The game immediately stops and everybody starts counting their galactic currency.

  • Count galactic currency which you earned during the game.
  • Count galactic currency for the cards in the cargo slot of your harvester. For convenience, use the colors of the cards shown above the cargo area, starting with white (cards "Blocks"). Whoever has more cards of this color gets galactic currency according to the number of these cards. If players have the same number of cards, they do not receive anything.

Example of counting galactic currency for cargo slots in a game for two players (as printed): 3+1=4 galactic currency, and 3+2=5 galactic currency.

Cards with Projects

Terms

  • Adjacent is considered the hex which adjoins the hex that has construction on it. An adjacent project is a project that adjoins the hex that has construction on it.
  • A straight line is a line that passes through a series of hexes.

Card Structure

Every card has the following structure: a type (icon), a name, a number of such cards in the deck, conditions of construction, and conditions of getting galactic currency.

Card Types

Production Bring galactic currency for every near-by hex of the indicated type. IMPORTANT: galactic currency are not given for hexes with projects. Also, galactic currency are not given for a hex that has construction on it.

Generators Bring galactic currency for your every adjacent project of yours.

Logistics Bring galactic currency for your projects that are located on hexes indicated on the card or match the hex that has construction on it.

Laboratories Medical and engineering laboratories bring galactic currency in the same way as generator cards. The only difference is that they give galactic currency for a certain project indicated on the card. The central laboratory brings galactic currency for projects located on hexes adjacent to the landing pad.

Protection

  • Intranet Protection brings galactic currency for your projects that are on a straight line in one direction from the place where you're building the project. The direction is chosen by the player. The line is interrupted by other players' projects, red hexes and the landing pad. Empty hexes (without projects) do not interrupt the line.
  • Dome Protection brings galactic currency for your projects that are located on hexes adjacent to red hexes. Dome protection should be built next to this red hex or a group of red hexes. The group of red hexes are those red hexes that are adjacent to each other.
  • Seismic Protection brings galactic currency for every red hex that is located between the place of construction and any other of your projects on a straight line. There should not be other players' projects and the landing pad on the line. Empty hexes (without projects) do not interrupt the line.
  • External Protection brings galactic currency for projects that are located on the edge of the gameboard.

Systems This is the only type of card that does not bring galactic currency from the bank, but takes it away from other players. Systems bring galactic currency in the same way as generator cards, but for other people's projects. Take away galactic currency from the player or players if the projects belong to several players.

Blocks These cards can be played in two ways:

  1. During construction they bring 2 galactic currency.
  2. Can be played with another card (when building a base or enhancing a harvester): they double the amount of galactic currency received from the played card. The card for which the block can double galactic currency is indicated on the block card.

Game Option

System cards introduce aggressive tactics against other players. If you do not want to use system cards, remove them from the deck.