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Planet Bee

Planet Bee Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Objective of the Game
  • Gameplay
    • Action A – Select a Development tile and place the corresponding group of Ecosystem tiles
    • Action B – Take a Spring and place it
  • Placement Rules
  • Effects of the Tiles
    • Trees
    • Puddles
    • Springs
    • Plants
    • Flowers
    • Habitats
  • The Water Track
  • The Harvests
    • Bee Harvest
    • Animal Harvest
  • End of the Game
  • Final Scoring
  • Example of Final Scoring
  • Appendix: Objective Cards
    • Wheat Objectives
    • Berries Objectives
    • Apple Objectives
    • Animal Objectives

Components

  • 1 Development board
  • 4 double-sided Dome boards (1 for 4-player games, 1 for 2- or 3-player games)
  • 2 Reduced Track tiles (1 for 2-player games, 1 for 3-player games)
  • 6 Development tiles
  • 21 Bees tiles (7 yellow, 7 red, 7 purple)
  • 112 Ecosystem tiles in various shapes
  • 12 Objective cards (3x4 different types)
  • 30 Animal tiles (11 Birds, 10 Rabbits, 9 Sheep)
  • 1 First Player token
  • 3 Harvest tiles
  • 5 Spring tiles
  • 8 Score markers
  • 35 Water tokens
  • 20 Oxygen tokens
  • 8 Multiplier tokens
  • 4 summaries

Setup

  1. Place the Development board at the center of the table.
  2. In a 3-player game, place the 3-player Reduced Track tile to cover the first 2 spaces on the Water track. In a 2-player game, place the 2-player Reduced Track tile to cover the first 5 spaces on the Water track.
  3. Place the 6 Development tiles on the spaces on the Development board that show the corresponding scheme.
  4. Sort all Ecosystem tiles by shape and shuffle each pile, keeping it face down.
  5. Place Ecosystem tiles on the movable Development tiles according to the shapes printed on them: draw them randomly from the corresponding pile and place them face up.
  6. Place the 5 Spring tiles in the corresponding space on the Development board.
  7. Shuffle the 3 Harvest tiles and create a face-up pile in the corresponding space on the Development board.
  8. Divide the Objective cards into 4 decks according to their back (3 for the different types of plants + 1 for animals). Shuffle each deck separately, then reveal 1 card of each type. The 4 cards revealed will represent the common endgame Objectives. Return any unused cards to the box.
  9. Each player takes a Dome board and a summary, and places them in front of them. Check that the central hexagon on the board is facing the correct side according to the number of players.
  10. Each player gets 3 Water tokens (these constitute their personal supply), 1 lighter Score marker (which they place on the space marked with the number 0 on their Score track) and 1 darker Score marker (which they place on the space marked with the number 0 on their Multiplier track).
  11. Next to the Development board, create a common supply of Water and Oxygen tokens, Multiplier tokens, Animal tiles sorted by type and Bees tiles sorted by color.
  12. Choose randomly the first player, who gets the First Player token. Keep the token with the illustration facing up.

Objective of the Game

Build a balanced and thriving ecosystem inside your geodesic dome. During the game, you will earn points by generating bees and animals. But be careful: placing animals and plants in a way that aligns with your objectives will earn you extra points at the end of the game. The player with the most points at the end wins.

Gameplay

The game is divided into several rounds and turns, which take place clockwise starting from the first player. During their turn, each player chooses only one of the following two actions.

Action A – Select a Development tile and place the corresponding group of Ecosystem tiles

When you choose this action, solve the following steps in order.

  1. Select a Development tile from the Development board.

  2. Pay a number of Water tokens equal to the number indicated on the corresponding space below the tile (between 0 and 3 tokens). If you are not able to pay the cost of a Development tile, you cannot select it. Place the paid Water tokens on the Water track, filling its spaces from left to right, one by one.

  3. Take the Development tile from the board and collect all the Ecosystem tiles previously placed on it. Move the empty Development tile to the far right of the row of tiles on the board, sliding the other tiles to the left, and then refill it with the necessary new Ecosystem tiles. If you select the Development tile on the far right, fill it in without moving it.

    Note: If you run out of a type of Ecosystem tiles, don't fill in the empty spaces with that shape on the Development tiles. It may therefore happen that the supply of certain tiles is scarcer during the final turns of some games.

  4. Place the Ecosystem tiles you have collected on your Dome board, according to the placement rules (see below).

Action B – Take a Spring and place it

When you choose this action, take a Spring tile from the corresponding space on the Development board and place it on your Dome board, according to the placement rules.

If you run out of Spring tiles, this action is no longer available.

Placement Rules

  • The first Ecosystem tile you place must cover the central hexagon of your Dome board.
  • All other tiles you place must always be adjacent to at least one tile you have already placed, either in this turn or in previous turns.
  • Place the tiles only in the hexagonal spaces on your board, without going outside the grid. You can also place tiles on the light-colored external hexagonal spaces.
  • If you collect multiple Ecosystem tiles, you can arrange them in any order and facing any direction, as long as the illustrated side is facing up.
  • You cannot discard any tile. This means that you can select only Development tiles containing tiles you are able to place.
  • You cannot move or remove any already placed tile for the rest of the game.
  • When you place a tile on a hexagon showing a Water icon, take 1 Water token from the supply.
  • When you place a tile on a hexagon showing an Oxygen icon, take 1 Oxygen token from the supply.

Effects of the Tiles

Each Ecosystem tile represents a vital element of your geodetic dome. The Ecosystem tiles can host:

Trees

When you place a Tree on your Dome, you get 1 Oxygen token + 1 Oxygen token for every connected Tree from the supply.

Trees are considered to be connected when they are adjacent to each other on at least one side.

Puddles

When you place a Puddle on your Dome, you get 1 Water token + 1 Water token for every connected Puddle from the supply.

Puddles are considered to be connected when they are adjacent to each other on at least one side.

Note: If your Water or Oxygen production is significant, you can take 1 Water Multiplier token or 1 Oxygen Multiplier token instead of 5 Water tokens or 5 Oxygen tokens. When you need to spend Water or Oxygen, you can exchange it with your reserve.

Springs

Spring tiles make up a separate supply on the Development board and are obtained through Action B. When you place a Spring tile in your Dome, you immediately get 3 Water tokens.

Note: Spring tiles do not connect to Puddles, so they do not count as part of a group of Puddle tiles if placed adjacent to them.

Plants

There are 3 types of Plants: Wheat (yellow), Apple (red) and Berries (purple). Plants do not produce any resources, but they provide points in Bee Harvests and in common endgame Objectives.

Flowers

There are 3 types of Flowers: yellow, red and purple. When you place a Flower tile in your Dome that completes a set of two adjacent Flowers of the same color, immediately place (at no cost) a Bees tile of the corresponding color on the two Flowers. Bees do not produce any resources, but they provide points in Bee Harvests. Once a Bees tile is placed, it will stay in place until the end of the game.

Habitats

There are 3 types of Habitats: Fence, Log and Birdhouse. Each type of Habitat allows you to place a different Animal tile on Habitat spaces that are empty and in a suitable configuration, by paying the corresponding cost in Oxygen tokens to the supply.

  • Fence: the Sheep's Habitat (3 Fence hexagons grouped together, at a cost of 3 Oxygen tokens)
  • Log: the Rabbits' Habitat (2 adjacent Fence hexagons, at a cost of 2 Oxygen tokens)
  • Birdhouse: the Birds' Habitat (1 single Birdhouse hexagon, at a cost of 1 Oxygen token)

On your turn, as an optional free action, you can spend Oxygen tokens to place as many Animals as you wish.

Animals do not produce any resources, but they provide points in Animal Harvests and in common endgame Objectives. Once an Animal tile is placed, it will stay in place until the end of the game.

Warning: In the rare event you run out of a type of Animal or Bees tile, you can no longer place that type of Animal or Bees.

The Water Track

All the Water tokens players pay must be placed on the Water track, located on top of the Development board. When the track is entirely filled, solve the following steps in order:

  1. Turn the First Player token to the "Harvest incoming" side. This means that at the end of the current round, i.e., before the next turn of the first player, a Harvest will occur, i.e., a scoring of the points obtained up to that point.
  2. Remove all Water tokens from the track and put them back into the common supply.

Note: If the payment exceeds the number of spaces available on the track, the excess Water tokens are not lost. Instead, they are placed on the Water track once it has been emptied.

The Harvests

When the First Player token is turned to the "Harvest incoming" side, a Harvest occurs at the beginning of the first player's next turn (i.e., before they place new tiles). There are 2 types of Harvest: the Animal Harvest and the Bee Harvest. The type of Harvest that is triggered depends on the first visible Harvest tile at the end of the Water track on the Development board: It may concern only Animals, only Bees, or both Animals and Bees.

When a Harvest is triggered, all players simultaneously count the elements indicated as follows and earn points. Each player scores the points they got on their Dome board, by advancing their Score markers. If you exceed 50 points, advance the darker Score marker to space 50; then do the same when you exceed 100, 150, or 200 points.

After each scoring, discard the Harvest tile, turn the First Player token again, and start a new round. Once all Harvest tiles have been discarded, one final Bee and Animal Harvest will be visible on the Development board.

Remember: Do not discard any tiles from your Dome board at the end of each round. Any elements placed on it will remain there until the end of the game, enabling you to earn points from them during future Harvests as well.

Bee Harvest

Each Bees tile multiplies the number of Plants of the same color: for example, for each red Bees tile, you get a number of points equal to the number of Apple tiles.

Note: If you don't have Bees of a certain color, you don't get points for that type of plant; if you don't have plants of a certain color, you don't get points for that type of Bee.

Animal Harvest

Each Animal provides you a fixed number of points: each Sheep provides 8 points; each Rabbit 5 points; each Bird 2 points.

End of the Game

The game ends when one of the following two conditions is met:

  1. A player fills all the dark hexagons in their Dome.
  2. The Water track is entirely filled for the fourth time (i.e., when all the Harvest tiles have been removed and the Harvest printed on the Development board is visible).

In both cases, turn the First Player token to the "Harvest incoming" side and perform, at the end of the round, the visible Harvest.

Note: If both conditions are met simultaneously, end the round as usual and then perform the final Harvest printed on the Development board only once.

Final Scoring

After the final Harvest, each player calculates the points obtained from each Objective card (see the Appendix of Objective cards below) and adds them to the points earned during the game. The player with the most points wins. In case of a tie, the tied player with the most Oxygen and Water tokens combined wins. If there is still a tie, the victory is shared.

Example of Final Scoring

Ariadne has already performed the final Harvest, and has obtained 52 VP so far. She now calculates the points obtained from the 4 common endgame Objectives chosen at the beginning of the game and gets:

  • A — 14 points from the 3 groups of Wheat tiles in the exact configuration shown.
  • B — 6 points from the group made of 3 Berries tiles in the exact configuration shown.
  • C — 10 points from the 5 isolated groups of Apple tiles she has.
  • D — 8 points from the 4 Animal tiles adjacent to the external perimeter of her Dome board.

To sum up, she gets 38 points from common endgame Objectives, which, added to the points already obtained during the game, give a total of 90 points.

Appendix: Objective Cards

Each common endgame Objective card shows an illustrated configuration on your Dome board, a row of counts, and the row of points scored for that count (a count below the lowest listed value scores the leftmost, negative value).

Wheat Objectives

  1. Number of Wheat tiles connected to each other. Only consider the largest group on your Dome board.
    • Count: 2 or fewer / 3 / 4 / 5 / 6 / 7 / 8+
    • Points: -2 / 1 / 3 / 6 / 10 / 15 / 21
    • Example: largest group made of 6 Wheat tiles -> 10 points.
  2. Number of groups of Wheat tiles placed exactly as shown in the configuration (without any other adjacent Wheat tiles).
    • Count: 0 / 1 / 2 / 3+
    • Points: -2 / 6 / 13 / 21
    • Example: 2 groups of Wheat tiles in the exact configuration shown -> 13 points.
  3. Number of groups of Wheat tiles placed exactly as shown in the configuration (without any other adjacent Wheat tiles) — a different configuration from the previous card.
    • Count: 0 / 1 / 2 / 3 / 4+
    • Points: -2 / 3 / 8 / 14 / 21
    • Example: 2 groups of Wheat tiles in the exact configuration shown -> 8 points.

Berries Objectives

  1. Number of Berries tiles connected to each other on one side only. Only consider the largest group on your Dome board.
    • Count: 1 or fewer / 2 / 3 / 4 / 5 / 6 / 7+
    • Points: -2 / 1 / 3 / 6 / 10 / 15 / 21
    • Example: largest group made of 4 Berries tiles adjacent on one side only -> 6 points.
  2. Number of groups of Berries tiles placed exactly as shown in the configuration (without any other adjacent Berries tiles).
    • Count: 0 / 1 / 2 / 3+
    • Points: -2 / 6 / 13 / 21
    • Example: 2 groups of Berries tiles in the exact configuration shown -> 13 points.
  3. Number of Berries tiles connected to each other and placed in a line. Only consider the largest group on your Dome board. Any other adjacent Berries tiles do not count towards the Objective.
    • Count: 1 / 2 / 3 / 4 / 5 / 6+
    • Points: -2 / 3 / 6 / 10 / 15 / 21
    • Example: 5 Berries tiles placed in a line -> 15 points.

Apple Objectives

  1. Number of isolated single Apple tiles or groups of Apple tiles.
    • Count: 1 / 2 / 3 / 4 / 5 / 6 / 7+
    • Points: -2 / 1 / 3 / 6 / 10 / 15 / 21
    • Example: 4 groups of isolated Apple tiles -> 6 points.
  2. Number of groups of Apple tiles placed exactly as shown in the configuration (without any other adjacent Apple tiles).
    • Count: 0 / 1 / 2 / 3+
    • Points: -2 / 6 / 13 / 21
    • Example: 2 groups of Apple tiles in the exact configuration shown -> 13 points.
  3. Number of Apple tiles that are placed on the external perimeter of the Dome board. A hexagon is considered to be part of the external perimeter if it has at least one side that is adjacent to the external brown area.
    • Count: 1 / 2 / 3 / 4 / 5 / 6+
    • Points: -2 / 3 / 6 / 10 / 15 / 21
    • Example: 2 Apple tiles that are placed on the external perimeter -> 3 points.

Animal Objectives

  1. Number of Animal tiles that are adjacent to each other. Only consider the largest group on your Dome board.
    • Count: 0 / 1 / 2 / 3 / 4 / 5 / 6+
    • Points: -2 / 1 / 3 / 5 / 8 / 11 / 15
    • Example: largest group made of 4 Animal tiles -> 8 points.
  2. Number of isolated single Animal tiles or groups of Animal tiles.
    • Count: 0 / 1 / 2 / 3 / 4 / 5+
    • Points: -2 / 1 / 4 / 6 / 10 / 15
    • Example: 3 groups of isolated Animal tiles -> 6 points.
  3. Number of Animal tiles that are placed on the external perimeter of the Dome board. A hexagon is considered to be part of the external perimeter if it has at least one side that is adjacent to the external brown area. For Rabbits and Sheep, it is sufficient for just one hexagon of their shape to meet the condition.
    • Count: 0 / 1 / 2 / 3 / 4 / 5 / 6+
    • Points: -2 / 1 / 3 / 5 / 8 / 11 / 15
    • Example: 3 Animal tiles that are placed on the external perimeter -> 5 points.